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Rfmeijboom

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Everything posted by Rfmeijboom

  1. Just put them in a cargo bay. For reenty, you can then close the cargo bay to protect the solar panels.
  2. Sounds to me like you attached the radiators to the tug and used the offset gizmo to move them to the mast. If that is the case, then the parts are still attached to the tug although they appear to be attached to the mast.
  3. 2 serious options: - Make a comet by taking a craft with claw and infinite fuel and push a size C asteroid into an orbit with PE within moho's orbit and AP 2 times the distance to eeloo with an inclination of about 15 degrees relative to kerbin's orbit Then land a probe there using the claw. (quite fun and challenging to do) - Go for a easteregg hunt, plant a flag at all the easter egg sites. 2 ridiculous options: - Build a bridge over the canyon on dres. - Put a lid on the mohole. And then there is of course the grand tour option if you get really bored. Try landing on all the planets and moons (except jool) in a single launch mission. to make it harder you could do it without mining.
  4. I would have set the starting funds to 640k, as that ought to be enough for everyone
  5. I never used KJR and I learned to design my Rockets to fly properly with a minimal number of struts. During my testing I found that the primary source of wobbling comes from trying to move the rocket in the wrong way. For example, I never use the reaction wheels in the top capsule to change the orientation of the rocket during launch, this is done with fins at the bottom of the rocket and/or thrust vectoring. The only struts I usually need are between a payload and the lifter inside the fairing, and a few to connect side boosters to the main stack. As far as Delta-V readout goes, I calculate Delta-V by hand. To me it would be welcome in stock, but it's not a major problem to me, the formula is too simple to install a mod for that.
  6. There is no cargobay on the CTV-48. To haul cargo you can connect the cargo to the front regular docking port and/or the aft senior docking port.
  7. Only mods I use are: - Kerbal Alarm Clock (to make multiple missions at the same time manageable) - Hyperedit (only for testing craft on other planets for 'simulation purposes', hyperedit is not used during any missions) - EVE (but removed the city lights, they made no sense to me . . .) And I have a second install now that also includes: - 64k (6,4x larger solar system really increases the difficulty of the game) - Procedural parts (for larger diameter fuel tanks) Other mods I used in the past, but no longer use: - Deadly reentry (now redundant) - Remote Tech (did not really make it any more difficult, just more grindy) - TAC life support (to much micromanagement for me, again not much more difficult, just more grindy)
  8. Since this is a sandbox game, the contracts don't matter. Just like the science module I added which has no real function in sandbox I feel the station is incomplete without it. I feel that a good space station should be self sufficient, and a way to set up a communications link around a planet or moon is one part of that. Basically it s just a role-playing function.
  9. The Cargo bays that are now empty will be filled with: - Ore miner. - Ore scan satellite. - Communications satellite. - Manned lander. I might include a rover with the lander as well, but I am not sure yet.
  10. Crew Transfer Vehicle: With a station that has a crew capacity of 448 we need a BIG transfer vehicle to carry many kerbals from Kerbin to the station or from the station to other stations (to be build). To meet this requirement the CTV-48 was created. It can carry 48 kerbals and has over 6km/s Delta-V. With a shielded docking port in the front and a large docking port at the back, it is a very versatile ship. It can carry a 48 kerbals from LKO to a station around Eeloo or haul 100t of cargo from Mun of minmus orbit to LKO. The CTV-48 is 74 parts and weighs 128,1t fully fueled. The ship will absorb and dissipate enough heat to keep the nukes from overheating even at well over half an hour of full throttle burning. Liftoff! Drop first stage. Cruise to apoapsis. Burn to circularize, keeping PE just within the atmosphere, so it will burn up later. Drop the launch stage and continue on the CTV's main engines. Approaching the station. Docked! Side view. Front view. Aft view.
  11. You can build a sky crane to land it. Or if you can fit it in a MK3 cargo bay you could land a ship with the cargo bay pointing down and drop from there.
  12. NO! You got the incantation wrong. You should NOT be using the ALT-key during the chant. Holding ALT with this incantation has the potential to rip large ships and stations to pieces. Edit: also this is dark magic, stay well away from it if you value your soul
  13. The spinning is the only thing that makes it a bit more difficult. First you should learn to dock with another stationary vessel without switching to it. The way I do it: - Match alignment with the target - switch to locked camera view - move the camera so you look at the back of your ship. - Use RCS translation until you are aligned with the docking port. - cancel relative velocity and move forwards. I build my entire space station without ever switching to the station to align the craft. Once you get the hang of docking like this, you can do the same with a spinning target. Align yourself with the plane of rotation of the target (so the docking port will pass in front of your vessel in every rotation. Then aproach to within a few meters and when the docking port is almost aligned move forwards a bit. There probably are better ways to do it, but this is what I do and I know it works.
  14. Stage 7 - Cargo Bays: The only thing missing on the station to me was a cargo bay. It was also decided that the station should be part of a fully independent ecosystem that would allow kerbals to explore the solar system without any help from Kerbin. This basically meant that ion powered craft would be a no-go because xenon can not be mined or acquired other than from kerbin. So a cargo bay was build, and the xenon storage was removed from the station, this had the added benefit of reducing the stations part count. Launching the cargo bay module. Booster separation at 31km. Circularizing at 200km. Decoupling the payload. Approaching the station. Cancelled relative velocity, oriented to line up with the station. Now holding position 200m from the station. Decoupling the lounge from the station, using RCS to slowly move it down. Decoupling the Xenon storage (after emptying it's LFO tank). Using RCS to move the module out of the way while the lounge slowly drifts down. Docked! The cargo bay is now attached to the station. Docked! The lounge was reconnected to the station. Closeup of the cargo bay module. Opened the bay doors. The large docking ports can be seen on the top of the cargo bay. The bottom of the cargo bay has a small docking port. This station is now 107,1m long and is only 398 parts.
  15. I will work the way you describe it. You can use 1 satellite to fullfill multiple contracts, but to me it feels like cheating. In my career games I just leave them in the requested orbit and mark it as debris, so it won't clutter my map view.
  16. The 32-bit version can also be modded to death, it just dies quicker . On topic: I think KSP is by far the best game purchase for me ever. I have also enjoyed over hundreds of hours of KSP and consider $40 a low price to pay for that amount of fun. The only problem is that you need to convince people that it will be fun before they are willing to spend $40 on it. And the steap learning curve (or wall) people will run in to can be daunting. So I think it is well worth the money, but it might be a bit expensive for new players. But this might be mitigated by the demo.
  17. I'm not quite sure yet. Time to work on the station is limited. At the moment I am working on serveral things: - Cargo bays to add to the station. (nearly done) - A miner to get Ore to the station - A good way to build 2 more stations like this around Eeloo and Dres. (either build in orbit and move the station or transfer each module and build it in orbit around the target planet) - A crew transfer vehicle that can take 48 kerbals to the other stations. (nearly done) At this point i am considering to replace the Xenon storage with the cargo bays to maintain an acceptable part count and allow for more modules. I am open to suggestions for other modules to add.
  18. Well, in your first post you didn´t use an orange tank . . . There is always the kerbpaint mod if you want to keep the parts stock. Otherwise tweakscale might help. And someone already used drills to create the effect of an orange tank. (but that feels way to inefficient for my personal taste)
  19. Yes and no, I like clipping for aesthetic reasons. I don't like clipping to the level where it feels like cheating.
  20. 2,5m parts for the lower stage and 3,75m parts for the upper stage should get the right size ratios. Too bad we don't have 2,5m solid boosters. But you can clips a bunch of them in an emptied 2,5m tank.
  21. That was one of the main considerations in the design, I tried to keep every module around 70 parts or less. I try to enure a usable framerate even when multiple ships are docked.
  22. Good luck guessing, and rep for the first correct guess! Dres?
  23. I see KSC reflected in the helmet on the third pic, where I also see some grass in the upper left of the image. My guess is on the beach near KSC at night?
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