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  1. [if this kind of thing has been discussed before, a link would work fine; I'm new here and haven't looked into all of the forum features] So, I accepted some contracts I haven't tried before after a Minmus trip that got me a lot of new tech and made me want to try doing harder contracts because I wanted to attempt some more difficult things to get the full game experience. Anyway, I accepted two contracts to rendezvous with and save two kerbals stuck in low Kerbin orbit. Turns out they both have identical nearly circular orbits (see the picture) that spans 80-85km. After a few mishaps such as discovering that they had no docking port (since I knew of no other way at the time to save someone), I eventually unlocked the Claw and tried again. Now, I can't seem to rendezvous with them at all. No matter where in my orbit I move the maneuver node, or adjust my [anti]normal or pro/retrograde, I can't get anywhere close to the target without having a periapsis of <40kish. I can either maintain orbit, or get close to the target. I sat on high time warp and let myself orbit a few times to change our relative positions, but it doesn't seem to matter since no matter what it seems like I can't get anywhere close to them without de-orbiting. My last attempt ran around Kerbin for 3 in-game days of trying to get a maneuver node to reach them, adjusting & moving it around, etc, before giving it up and just orbiting again a few times to have another go. I eventually gave up and I can't seem for the life of me to get a rendezvous with them. Anyone have any tips on how to rendezvous with someone in such low orbit?
  2. For a while I have been trying to figure out how to calculate when two space crafts will intersect each other and have come up with nothing so I was wondering if anybody else has figured it out? If you want to know why I'm thinking of a challenge to rendezvous an dock with another spacecraft without using map mode
  3. One thing that continually challenges me is rendezvous manuevering. When you're close (within a few hundred meters), it's straightforward. You essentially can act as if your target is at rest with respect to your vessel, and a thrust towards the target gets you closer to it, one away from it gets you farther away from it, and so on. When you're really far away, it's still straightforward. To speed up, slip into a lower orbit; to slow down, raise the orbit. To adjust inclination, thrust 'south' or 'north' as required. But there's a middle zone, one that appears to extend from a kilometer to several kilometers from your target, where it's not at all obvious... a thrust toward your target does not get you closer to your target. It's all because of the relative orbital motions, of course, and is perfectly explainable in mathematical terms, but it can be doggone frustrating in seat-of-the-pants flying. I remember first encountering this phenomenon on my old Apple //e in a space shuttle simulator; matching orbits was (relatively) easy, docking was (relatively) easy, but the approach between the two was the hard part. My brain might just not be wired right to fully "get" it. I can understand what's going on in an intellectual sense, but it doesn't seem that I can fully absorb it for some reason... Anyone else notice this, or is it my own special handicap?
  4. Asteroid Rendezvous Outside of Kerbin's SOI Purpose: I've seen a few videos and walkthroughs for rendezvousing with an asteroid in Kerbin's SOI, but I wanted to meet up with asteroids and do it outside of Kerbin's SOI. Incidentally, this takes less math and timing. This is a stock tutorial. Although I have MechJeb and Kerbal Alarm in the pictures, neither is required for this walkthrough. I mostly left MechJeb attached to make sharing vehicle stats easier. MechJeb didn't fly any of this, it was all by eyeball. (Or maybe everyone already knows how to do this and that's why there isn't a tutorial?) . . . . . . . . . . The demos/tutorials I have seen that meet up with an asteroid in Kerbin's SOI generally require about 2000 dV. Turns out, meeting up with an asteroid outside of Kerbin's SOI also ends up needing about 2000 dV. (Actual amount depends on how fast you want to get there, and how far away the rock is) So if your gut feeling is "I don't want to meet up outside the SOI because my craft will be crazy big" I encourage you to give it a try. Using this method, you can meet up with an asteroid in about 1/3 to 1/4 of the time versus waiting till it reaches Kerbin's SOI. If that didn't make sense, imagine that an asteroid is roughly 150 days away from a Kerbin encounter. With this method, you can rendezvous with the asteroid in about 50 days from launch. That means you are at the asteroid 100 days prior to the Kerbin encounter. The exact timing will depend on a lot, but the point is that you can meet it much further out. Even better, if that same asteroid is on a Kerbin impact trajectory, it's going to take a lot less dV to deflect it when it's still 100 days from impact. Step 0: Select your asteroid and build your craft to meet your goal. . . . . . . . . . . The Asteroid This method is for joining up on most Near Kerbin Asteroids on any inclination, but selecting one that is in a fairly flat orbit compared to Kerbin will make your first attempt easier. Once you figure out how to join up on an asteroid, getting to any inclination becomes pretty easy (even if it's straight polar). The Demo Craft The only purpose of my craft in this demo is to rejoin on the asteroid. As such, it's pretty minimal and consists of the claw, a probe core, a PB-Nuk for power, FL-T800 fuel tank, and a 909 engine. This craft has roughly 5500 dV. After rendezvous with an asteroid, it has about enough dV to capture a Class A & B asteroid into orbit around Kerbin. At a minimum, you will need roughly 2000 dV to join up with most Near Kerbin Asteroids, pack whatever extra dV you need for your own mission. Step 1: Launch to match the inclination with the craft orbit opposite of the inbound asteroid. . . . . . . . . . . Yes, I said opposite! I'm going to assume you already know how to launch, but I'll walk through how to match the inbound inclination and direction by eye. If you are familiar with meeting up with inclined space stations, this method will be similar. I generally launch into a roughly 80x80 orbit. 1a. Target your asteroid: To determine the asteroid's inbound path, put your craft out on the launch pad. Click the launch button, but don't actually start to fly it. Go to MAP mode and target your selected asteroid. Targeting the asteroid plots the asteroid's hyperbolic orbit around Kerbin. 1b. Find the asteroid's inbound hyperbolic orbit leg: Focus on Kerbin (double click on the planet or press TAB until Kerbin is in focus). Follow the asteroid's orbital path and find the end with a circle. This is where the asteroid LEAVES Kerbin's SOI. You'll want to pay attention to the other leg of the orbit, where the asteroid ENTERS Kerbin's SOI. 1c. Line up the asteroid's hyperbolic orbit with Kerbin's Center of Mass: Adjust the view so that the asteroid's inbound leg is in the foreground, and the outbound leg is behind Kerbin. Make the orbit lines overlap with eachother and Kerbin's center of mass circle. 1d. Line up your launch point and the asteroid's hyperbolic orbit: Time accelerate until KSC (and your craft) lines up with the orbit lines and CoM circle, then launch. When you do your gravity turn, go to map mode and steer your orbit line so it matches up with the orbit lines. You can usually eyeball it, but also you can also use the AN/DN node that pops up to fine tune to 180 degrees inclination. 1e. Get into orbit like you always do: You can further fine tune your craft's inclination (using the AN flag) if you want to. It's not required, but it can make setting up your transfer node a lot easier. Step 2: Execute the asteroid transfer burn, and fine tune (< 1,000 km intercept). . . . . . . . . . . 2a. Locating the first asteroid transfer burn: The asteroid's hyperbolic path will have a periapsis over Kerbin (PE). Place your first maneuver node on the craft's orbit at a point that is directly underneath the asteroid's PE. 2b. Set the first transfer burn so the intercept flags and the AN/DN flags are clustered together: This is the money maker step. There's lots of info here, but work through it slowly. No need to rush, and take an extra orbit if you need to. ** The key goal is to get the "intercept flags" as close as possible with the AN/DN flag overlaid. The closer all these flags are, the better. However, your burn will be very sloppy and correction will be required, so don't kill yourself matching nodes. Just get all three flags clustered together as close as possible. It will help this step if you zoom in on Kerbin with the maneuver node in the foreground, and the asteroid orbit intersection in the background. The best order I have found: - Pull the Green prograde marker to 1000-1100 dV. This will cause the intercept flags to show up. - Adjust the maneuver node location backward or forward slightly. Find a spot that minimizes the intercept distance. - Adjust the magenta axis to minimize the intercept distance further. - Adjust the blue axis to get the AN/DN flag back to the intercept distance flags. - Adjust the magenta axis a little more to minimize the intercept distance. Try adjusting each axis a little at a time and check how the distance changed. If the intercept distance gets higher, adjust that axis back to what it was and proceed to the next axis. Adjust each axis several times. The goal is to get down to 1,000 km, but don't kill yourself to get there. 2c. Execute the burn: For my simple probe craft, the initial transfer burn takes about 2 minutes. Be as precise as you can, but don't chase the marker all over the place. When you end this step, your intercept distance will likely be higher than what you planned with the maneuver node. 2d. Setup and execute a correction burn: ** Keep the intercept flags and the AN/DN nodes clustered together! I like to do an early correction burn to fix the orbit now, rather than wait till later in the flight. The correction burn is usually around 100 dV. Set the node a few minutes in front of your craft (but not too far) and adjust. Do essentially the same as in step 2b with smaller changes in each axis. After you've set the node, you can slide it back closer to your craft for execution. Repeat as many times as you want, but once your burns are down around the 0.5 m/s area, you'll simply waste time and effort. Sometimes you won't be able to execute a correction that gets the intercept distance any closer (depending on inclination and ejection angle). Also, the intercept distance flags can be pretty unstable here. Don't worry, you can fix it later. - After you get some experience with the initial transfer burn, you can shave off some intercept time by making the transfer burn a little longer prograde, but you'll have to play with the other axes more to keep the AN/DN and Intercept flags clustered. - You may want to reduce the thrust output of the engine using tweakables to really fine tune the correction burns. - After you have executed most of the correction burn (down to 10 dV or so left in the burn), delete the maneuver node. Mouse over the intercept flags and burn slowly while watching the intercept distance decrease. If the intercept distance starts to increase, shut down the engine. Step 3: Update the trajectory upon leaving Kerbin's SOI (< 100 km intercept). . . . . . . . . . . I like to check the trajectory after the craft leaves Kerbin's SOI for any errors. Sometimes there isn't much change and sometimes the intercept distance grows a lot. The orbit outside the SOI is also a bit more stable and you can fine tune more if you need. The idea is just like before. Adjust the magenta, then the blue markers. Keep the intercept distance flags and AN/DN node clustered together. Step 4: Update the trajectory approaching the asteroid. (< 10km intercept) . . . . . . . . . . This will be your last real correction. The timing on this will be dependent on your how far away your intercept distance currently is, but about 1 Kerbin Day (roughly 1 Earth Day) prior is a good place to start. If your intercept distance is smaller, you can wait a bit longer to do the correction. This is where you want to try and get your intercept distance down below 20 km. Getting down to less than 1km is possible, but be wary of getting run over by the asteroid. Step 5: Final burn and rendezvous. . . . . . . . . . . In my opinion, the final burn is just as easy to execute as rejoining on a craft in orbit around Kerbin. That's because the orbits will be fairly closely aligned already, so small mistakes won't send you racing off away from the asteroid. The speed difference will be in the range of 700-1700 m/s, and that's how much total dV you'll need for the burn. 5a. Calculate the orbital speed difference: This step is pretty easy, but unfortunately requires some math (but the only part that does!). Mouse over both the asteroid and your craft and write down their orbital speeds. You'll use the difference to set up the maneuver node. In the pictures, the asteroid is 8957.2 m/s and the craft is 9877.3 m/s. So the dV required to match orbital speed is 8957.2 - 9877.3 = -920.1 m/s. The negative means we need to slow the craft down to meet the asteroid, so we'll have to set up our maneuver node by pulling on the green retrograde marker. If the speed is positive, then pull the prograde marker. 5b. Right at the intercept flags, set up a maneuver node. This step give you a sense of timing and burn rate when approaching the asteroid at high speed. It takes less than two minutes for an asteroid to go from out of visual range (>99 km) to past your craft. Having a maneuver node can help keep from getting run over. Create a node right at the intercept and AN/DN flag cluster. Green, Magenta, then Blue Markers - Set up the orbital speed by pulling the green prograde marker until the dV matches the number you calculated in the above step (-920.1 m/s for this example). - Pull the magenta marker to change the craft's orbital inclination until it matches the asteroid's orbital inclination. You can do this by eyeball, or pull until the AN/DN shows zero (0.0 degrees). (Ended up being about 3 dV for inclination change in the example.) - Pull the blue marker to change the angle of the orbit. You will need to pull on this marker until the total dV for the maneuver node equals your target closure speed (1769.9 m/s in the example). Look at the Navball. You should now have maneuver steering overlaid on the retrograde marker overlaid on the target marker. All three should line up. 5c. Burning Using Target Mode You can execute this step whether you set up a maneuver node or not. The node gives you timing, but you can eyeball it if you want. If you set up a node, the node steering, target marker, and retrograde marker should all be lined up on the Navball. If the node steering is a bit off, focus your steering on the target and retrograde marker. - Dock like you normally do. Work in slowly and claw on, as perpendicular to the surface as possible, and pointed at the CoM of the asteroid. 5d. HELP! I messed up and my closest approach is still 20 km away from the asteroid. No problem. Simply point your craft at the circular pink target marker and burn for whatever closure you want. Bear in mind that whatever dV you put in for closure you'll have to take out to join on the asteroid. Take your time. Even if you're 20 km apart, traveling at 50 m/s relative to the target will get you there in less than 7 minutes. (Time warp with caution) Why can you get away with this? Unlike rendezvous in Low Kerbin Orbit, you don't have to hurry and get there out of fear of orbital mechanics causing the asteroid to run away. The orbits are huge, so closely aligned, and the body you're curving around (the Sun) is really far away.
  5. So, I wanted to land on the Mun so I can get a huge amount of science... Well, the spaceship landed with very little fuel and took off in a orbit, and has no way to transmit the science. So, how do I redvous with a kerbal who's stuck in a orbit around the Mun so I can refuel him?
  6. Is any one still having Docking and rendezvous trouble in KSP & Simplerockets?After all the YouTube tutorials etc? Dos any one know how to dock and rendezvous in both games?And any good illustrations videos seem to take to long to watch. All i know it to do yes Mechjeb that Mechjeb to do the docking and rendezvous for me.I know how to launch and reenter a rocket bye hand.But docking and rendezvousing is something i am still having trouble in both games.
  7. https://mega.nz/#!I9wi2QBC!g6LPnUJsaIQRK8spyPR02Ur4GKmMuEnNpN8muKS2FkU error.log https://mega.nz/#!dsxBxbIS!kxoRvpil6SA52zueEjawRZ1Z7bA1LUTfcPZvlDZfBnM output_log.txt It happened twice in a row for me, using the same two crafts. I don't know if it's OPT being funky, the beta LLL, or the planet pack I'm using. Either way, the first crash happened when I got to ~40m of the other craft, and the second one more than 200m away.
  8. I can't figure out MechJeb rendezvous with massive motherships for the life of me. Its a massive B9 ship I got there and I can't match velocities for no reason at all. I suck at manual rendezvous too
  9. I'm going to be jumping right into orbital rendezvous. There are two important things to know before getting started: orbital plane change maneuver and circularizing orbit. I won't be covering how to do these two tasks, so you will have to look those up on your own. Let's pretend we have a space station sitting in a circular orbit of 100km. Our plan is, of course, to rendezvous with it. All of the tutorials I have seen on rendezvous involve a lot of guessing. This is because we have very basic instruments to guide us. But, there is one piece of information that we have that can tell us almost exactly when to initiate our intercept burn: distance to target. You can get this distance by hovering your mouse over the target diamond in your main view. For the purposes of this tutorial, launch will be timed to insert into a parking orbit of 80km, ending up a little behind the station. After achieving a circular 80km, we wait to catch up to the point of intercept burn initialization. The question is: how do we know when to do our intercept burn? The math is not hard to understand. We start out with both craft at the same point, and work backwards to the intercept burn point. We know how much time it takes to go from the burn point to intercept, and can determine the position of the target at that time. We can then solve for the relative distance between the two objects. Attached is a table I made with the distance to target you have to wait for (any distance above 100km, and you won't see it due to the visibility limit). In the case of this tutorial, the distance we need it 50.4km (680km row, 700km column. Kerbin's radius is 600km). When we come within 100km range, the target diamond will appear and we watch the range until 50.4km is achieved. Then we burn prograde, raising our apoapsis to 100km to match our target. You then just need to wait half an orbit. We watch as the space station passes overhead and then approaches from behind. Burn at apoapsis to complete the rendezvous maneuver. That wasn't so bad, was it? The table is also the same for Mun orbits from 480km to 600km (Mun's radius is 200km). Table: Download rendezvous table spreadsheet here. *New* I have decided to attach the spreadsheet I used for the rendezvous table. *Even newer* Here's a video tutorial:
  10. Hey sorry if this is in the wrong section, I was going to post it in the Technical support section below this one but I wasn't sure if it was for installation problems only. Basically I loaded up an old game of KSP after not playing for a few months. I had one of the early rendezvous missions active when I stopped playing and was in the process of completing it. I had two separate vessels in orbit of Kerbin. The mission says to bring them in visual range of each other and kill the relative velocity. So far I have brought them within 5 meters of each other and killed the relative velocity but the mission just wont complete. Does anyone know why this is? I should note that when I loaded up the game from months ago I'm pretty sure one of them was in a sub orbit. I corrected it but it still wont work. Thanks!
  11. I have been trying to build a ship capable of going from the surface of the Mun up to my orbital station in orbit around the Mun and back down to the surface where my mining operation is. It has to carry as much fuel as possible (~6K in LFO & 1500 in Mono). I've made a dozen variations of ships that are capable of going up into orbit and back to the surface with full tanks. The problem arises when trying to rendezvous with the station. I set up a rendezvous maneuver with the station so there's less than 1.0 distance of separation between the 2 ships at closest approach. Every time after finishing the maneuver, the separation distance starts at 1.0 or less but increases over time. No matter how many maneuvers I do, the distance at closest approach keeps slipping further away. I've even tried a fueling ship that I've successfully used in the past to dock with the station. I just put some wheels on it and put it down on the surface, but it won't rendezvous with the station after lift off. Does any one have any suggestions as to what might be going on? I've never had the separation distance change after a maneuver like this. All my other types of ships (rockets, refuelers, station components, or small science landers) have no problem making rendezvous', just these darn SSTO's.
  12. Please see the attached photo for an issue I am having setting a target to rendezvous with after launch. So i am trying to build a Space Station. I have sent the first module up and it is in a stable orbit around Kerbin. When I get prepared to launch the second module, I set the first module as a target and get the wierd looking lines. I understand them to be maneuver lines and Ap and Pe points. But now when I try to create my own manvuer node to start my rendezvous, I am unable to get to the right Altitude and intersection point. Also the program states that I have no target selected and can not use MechJeb for assistance. Any help would be great. Thanks! http://imgur.com/XNxR0Jj
  13. Rendezvous Mun In this challenge a normal career is granted five hundred science points. The task is to return science from Mun's surface. The limitations are: three vessel launches four starting contracts no facility upgrade. This is a tough boulder to crack but rewarding. Scoring is on how many science points from Mun surface landed. Penalty is minus 50 science points for orbiting debris. Bonus 50 science points for stock. Mods that do not change game play are fine. MJ but no auto piloting. No cheating. My completed run had two satellites that could transmit temperature readings orbiting Kerbin and Mun and one fuel tank debris. 340 SP earned from Mun's surface -50 SP Debris Leader Board MoeslyArmlis 290
  14. can all of my fellow ksp players tell me how to rendezvous in the simplest way? i am new and i want to start building space stations and refueling stations, i have gotten to the mun and minmus but i want to go further And also, with the stock rover it tends to make sharp turns, has anyone else got this problem?
  15. I'm a beginner at KSP (<100 hours) and I've only ever done rendezvous once, and that is with rescuing another kerbal (personally I think I just got lucky.) Now I have to learn how to dock. I've watched videos on it, specifically Scott Manley, but I just can't manage the skill to get the inclination right, nor get the spaceship in the exact same position as the target vessel. Any tips on how to make rendezvous easier? No mods please (except maybe those that don't affect gameplay). Thanks guys
  16. So I've launched my first-for-this-career (second-ever) space station. I have a contract to park it over Minmus and I would like it to live there anyway because I want to use it as a refueling stop for interplanetary journeys. (I figure I'll rectify the orbit's angle prior to departure.) The station has very low TWR because it's not intended to move around much. Even with an inter-orbital tug attached it'll still need perikicking to make it to minmus. My usual method won't work here. Usually I click on the orbit, add some prograde burn, wait for the conics to go all screwy, make minor tweaks until I like my arrival characteristics, time warp to maneuver node, make the burn. The problem is, by the time I'm done orbiting a couple of times, Minmus will have gone along on its merry way. Is there a guide to knowing where in a circular parking orbit you need to begin kicking for a Kerbin->Minmus transfer? I can time it for an AN/DN intercept if that helps, or I can match alignments in my parking orbit first.
  17. I pulled off something the other day that I am extremely proud of, and thought I would share how it was done. It may turn out to be one of those things that I am ignorantly unaware as being common or easy, and if so I apologize for wasting your time. But I haven't been this proud of something since my first Mun landing over 18 months ago. I'll spare you the details of why I got into this position, but if you're curious and have time to burn, the story is posted here. The upshot of it all was that due to my own error in construction I found a ship's command module spontaneously disassembled from the rest of it, so it was dead in the water. Or space. Whatever. And, it was in deep space, its orbital path around the sun, periapsis from just outside Kerbin's SOI and apoapsis touching Duna's orbit. Basically in the middle of nowhere, no planets even remotely close by. I decided to try a rescue mission, so I built another ship that would attach a new command module via the Claw. But how the heck to do the rendezvous? I had tried a similar deep space rendezvous about a year ago but gave up immediately when the closest I could get a rendezvous point was over 10,000 km. But I thought to give it a go this time. So, after getting the rescue ship into orbit and burning out of Kerbin's SOI into deep space, I set up a manoeuvre node and once again the closest I could get to the broken ship was ~12,000 km. Disappointing. But I thought maybe somewhere along the way I could refine it. So I time-warped about halfway, stopped, and rotated my ship to each of the 3 axis points. First I tried prograde-retrograde; small squirts of RCS thrusters forward and backward to see if I could get the encounter closer. And I could, by a little bit. The I tried normal-antinormal, that made a bigger difference. Then I did the same with the other axis, and that also made a slight difference. By the time that was done, the encounter was down to ~9,000 km. Better but still way too far away. Timewarped halfway throughout the remainder of the course to the broken ship, stopped and made all the same adjustments. Then again and again and again. By the time I was three days away from the rendezvous I had whittled it down to 5 km!!! I honestly didn't think that was possible, but it turns out that it is. So, the moral of my story is that no ship, no matter where it is (other than the surface of Jool I suppose) is without hope!
  18. I am using KSP ver 1.X, and the latest version of Mechjeb (the one that doesn't say it won't work with the current version). I currently have Bill and some other pilot stranded in a polar orbit, out of fuel, and poor Jeb, he tried to spacewalk his way home and also ran out of fuel and is just drifting amongst the stars all alone. It's not the polar orbit if you lifted straight out of the launch facilities and went north, but more like if you went west for a quarter of the planet and then entered a polar orbit. Quite frankly, I forget how I got them there, but I would like to have back, as it's not good for the moral of the other Kerbs to just leave them up there to drift among the stars like Bender, only without a candelabra. Anyway, I am new to Mechjeb, (and fairly new to KSP. I've made it to the Mun, [without mechjeb]but so far not managed to make it down in one piece, let alone get back with the lander module) and I got the ascent auto pilot working nicely (though I am unsure as to how the inclination degrees work....I know 0 is right along the equator, but how do the other degrees work exactly?). What I'd like to do is set a rendezvous autopilot right from launch to ensure I take an optimal ascent path, but from the pad, the rendezvous autopilot seems non functional. I got to a equator plane orbit at 100km, but when I start the first part of the rendezvous autopilot (match planes. Am I correct in assuming I go in order from the top to bottom option?) The autopilot adjustments put me back into the planet, like it has a path it wants to take, but it's trying to go *through* Kerbin. Is there a way to autopilot a rendezvous from the pad, or a way to figure out an optimal ascent path to take? And also, what am I doing wrong once I am out of atmo? Am I just not high enough? And it seems to lake a lot of fuel to match the plane I need to be on. If I start at the equator orbit and head 'north' it burns a flying f-ton of fuel (literally), and if I go straight to polar orbit, I am exactly perpendicular to the orbit I need to match, and that seems near impossible to match then. Any advice is appreciated.
  19. So imagine two spacecraft orbiting kerbin have the same periapsis at the exact same point. One of the craft has a circular orbit. The second craft has an elliptical one. Is there a way to calculate the change in angle between the two crafts relative positions at each passing using only the second crafts apoapsis in contrast to the first crafts(since their periapsis are the same)??
  20. Dear fellow Kerbonauts, I am encountering a glitch on my new career save. The bug shows when I am about to rendezvous with a kerbal stranded in orbit, whom I must rescue. Just when entering physics range, the game switches right to the rescue target, then a weird focus change sequence happens, and finally the rescue craft is sent to suborbital trajectory. Here's the mod list: - Mod list (.ckan file) Here's a video of it happening: And here's the savefile (the rescue craft is 3 PAX rescuer) http://sprunge.us/fLaT (.sfs file. right-click and save as) The unity log file: http://sprunge.us/HCAC Any tips on helping to debug it? EDIT1: By the way, I am running it from CKAN, not Steam EDIT2: looks like the bug has something to do with command chairs... EDIT3. Disregard this post. It's happening to other people and the issue is with the TakeCommand mod. Link to other post: http://forum.kerbalspaceprogram.com/index.php?/topic/108711-105-take-command-launch-kerbals-in-external-command-seats-v13-dec-6-2015/&do=findComment&comment=2379770
  21. Hey! I recently made a KSP tutorial on MechJeb 2.0 that covers Launching, Rendezvous, and Docking. Check it out here: http://www.youtube.com/watch?v=8siXaADP20A Safe travels.
  22. First Post to these forums, but have been playing for a few months now. I have viewed/read a number of tutorials on the process of an orbital rendezvous, and still cannot manage without MechJeb. Originally, I had planned to simply wait until it was updated to be compatible with !.0.5, but I really would like to continue work on my Kerbin Orbital Station. If anybody has a tip for performing an orbital rendezvous in stock KSP, I would really appreciate it. I understand all of the principles behind how it works, and can do an interplanetary transfer no problem, but with such sensitive orbits in LKO, I am struggling. Thanks!
  23. I completed my first ever rendezvous, manually. Launched the STS Columbia (from the SSP by Mike-NZ) first, some unwanted yaw steering put it in a slightly inclined orbit 15 minutes after SSME start. Then I launched the Buran when Columbia was directly overhead a fraction of an orbit later. Yaw steering put the energia on the right azimuth. The circulization burn put us with an intercept of 20 km between Buran and Columbia. A 12.1 m/s burn at the ascending node refined that to 3.9 km. Time warped to closest approach, took pics, then my computer session ended (darn library). I'll try again tomorrow, and upload pics of the first attempt. Not bad for eyeballing complex orbital rendezvous maneuvers with no practical experience.
  24. I'm not sure whether this is possible since the game freezes the attitude of vessels during warp but maybe there's a way of resuming a spin/tumble when exiting warp. The idea is to make the vessel spin around the axis of its docking port so you have to recreate that stupid scene in Interstellar where a damaged craft is conveniently spinning around the axis of its docking port.
  25. I have a contract to rescue Cerzy who is an orbit around the Mun. I am currently in a lower altitude orbit than Cerzy but I am still losing ground to her? My feeble understanding is a lower orbit should have more velocity...I should be gaining on her? Does the mass of the crafts enter into the velocity equation? I still have a very large 2nd stage attached while Cerzy is in her small capsule...does this make a difference to our orbital velocities? Vic the Newbal
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