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Tomo2k

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    Bottle Rocketeer
  1. That sounds like the Kerbin-end comsat in the chain is set to target "Active Vessel" rather than "Eve", so as soon as you switch the long-range one loses connection. That one bit me as well - building a Mun comsat cluster and wondering why I couldn't link up to the newly-dropped comsat to put it into the proper orbit. - I've now come around completely to Cilph's idea of removing Active Vessel as an option, replacing it with "Groups". It really does seem this is more confusing than it's worth. [Edit] Ninja'd
  2. In .23 they do finally have a stock purpose - the Lab module. I suspect that in the future there will be other modules that are worth putting in orbit around a moon or planet to gain more SCIENCE!! with fewer missions. My most ambitious station had a fundamental flaw unfortunately - turns out you simply cannot dock more than 3 docking ports simultaneously. Which made this guy impossible to finish properly: Since then I've mostly assembled stations around Kerbin before sending them to live around other planets as fuel bowsers, science stations etc.
  3. It's not RT2 - I have this happen and I don't have RT2. I'm reasonably confident that this is a bug in KSP 0.23 itself, though I'm not 100% certain as while it was definitely occurring before installing my other mods, I can't quite remember if it first happened before I installed MechJeb2 and NavyFish's docking aid.
  4. There's no monetary cost of part purchase or usage (yet). Squad have said that there will be some kind of budget system later, but no details as yet. - It's going to be very hard for Squad to get this right, to keep it 'fun' and ensure you can't get yourself stuck without enough parts to make a flyable craft. I'd rather they take the time to get the mechanisms and balance right than announce something that they have to backtrack on! An antenna is only needed to transmit science back to Kerbin. If you recover the part of the craft with the data in it then you'll get the science without transmitting. - In .23 most experiments give much more science if recovered back to Kerbin as opposed to transmitted. Crew Reports and EVA Reports give 100% on transmit, and a pod can only have one Crew Report in it so it's a good idea to transmit those two. Move the fuel tank around until it 'snaps' into place on the end of the previous one. It's much easier to fit tanks underneath than on top. That (and 3) sounds like you're building in the Space Plane Hanger, where everything defaults to horizontal for building spaceplanes. You want the Vehicle Assembly Building (VAB), tall thin one, for building rockets.
  5. Is anyone else finding that MJ2.1.1 Ascent Guidance is giving the inverse inclination? Both Launch To Rendezvous and Match Inclination ascent guidance is giving me the wrong inclination, with it mirrored about the equator of the body - ie if the target craft is ascending 15 deg from the equator, ascent guidance gives me an orbit descending at 15 deg So far this has happened to all my launches with a non-zero inclination. MechJeb 2.1.1, KSP 0.23, no other mods.
  6. The Eagles are landing... I'm still not entirely sure why down is that way, the same rocket flew perfectly on the retake: (I've since learned that the Skipper in the middle was pointless)
  7. To land stuff on the Mun (or elsewhere), I use a Skycrane (inspired by Real Life and Scott Manley) This is the Skycrane train that I just sent to Jool: The crane is on the left with four nuclear engines and huge solar panels. In front is the orbital tug, and behind is a pair of landers and the train of fuel tanks for the Jool station. (This one was also used as the interplanetary tug http://steamcommunity.com/sharedfiles/filedetails/?id=198910122 - aerocapturing at Jool.) Basically, put some engines on outriggers, with an appropriate docking point in the middle underneath. If there is atmosphere, put the parachutes along the skycrane outriggers. Small tanks at the end of outriggers, large tank in the middle - you want that large tank because it's much easier to keep balanced during refuelling that way. The crane needs enough thrust and deltaV to land the payload and then return to orbit for refuel and reuse. (Or to fly away and crash safely!) - You might want to burn the payload's fuel during descent. Dock the crane to each section in orbit, then land it. Once landed, undock and immediately fly away. - This bit's the most tricky as you don't want to accidentally take the payload with you, or fall off the payload and destroy the base you're building! Then repeat with each segment until they're all down. I haven't tried building with the new legs yet, but my old .21 base fell to bits on upgrade...
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