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Taki117

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Everything posted by Taki117

  1. I did a Kerpollo style mun landing if you want ideas on how much fuel I brought with me. It was enough to get there and just enough to get back. I can provide a craft file if you need. Here's the mission report: http://forum.kerbalspaceprogram.com/threads/57652-Breaking-news-Kerpollo-to-the-mun-and-back%21
  2. I use Tac Fuel Balancer. It really helps when you have lots of RCS tanks and need to fill them all.
  3. So, on a whim, I decided to do an Apollo style Mun landing. I wasn't trying to be authentic to the actual Apollo landing except for the docking of the lander and command pod.
  4. to move the entire ship you have to click the root part (usually the command pod but always the first part you put down)
  5. I'm using .22 and i dont know if this will work for the OP or not, but i use my station as a refueling depot and shipyard. While the craft is still on the launch pad I unload enough fuel so that i can get into orbit. (using TAC fuel balancer). Then once there I stop over at the station for a refuel and to await the rest of the ship for in space assembly.
  6. The problem is that they are currently orbiting the Mun. (On escape trajectory, but it's not a free return.
  7. So, I have run into a situation where time warping is practically impossible. Basically what has happened is Ship A has run out of power and doesn't have a docking port. Ship B was sent up with lots of power and a capture cage. Ship A was captured by Ship B but time warping causes Ship A to go through the structural pieces and get out of the cage. This leads into my question. Does Game time continue if you are in the VAB or SPH?
  8. It's gonna take some RCS to pull off, but it looks like you could just use "IJKL" (Depending on which way your lander is facing) and a little bit of SAS to just push your lander upwards.
  9. I use MechJeb for build planning in the VAB, Maneuver node planning (Everything from circularizing to transferring interplanetary) but unless I'm in sandbox and don't really feel like actually doing the maneuver execution is all manual (I never use autopilot in career, takes all the fun out) I also use it for auto-landing (only because I'm horrible at it) Really you can use it as much or as little as you want. I've even changed the config files of some of the cockpits from my other mods to make them MechJeb compatible (It really helps with delta-v during construction)
  10. you have to add it to the tech tree by modifying its config file. Find a part in the same tech tree node that you want your part to be in and copy those lines of code into your part.
  11. You stop when you want. My current station that's under construction is almost done. I will be adding a science module to finish it off. (http://forum.kerbalspaceprogram.com/threads/57130-Out-with-the-old-In-with-the-New if you are really interested) As far as lifting large loads, is this done in career or sandbox? Either way take a look at Asparagus staging, or mods like Kerbal Engineer to figure out the Delta-V of your rocket.
  12. So, last time I de-orbited the old station, and sent up a new one. The only issue with the new station was that I had to send it up empty. (Thank you TAC Fuel Balancer. Each of those structural supports on each end is actually a fuel tank) Because of this the station was almost empty of fuel. (Again, thank you TAC for letting me fill all the tanks at the same time with the leftover fuel) So what to do but send a refueling vessel.
  13. I just got done adding a module to my station in orbit around Kerbin. While Docking can be done without mods it is far more helpful to have them. (I use Docking Port Alignment Indicator by NavyFish)
  14. This is a chronicle of the deorbiting and subsequent replacement of Valhalla, my sandbox space station. Out with the old: In with the new:
  15. The mod is a little wonky to work with, but it gets the job done.
  16. IF you are not adverse to mods you can get Actions on the fly I use it and it works just fine in .22
  17. *GASP* You can do that? but seriously, does the selection persist between access times? (e.g I perform the aforementioned selections to hide all my flags, then leave the tracking station for whatever reason, then come back to the tracking station)
  18. Oh YAY! Also, has this been included into the Tech tree?
  19. SO, I know anomalies exist The Kerbin Monoliths, The Mun Arches, the Bop Kraken, Neil Armstrong Memorial) and I know ISAmapsat showed the location of said anomalies (One of the reasons I never downloaded it) Does this do the same, or is there an option to disable that feature?
  20. The good news though is that the points are not "lost" they just go back into the science point pool for the biome they came from so you can do the experiment there again and get all the points you lost because of the crash.
  21. IF you have an antenna and sufficient power you can transmit the data back, but as long as you follow the pod down (Or keep it < 2.5km from the vessel you are controlling) if you recover the pod you will get the points.
  22. There should be a screenshot folder somewhere in your KSP folder that has all of your screenshots from .22
  23. The way I built my interplanetary ship using multiple docking ports I used 4x symmetry and angle for the center fuel tank and command pod. (With radial attachments and Sr. docking ports on the side, one on top and one on bottom) Then just swapped out the command pod for remote controlled units. when I docked both Sr.s Docked perfectly on both sides. (This leads to lots of unused docking ports though, and unwanted vessel mass, but I had enough Delta-V to compensate)
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