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Taki117

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Everything posted by Taki117

  1. The most efficient way to get the most dV is to run fuel lines from your outer tanks to your inner tanks, this way your inner tanks contribute to your initial TWR, but remains fuled for when you stage (If you're not doing that already)
  2. This image details a relatively low tech mission to the Mun. http://i.imgur.com/xIYjTC0.jpg
  3. If you have the latest version of Navyfish's Docking port alignment indicator that might have done it. Because of it's RPM integration it could have very easily deleted or overwritten the navball prop placement. I suggest getting RPM anyway, but if you delete the JSI folder you should be OK.
  4. I fail about 1% of the time, usually with a new rocket design that makes it through simulation, but fails spectacularly on launch due to pilot error more than anything. Every now and again I will have a tried and true, proven design fail because something happens and I go just a little too far, or forget to stage correctly, which results in rapid unplanned disassembly.
  5. I disable the delay simy because I don't want to have to learn how to use KOS. I figure since NASA has put unmanned things on other planets with a delay in the minutes, it wouldn't be unreasonable for me to fly the craft myself with a delay and pretend it is a very sophisticated automated system flying the craft while the kerbals at mission control watch their monitors hoping it doesn't smash into the surface.
  6. I'm fairly certain that the LES is strictly for use with the Soyjuice fairing system, meaning that the Jettison and Decouple actions should not be needed. Typically once the spacecraft is high enough the staging action will decouple the LES while firing it's engines, pulling it and the boost protection cover clear of the crew compartment. However, in a Soyuz style abort the return and equipment modules are pulled clear of the craft, and then only the return module is decoupled from the orbital module and LES to fall freely out the bottom of the Boost Protect cover.
  7. Have a look at this. http://forum.kerbalspaceprogram.com/threads/44966-Lightest-Eve-Lander-I-could-make Here's Scott Manley's Video
  8. They way I do my turn is straight up to 100m/s or 1km, then pitch east to 80 degrees, but when the velocity vector is at 85 degrees then I just set SAS to follow velocity vector and watchmy time to apoapsis.
  9. Because it is just a part mod it works in .90 without the need to upgrade.
  10. This is correct, I'm not sure the purpose of the first click, but the second will set whatever part was clicked as the new root part. My method to building something I know is going to be a subassembly is to build it as a new craft, ensuring I know where I'm going to attach by, then set that attach point as my root part.
  11. When reporting a bug, be sure to grab your output_log.txt so that people familiar with them can look for any errors. Also, do you play with mods at all?
  12. Step 1: Land on the Mun and return safely, sandbox, completely stock. Step 2: Mod the hell out of it and play either science or career.
  13. This waws fixed with the latest version of Tweakscale. It got taken over by new management. http://forum.kerbalspaceprogram.com/threads/112693
  14. Question: has the "can't enter buildings after launchpad select" bug been fixed?
  15. I use direct burns simply because of the time requirements. Real life spacecraft can take years to reach their destination whereas in KSP a direct burn is much faster, and we don't have the weight requirements.
  16. I Form follows function. I put what I need on my payload, and the design a rocket to get it to orbit.
  17. Why not build s rover? Land it fairly close to the spot, then just drive to the exact area, hop out, and get back in.
  18. That should be fine. I've had hem complete with a much greater difference. I believe it is 5% margin. Also don't forget to not have any input for 10 seconds. That's 10 seconds MET, so it might be longer while you sit at your computer.
  19. Even with the 1/10th RSS config I turn my rockets at 100m/s or 1km (Whichever happens first) then just hit SAS-prograde and watch my time to Apoapsis. It's kinda cool to see your rocket level itself out at 60km and be up to just shy of orbital velocity by the time your apoapsis reaches the proper altitude (200km for anything going to the Mun/Moon, 300 for stations and 350 for interplanetary vessels)
  20. THis is correct. Found this, but am not sure if this is what you are looking for. https://kerbaledit.codeplex.com/
  21. This should fix that. http://forum.kerbalspaceprogram.com/threads/63109-0-23-Modulefixer?p=1259754#post1259754
  22. Besides IVA's, what else was put out during the squadcast?
  23. It appears to be set up correctly, however, if were trying to make Monoprop or Xenon you don't have tanks for them, so it wouldn't do anything. If your kethane tank is filling that means the drills are working as intended, and you have the refinery on top of the tank, with another tank on top of that, assuming that everything is empty on launch it should work.
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