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Is there a way to get a ship to fly autonomously while doing another thing like flying another ship


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I don't think there is a way to execute a maneuver node while you're not controlling the ship, or at the very least within physics range of it. There's a mod that adds a part to keep different vessels staying in formation (action groups extended maybe?) when doing maneuvers, and MechJeb can execute maneuvers for you even when on another ship, if said ship is within physics range of the one doing the maneuver; but it will (probably) stop controlling it as soon as it leaves physics range so possibly not worth pursuing that option unless you're going to EXACTLY the same place at EXACTLY the same time.

You might want to look into Kerbal Alarm Clock which can set alarms for maneuver nodes, so you don't miss them, if the problem is that you keep missing nodes because you're looking at something else at the time.

Also- there appears to be a duplicate of this thread, are you able to delete the duplicate or edit it to say it's a duplicate?

 

Edited by jimmymcgoochie
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I found that PRE (Physics Range Extender) works in for extending the physics range and I will try out kerbal alarm clock. There are a couple reasons for asking this question.

1. I am missing maneuver nodes in career mod.

2. I was also experimenting with stage recovery but I found a mod that will be updated for this purpose and I am practicing flying a stage recovery flight plan. I now relies that using a mod other than the one that meant for doing stage recovery just doesn't work.

3. Not that PRE or MechJeb would fix this, but I'm bad at measuring transfer windows and waste A LOT of money on crafts with the incorrect amount of fuel.

I don't know how to delete my own post so I just noted that the other post was a duplicate.  

 

Edited by Mech_Jeb_42
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4 hours ago, Mech_Jeb_42 said:

I found that PRE (Physics Range Extender) works in for extending the physics range and I will try out kerbal alarm clock. There are a couple reasons for asking this question.

1. I am missing maneuver nodes in career mod.

2. I was also experimenting with stage recovery but I found a mod that will be updated for this purpose and I am practicing flying a stage recovery flight plan. I now relies that using a mod other than the one that meant for doing stage recovery just doesn't work.

3. Not that PRE or MechJeb would fix this, but I'm bad at measuring transfer windows and waste A LOT of money on crafts with the incorrect amount of fuel.

I don't know how to delete my own post so I just noted that the other post was a duplicate.  

 

MechJeb can calculate transfers between planets, to and from moons and even between moons in the same system, make the nodes and execute them. There's also Astrogator which tells you the time to the next window and can place nodes for you (but requires a bit of manual input to adjust said nodes) and transfer window planner which can show you the delta-V required for transfers depending on when you start and how long your transfer takes- surprisingly there are often windows with low delta-V required that are a lot faster than the most efficient transfer burn.

Kerbal Alarm Clock is almost a must-have for career mode when you have many different missions going to different places at once and can't keep track of all those maneuver nodes.

As for recovering stages- StageRecovery and FMRS are two options that can recover dropped stages, though I think FMRS tends to work best for controlled stages whereas StageRecovery can do anything as long as it has enough parachutes. Both are pretty configurable, and the ability to recover a sizeable percentage of the launch costs early in career mode is a huge benefit.

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