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Mun Base ideas...


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The Landing Guidance of MechJeb I noticed can be a real pain if not done carefully. For some reason, it doesn't seem to understand how close the surface of the moon can be, and while the surface is roughly around 1000km (says on many of my vehicles) it says 'Will begin' slow down or whatever 'at 300+m' and I'm like, NOOOOO cuz its going like 10-20m/s which is too fast for landing and practically busts almost everything. It's a funky ship I made, I'll shot it in a moment but it helped a lot in getting one large part to the Mun, just landing that said part was a pain in the behind.

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That's what I used to get the Base Piece to the Mun, I got a different piece on it, intended to go to Minmus. Those engines are from a Wayland Corp ship add-on, the Eagle of sort but the Eagle was way unstable for me, even at 0.03 FPS. The rear was heavier than the nose, so the engines underneath it wanted to make the ship tilt the nose up further than the rear, which was a pain, and the RCS were even more unbalanced. I noticed that the thrust power was 18 while all the other RCS were at 1. Which made it much harder for the SAS to keep the ship balanced, so instead it kept rocking back and forth, side to side, and it was like, how the heck could anyone fly this thing? I know some people were able to but STILL!! Anyways, despite their engines being underpowered (the Rockomax Mainsail capable of doing 1500, while engines you see there do 480 and the other engines doing 680) I figured four of them would be efficient enough to get these base parts in orbit and they definitely were!! Problem is that the Chutes I put on the nose were not sufficient enough to slow it down when re-entering Kerbin's Atmosphere, which I intend to fix. You would think eight chutes could slow this thing down but oh no, they just rip the Nose cone RIGHT Off the ship, and down it goes into the water or into the ground :/

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Here is my current Munar Base that I have begun to build, right now I am focusing on either getting a base to Minmus or putting a Spacestation in orbit. Can't decide at the moment lol. I know that the ladders of the Center Module is on the opposite side of the Command module (Center Module will be the Observation Module.) But with RCS jetpacks, I'm sure Alan will be fine, until I get something else on the other side to fix that lol. I don't intend to move the Command module because it was difficult enough to get them connected and yes I did move the base from its previous location because that one guy was right. Flat surfaces is ideal, because the craters I was going for, well, there werent so flat, left the Observation Module at a tilt which made connecting them even more of a pain and since I do not have KAS in Career mode, I had to do what I could :/

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Flat surfaces is ideal, because the craters I was going for, well, there werent so flat, left the Observation Module at a tilt which made connecting them even more of a pain and since I do not have KAS in Career mode, I had to do what I could :/

I had the same problem about KAS, i edited part.cfg so i can unlock them in the tech tree. Just add 2 lines in the file, and it should work :

// --- editor parameters ---
[B]TechRequired = start
entryCost = 0[/B]
cost = 680
category = Utility

Add the 2 bold lines to each part.cfg. You can replace tech required with any of the reasearch step on the tech tree (entry cost is useless at the moment). Then you can unlock parts from the science building (you have to unlock them this way, or you won't be able to use them in hangar).

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Oh I already know that, just they have so many parts to edit you know? So I'll get to it eventually :P

I know because i did it for KAS, kethane pack and another mod i can't remember. I even did it 3 times for KP (different versions). Just open the file, find the right place, then ctrl+V, ctrl+S, next file ^^ This is quite though, you're right:(

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