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I know it isn't to impressive but....


Stilgar2300

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I told myself i would Retire the Old MechJeb once Squad implemented Career mode and well after 8 missions

i1ilgl.jpg

My first manned mission was a complete success.

Although my second design for a probe deploy vessel wasn't quite as successful:

23jqp28.jpg

Two big issues:

1) I put the seperatrons on the wrong way

2) I put Barometers instead of Thermometers

Also i'm planning on making a Lunar Outpost once i can get Rover parts. I have an idea for a Modular science set up using docking ports to move science parts around mun with a rover then hooking them back up to a ship and sending them back to Kerbal so i can get all the science

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I guess congratulations!

I'm not big on MechJeb's flight control as my philosophy is "If a mod does something in the game that is supposed to be done by the player, it only detracts from gameplay." I understand the use of it in situations when manual piloting is impossible, but the the greatest challenge in the game is flying your craft successful, and that's what makes the game fun, at least for me. I'm not saying MechJeb makes the game not fun, it's just not for me.

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Pretty cool! I used to use Mechjeb, but nowadays I just fiddle with maneuver nodes to get my transfers. You'll find that rendezvousing is actually pretty easy, and pinpoint landing is as well once you pick up a few tricks. Scott Manley should make a video about things like that, but do note: In the Apollo days the Apollo Guidance Computer had a few Mechjeb-like functions.

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You feel a sudden rush of wind as your thread is whisked away to a new and exotic land...

Nicely done! You may not think that what you've done is too impressive by others' standards, but what you learn from these experiences will help set the groundwork for bigger and more ambitious missions in the future, so keep it up!

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Nah, I still think it's impressive, being able to send stuff to the Mün. Like, when I started I could barely make a rocket fly to 5000 meters. Then I made orbit. Then I landed on the Mün, and then Minmus. Then I docked. Then I landed on Eve, and Duna, and Ike. I entered Jool orbit. I look back at how far I've come, and how far there is to go. So you SHOULD be proud, because of how far you've come.

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Congrats! It's always good to know you can do everything manually and to be honest, you can do most things better manually than MJ can do them.

Still, I suspect that over time, as your projects become more complex, you'll go back to using MJ to handle the menial, repetitious tasks while you do something more interesting or make a debeer/rebeer run while a 10-minute burn is in progress.

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I'm not big on MechJeb's flight control as my philosophy is "If a mod does something in the game that is supposed to be done by the player, it only detracts from gameplay.".

I'm kind on the same boat. Except for Smart S.A.S and it's maneuver node autopilot. The SAS introduced in 0.21 just doesn't keep the ship pointed at the blue marker anymore, the latest versions of MJ switched to use its own SAS that works similar to the 0.19 one.

And congratulations Stilgar! May the Korce be with you.

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MJ can be useful as a teacher though, it's seems using MJ before helped you.

The autopilot of MJ is a major game spoiler, but the additional information it provides ( which should had made it into the game already ) are not spoiling in any way.

Although kerbal engineer can provide some of the same data, MJ is more complete.

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I actually had that happen to me recently, but it was because my probe didn't have any landing legs at all. I totally left them off the design. Whoops.

To make it worse, I tried to screenshot it, but accidentally did the Mac screenshot command instead (Cmd-Shift-3), which engaged the engine, scraped the probe across the polar ice caps and promptly exploded it. Double whoops.

Welp my Voyager I probe Mission was a complete success, to bad the landing wasn't completely stellar :rolleyes:

2guyvl1.jpg

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