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ISmokeThis

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Everything posted by ISmokeThis

  1. I don't mean to say that if you use mods, you aren't playing the game properly or something in that context. All I mean is, I want to be able to tell people that I have an account that has done such and such without using mods. I am happy to hear they will probably add a change like this in the near future.
  2. Thank you for the replies guys. I guess I will just have to forego my custom booster until the capability is added to stock KSP. Using mods to circumvent this would be cheating for me. They really need to officially add something like this.
  3. Hi, I have a custom booster that uses jet engines to efficiently to lift rockets during takeoff, however, because of the costs to build it, I attached parachutes to it so it gently lands on the ground once I jettison the piece. This should allow me to salvage all of the booster parts (the one I use now cost over 30,000) back in the tracking station. Unfortunately, the part is automatically removed (not salvaged) every time I go back to the space center. Is this just a problem with the game that hasn't been looked over yet or am I doing something wrong? Should I attach control modules to parts I want to not be removed?
  4. So, now I have a problem where the docking port attaches to the center fuel tank and so I don't think I will be able to transfer rocket fuel to the proper tanks unless I have a port for each of them. However, that just seems silly. I would have to dock one tank then undock and dock the other tank every time I fill up my ship. OMG this is a disaster.
  5. Thank you for that information. Especially about how KSP processes intake air. I am not too happy about this solution (although its probably all I can do) because I want my plane to be very fast when inside an atmosphere. Edit: Actually, I'm still not quite sure I completely understand what you mean by the air intake sequence. Do you mean that once any one of the jet engines does not receive air, it first shuts off then then the rest all at once, or do they shut off in sequence? If the latter, I don't follow how you're solution does anything.
  6. Hey guys I am currently faced with two dilemmas and I was hoping you guys could help out. Here they are: 1. Whenever my SSTO gets to around 20,000 m it begins to spin out of control. I added vertical wings to mitigate this, but even with several (and a very large one) the problem still occurs. The spinning can also be triggered when I turn off my jet engines and close air-intakes. What am I doing wrong? 2. Is there a way I can block fuel from transferring between two attached fuel tanks? My design has two fuel/oxygen tanks that are separate from the rocket thruster and, therefore, require fuel ducts. However, these tanks are also connected to pure liquid fuel tanks for the jet engines and so fuel transfers between them. With that, when my rocket thruster is in use, fuel from the pure liquid fuel tanks gets spent over the fuel/oxygen tanks. Here are the pics of my design:
  7. Guys, thank you for the replies. I made it back to Kerbin with what you suggested. I think I was too frustrated last night to think of any of this. As before, the thumbnails are there but the screens seem to have not been uploaded properly because when I try to expand them they are cut off. IDK why this is happening.
  8. Ok, thanks guys. My screens are messed up by I can link my steam acct and u can see the thumbnails at least. Maybe the screens will work for you... http://steamcommunity.com/profiles/76561198103627065/screenshots/
  9. Hello, I have a ship that is on its way back home from Gilly. However, the ship has run out of fuel and I regrettably did not put a side docking port. So to bring the ship back I have created a ship with a grabbing mechanism using girders and landing gears. I have successfully rendezvoused with the ship and grabbed it. Unfortunately, when I turn on time warp the ships do not collide and so the stranded science vessel goes through the claw-like contraption. Can someone please tell me what I can do?
  10. I did it! How I did it was I kept readjusting the trajectory as I got closer and closer. I was able to reach kerbin's atmosphere with about 12 liquid fuel left. I am not sure I could have created a more efficient ship for the job. Thanks so much for the help guys. Lol, Mun landing screens are missing because of I have a swear word in the flag name. Thank you so much for the help guys. Also, this is my first thread here and I don't know how to make it have the answered prefix.
  11. Good point. Guys, I have no idea how to reach my kerbal. The spinning of the planet makes planned trajectories impossible.
  12. Isn't it impossible to use symmetry when making an asparagus rocket? I cant have each fuel tank connected to the other.
  13. Ok, so I redid the ducts and overwrote the sub-assembly (which fixed it) for the asparagus staging and what I have is this: As you can see, from the advice of JiWint, I have redone the lander by stripping it of many components. It now simply has 4 landing struts, 2 parachutes, a solar panel, and a ladder. I flew it vertically until all of its fuel was spent and I must say it functioned PERFECTLY. I didn't have any torque issues.
  14. So, am I the only symmetry freak here? I read so many threads where the response is, "just place them individually." I refuse to do this and am always in search of a way to build my ship symmetrically. That being said, redoing this ducts takes a lot of effort making them all look the same. Thanks for the fast responses btw
  15. Hey guys, so I made an asparagus rocket, but after saving it as a sub-assembly and placing it again the fuel ducts are just little nodes that aren't actually attached to consecutive fuel tank. What's going on here?
  16. Thanks for the guide. Actually, I am already able to rendezvous with orbiting targets ><. I was developing a space station on my sandbox account.
  17. Ok guys, so I made it to Mun and back to Kerbin. Barely. I had to use all my mono-propellant and the parachutes did the rest. The thing is, I had a kerbin operating the rocket unknowingly for half the mission ><. It's ok though, because I had no idea how to land precisely where my poor kerbal is stranded. I plan on trying again after I figure out how to do this. Currently, I am thinking that I need to get into orbit with Mun first, then I need to create a maneuver that brings me (at an angle) over the kerbal and past him a little. Once I am an arbitrarily close distance to the kerbal and his ship, I burn retrograde and then my ship should land more or less right on top of him. Even if I am very precise, I think I would still need to run a very long distance to rendezvous with the rescue vehicle. Does anyone have any better ideas?
  18. I'm currently on route to Mun. I made a gravity turn when leaving the atmosphere and I can't see any noticeable increase in fuel. However, I don't really have any idea of how much I would have if I didn't make a gravity turn. Am I landing on Mun correctly? I just make sure I fall into its orbit then apply thrust towards retrograde motion.
  19. I had always imagined that the air drag would be too strong to make slowly tilting your rocket early on worthwhile.
  20. Wow, thank you for this. I am reading up gravity turns right now. I think I was doing it wrong by going 0 degrees then 90 degrees. Instead, I need to curve my corner?
  21. Thanks for the pics Ron, I'm going to try to add more radial thrusters to the ship. For now, however, I plan on reading up on the DeltaV stuff on the wiki. Thanks for helping guys.
  22. Here is my next design. It has the same problem; There isn't enough fuel to leave Mun.
  23. Well if they can get it off the ground they're contributing even just a little . Although, I agree with all of you that this is definitely an inefficient design ><
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