So uh turns out my Munar lander doesn't have enough fuel to get back into orbit.
Mine too. High five!
I think my problem was I designed it all to be one stage, instead of having a descent stage AND an ascent stage. Oh well, live and learn!
Eh, I do descent/ascent stages (mostly because it's awesome), but I wouldn't say 2 stages is more efficient really. Have to bring 2 engines for an ascent/descent design, I think some droptanks is probably the best way to go about bringing extra fuel for a mun landing. But again, just not as cool.
So uh turns out my Munar lander doesn't have enough fuel to get back into orbit.
Mine too. High five!
I think my problem was I designed it all to be one stage, instead of having a descent stage AND an ascent stage. Oh well, live and learn!
Eh, I do descent/ascent stages (mostly because it's awesome), but I wouldn't say 2 stages is more efficient really. Have to bring 2 engines for an ascent/descent design, I think some droptanks is probably the best way to go about bringing extra fuel for a mun landing. But again, just not as cool.
By droptanks I assume you mean fuel tanks attached radially with fuel lines leading inwards to the main tank, but with no rockets on the ends of them?
I still have no idea how those screenshots above look that great. I max the game out and don't even get in the ballpark.
Is he rendering them in another program? I know there's a lot of photoshop work going on there, but I assumed at least the kerbal parts were from the game. But the more I look at it the more I think otherwise.
My completely uneducated guess is that he rendered the models elsewhere.
Apparently he rips the textures/models and renders them next to his own planets. I don't know about the others, but Jool is procedurally generated. He obviously touches up certain ship surfaces, like maybe bump mapping and lighting effects. A lot of base game geometry is used, though, from what I understand. Which is very little.
All I know is that I trust him to make a quality star field that isn't a washed out gray with blobby stars and what have you.
Is there any particular reason to use multiples of the white 1440 tank versus the larger orange 2880 tank? I see a lot of builds that have four of the 1440 where two oranges would give the same numbers with less parts.
I've found (in previous versions) mainsails under oranges to be less stable than mainsails under twice as many 1440s. The rocket would pick up some wobble if I switched to the large tanks and lose it if I switched back to 1440s. No idea why.
So uh turns out my Munar lander doesn't have enough fuel to get back into orbit.
Mine too. High five!
I think my problem was I designed it all to be one stage, instead of having a descent stage AND an ascent stage. Oh well, live and learn!
Eh, I do descent/ascent stages (mostly because it's awesome), but I wouldn't say 2 stages is more efficient really. Have to bring 2 engines for an ascent/descent design, I think some droptanks is probably the best way to go about bringing extra fuel for a mun landing. But again, just not as cool.
By droptanks I assume you mean fuel tanks attached radially with fuel lines leading inwards to the main tank, but with no rockets on the ends of them?
Various ways you can attach them. I usually put them on normal decouplers in a triangle around my lander's engine and turned sideways, so my landing legs can still come down if they have fuel left in them. But there's a jillion ways to attach them, so worth playing around with. For landing on other objects you'd probably end up needing more thrust, but a 2.5m lander on the mun really never has twr issues.
I may or may not be a little bit crazy for this one
Just remember to come back and actually do the aerobrake. My Laythe-bound colony of 30 Kerbals got lost in the shuffle of Eve missions at the end of 0.20.
They did an amazing gravity assist around Jool, which I discovered once they were on their way out of the solar system. They're due back in 104 years.
I plan to Hyperedit them into my 0.21 game at some point, just to see what happens when they get out that far.
It'll be a fun distraction when I get around to adding some fuel containers along the central hub.
Now add an arm with a docking node or KAS node, so you can have it pull things towards the station.
I'm lazy, so I'm just going to use the KAS hook (you can see the KAS winch at the end of the arm). The arm would need to be a good bit longer if I was only relying on docking nodes.
The Dromoman Modular Arm Set, a more "modern" take on the existing Damned Robotics/Infernal Robotics mechanical set. Damned Robotics' mechanical arm set is a little on the bulky side, these are much slower, but also much more slender.
Okay, so, running just stock stuff at the moment (+MechJeb for the build information, mostly), and I finally put a satellite into Kerbostationary orbit last night.
Since that was fun, I went ahead and put another one in orbit, too! This time, I let MechJeb handle the ascent up to below KSO, just to see how that worked, which was stupidly easy. Then I manually timed the burn up to KSO so that I was mostly on the opposite side of Kerbin from my first satellite - probably about 170* off.
I want, eventually, to have a nice constellation of 4, equidistant around the orbit. Is there an easy way to get MechJeb to do the spacing, or is it all just based on doing the math normally guesswork?
Since that was fun, I went ahead and put another one in orbit, too! This time, I let MechJeb handle the ascent up to below KSO, just to see how that worked, which was stupidly easy. Then I manually timed the burn up to KSO so that I was mostly on the opposite side of Kerbin from my first satellite - probably about 170* off.
I want, eventually, to have a nice constellation of 4, equidistant around the orbit. Is there an easy way to get MechJeb to do the spacing, or is it all just based on doing the math normally guesswork?
I can't find my post from a few pages ago, so basically this:
Assuming you're not doing a geosynchronous orbit, you can do a launch rendezvous through MechJeb (you have to do a 'practice' launch first, so it can get the data, and you might have to do it more than once) and then add/subtract 90 degrees from it.
I made a stupidly huge rocket using a Rockomax Jumbo-64 tank with three more around it with radial decouplers. I tried to have the radial tanks linked by two radial decouplers, each - one high, one low - for stability's sake, but it's like they only stuck to one and then just flapped about around that until I separated them.
Similarly, when making my Why-Wing? ...
... the i-beams only seem to have attached in one place, with predictable results.
Huzzah! The Wah Lander 1 has successfully made a soft landing on Eve! The entry into Eve's atmosphere was... interesting, and all glowy, to say the least.
I made a stupidly huge rocket using a Rockomax Jumbo-64 tank with three more around it with radial decouplers. I tried to have the radial tanks linked by two radial decouplers, each - one high, one low - for stability's sake, but it's like they only stuck to one and then just flapped about around that until I separated them.
Similarly, when making my Why-Wing? ...
... the i-beams only seem to have attached in one place, with predictable results.
How do you get that to not happen?
You can't. The ships are built in a tree structure. No loops. You have to use struts.
Since that was fun, I went ahead and put another one in orbit, too! This time, I let MechJeb handle the ascent up to below KSO, just to see how that worked, which was stupidly easy. Then I manually timed the burn up to KSO so that I was mostly on the opposite side of Kerbin from my first satellite - probably about 170* off.
I want, eventually, to have a nice constellation of 4, equidistant around the orbit. Is there an easy way to get MechJeb to do the spacing, or is it all just based on doing the math normally guesswork?
I can't find my post from a few pages ago, so basically this:
Assuming you're not doing a geosynchronous orbit, you can do a launch rendezvous through MechJeb (you have to do a 'practice' launch first, so it can get the data, and you might have to do it more than once) and then add/subtract 90 degrees from it.
I would do it this way:
Launch to circular LKO, take note of orbital period.
Target existing satellite. Use maneuver planner to plot hohman transfer to target.
Use maneuver node editor to shift node by an appropriate amount of time. (remember our note?)
Then plot a node to circularize at apopapsis.
Aioua on
life's a game that you're bound to lose / like using a hammer to pound in screws
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
I made a stupidly huge rocket using a Rockomax Jumbo-64 tank with three more around it with radial decouplers. I tried to have the radial tanks linked by two radial decouplers, each - one high, one low - for stability's sake, but it's like they only stuck to one and then just flapped about around that until I separated them.
Similarly, when making my Why-Wing? ...
... the i-beams only seem to have attached in one place, with predictable results.
How do you get that to not happen?
You can't. The ships are built in a tree structure. No loops. You have to use struts.
Since that was fun, I went ahead and put another one in orbit, too! This time, I let MechJeb handle the ascent up to below KSO, just to see how that worked, which was stupidly easy. Then I manually timed the burn up to KSO so that I was mostly on the opposite side of Kerbin from my first satellite - probably about 170* off.
I want, eventually, to have a nice constellation of 4, equidistant around the orbit. Is there an easy way to get MechJeb to do the spacing, or is it all just based on doing the math normally guesswork?
I can't find my post from a few pages ago, so basically this:
Assuming you're not doing a geosynchronous orbit, you can do a launch rendezvous through MechJeb (you have to do a 'practice' launch first, so it can get the data, and you might have to do it more than once) and then add/subtract 90 degrees from it.
I would do it this way:
Launch to circular LKO, take note of orbital period.
Target existing satellite. Use maneuver planner to plot hohman transfer to target.
Use maneuver node editor to shift node by an appropriate amount of time. (remember our note?)
Then plot a node to circularize at apopapsis.
And that worked perfectly (except I did the math wrong, and was off by a couple seconds; oh well!). Thanks, @Aioua and @Synthesis!
Adding an arm to my space station was my main mission a few days ago.
It began with some testing on the ground to make sure things worked as I thought they should.
How innocent I was when I played around with this. It seemed at the time to do everything I wanted.
The Mk I version in use
This mission was to transport two solar arrays to the station and attach them without any RCS use, as on earlier stations I've made the solar arms small craft in themselves that I have then docked manually.
As this was my first space arm it had some severe shortcomings that I only discovered during this mission. It took me over an hour to attach these damned things. I had no way of rotating the end effector once a payload was attached and it severely limited its use. In the end I had Jeb out in space nudging them around to try and line them up.
Mk II
Here you can see the solar array in use and my newly attached mk 2 arm. I thought my Kerbals needed some supplies so I sent up a small care package. While unloading I discovered that while I had improved my arm it still needed improvement. This one could rotate the payload, but the wrist was so far back from the coupler its flexibility at anything like full stretch was practically nil.
The prospect of having to scrap yet another arm irritated me so much I started the whole project from scratch with a new station.
Mk III
This one has enough reach and as many degrees of freedom as I think I currently need. I went back to the test rig for this one and cut out everything but straight joints up until the wrist section. For a basic construction arm this was far far less complicated than my others.
Since getting that working happily, and after being heavily influenced by Take On Mars I am now dropping rovers and science platforms into specific craters on the moon to do some science.
because I'm a massive space nerd I wasn't happy just taking screen shots of the rover so put a camera on it and then stitched the results together to make them look more appropriate
Since getting that working happily, and after being heavily influenced by Take On Mars I am now dropping rovers and science platforms into specific craters on the moon to do some science.
because I'm a massive space nerd I wasn't happy just taking screen shots of the rover so put a camera on it and then stitched the results together to make them look more appropriate
God, you are such a nerd.
That is such a good idea.
+10
grouch993Both a man and a numberRegistered Userregular
Finally decided to install MechJeb. Have the steam version of KSP, .21 something, grabbed Mechjeb 2.0.9 and then ran into problems.
When I put the dll into Plugins and the parts folder into Parts, it created a PluginData folder in Plugins, but I don't see anything else in game. I tried dropping it in as Plugins/MechJeb2/*.dll, but no change. Read something else that suggested copying into GameData, but again no luck.
Finally decided to install MechJeb. Have the steam version of KSP, .21 something, grabbed Mechjeb 2.0.9 and then ran into problems.
When I put the dll into Plugins and the parts folder into Parts, it created a PluginData folder in Plugins, but I don't see anything else in game. I tried dropping it in as Plugins/MechJeb2/*.dll, but no change. Read something else that suggested copying into GameData, but again no luck.
Help?
You shouldn't have anything in your root KSP Parts/Plugins/etc. folders - those were obsolete in patch 0.20. All mods should be dropped wholesale into the GameData folder, inside their own subfolder (e.g., %Steam%\Kerbal Space Program\GameData\MechJeb). Just drop the contents of the .zip into GameData.
The MJ part should then appear in the Control tab in VAB/SPH, and functions when you attach it to your craft.
+1
grouch993Both a man and a numberRegistered Userregular
Ah, that makes sense. I had a flight up and wasn't seeing the tab. Did not know it was a part added to the construction. Thanks.
So I've had a bad day. First I F9'd all the way back to before I rescued Jebidiah from the moon, lost my space station, and all my Jool missions. Decided fine, I'm more experienced, and I can launch a whole bunch of weight to space now, lets just rescue Jebidiah again so I can practice landing. Decided to put a neat rover on the Mun too so Jebideah can drive around. Also since I downloaded ISA Mapping, I wanted to put a mapping satellite around Mun. I had plenty of fuel, even in RCS, to change my orbit and back while the lander was on the mun.
I even put the lander behind the Command Module and did an Apollo style docking maneuver while orbiting the Mun.
Then I actually landed about 20m from where I was targeting. I used MechJeb to help me out in the final stages, but I did the burns to get me lined up manually.
Then.. Well then the rover's brakes weren't set and decided to roll about a kilometer down a hill before rolling on its side. I got it flipped over by ramming it with a kerbal's jetpack, but on the way back I kept hitting this invisible rock and the rover kept flipping over. Eventually one of my Kerbals was killed underneath it.
Then, after I used a lot of fuel to change my orbit around the Mun for the satellite, the docking rings weren't properly assembled, so I couldnt undock the satellite from the ship. There's a distinct space between the two, but theyre still connected.
After that I just quit out of the game. Today was frustrating, and for all goofy reasons.
Here's a shot of my lander, module and satellite orbiting Mun after my docking maneuver.
Oh god, does entering the launchpad not auto-quicksave anymore? I guess that makes sense given the whole "revert back in time" mechanic they added, which makes a quicksave there unnecessary.
I wonder if anyone might be interested in doing an incremental challenge thing? As in, each month we pick 5-10 challenges, and we try to complete them in logical order (ie. send a rocket into orbit, send a satellite, send a Kerbal, etc.). Maybe have a point scoring system for certain things? Some basic rules, and basic mods allowed?
I like having goals, but often have trouble deciding on them, plus I like a little competition. Anyone interested?
+2
Nova_CI have the needThe need for speedRegistered Userregular
I wonder if anyone might be interested in doing an incremental challenge thing? As in, each month we pick 5-10 challenges, and we try to complete them in logical order (ie. send a rocket into orbit, send a satellite, send a Kerbal, etc.). Maybe have a point scoring system for certain things? Some basic rules, and basic mods allowed?
I like having goals, but often have trouble deciding on them, plus I like a little competition. Anyone interested?
Someone tried to organize something like this before, dunno how far it got. I wasn't interested then, but now, sure.
Project: Valkyrie is well underway, so hopefully I'll be completed it soon and should have some time for these challenges.
(Also, I have the first two weeks of September off with nothing planned, so.....)
I wonder if anyone might be interested in doing an incremental challenge thing? As in, each month we pick 5-10 challenges, and we try to complete them in logical order (ie. send a rocket into orbit, send a satellite, send a Kerbal, etc.). Maybe have a point scoring system for certain things? Some basic rules, and basic mods allowed?
I like having goals, but often have trouble deciding on them, plus I like a little competition. Anyone interested?
Lets do it! I like this idea, and can help a lot of people with inspiration when they've hit a wall. There's so much to do in the game, and to new players landing on Minmus seems incredibly difficult, and some of us who've put stuff on moons of the outer planets see that as relatively simple now. So its a good way to push the new players into the water, so to speak
I figure the first one might be just something simple like get a capsule into a 100k orbit, measure your Apoapsis and Periapsis, do a complete orbit, do a re-entry burn, record remaining fuel, land safely back on Kerbin, record time. I can maybe do a spreadsheet where people can compare how well they did on getting Ap and Pe as close as possible, and who used the least percentage of fuel.
Just an idea, some different ones would be welcome, and I could set the spreadsheet for people to add their own challenge tabs.
The KSP wiki has some nice historical missions that are a cool way of learning the game: http://wiki.kerbalspaceprogram.com/wiki/Tutorials Although controlling some of those early rockets without SAS was pretty hard.
I'd be into some challenges though. In my current game I'm doing a space program progression, but including Kethane in the mix. So far I've put up a 3 satellite communication array in geostationary orbit and started testing out Kethane scanner designs on Kerbin. The plan is to send scanner probes to the Mun and Minmus, then start construction of a Kerbin space station. Then send some manned science missions to the moons! I installed a nice amount of mods at this point, mostly part packs, but I tend to stick with the vanilla parts for now. Once I start working on the space station I'm going to branch out into the other parts since they look cool. Spherical fuel tanks all day. I'll have to post pictures of the sphere ship I made hah.
Actually, a group "progression" campaign would be kinda cool - especially if we all used that chat program. We could set dates for when new tech got added, with a list of prerequisite goals to achieve. I'm sure this has been done numerous times. Pretty sure I saw a mission mod too, maybe those would have some good ideas.
Vedic - that life support mod seems really cool, definitely something I'd like to check out. But does it conflict with any parts mods or anything, or does it just add it's own oxygen parts, etc?
I think the best plan considering my predicament is to just start a new save from scratch. Everything worth having in my original save is gone, all I really got is a couple of out of fuel ships around the moon and assorted stuff around Kerbin
Just landed on the moon at a gentle 160 m/s [≈ Top speed of an internal-combustion-powered NHRA Top Fuel Dragster.]. Well, more like made a new crater on the mun. Either way, those Kerbals were the first on the mun!
Dictionary of numbers makes this post much better
EDIT: I'm trying my most ambitious mission yet, finally fiddling with fairings and stuff from mods. I'm sending a satellite probe and rover to Laythe on the same craft. I'm sending the satellite in case my Rover winds up in the drink.
I've sort of encountered an issue, maybe Bug Report worthy. KSP.exe is currently using 3GB of memory. Not sure if its due to the mods, or the 174 piece rocket I'm building. The game takes longer to load, which I assume is the mods fault. I only have 3 installed, two for stations, MechJeb, and a couple for rocket parts.
Which mods? That's a bit high for just three. Parts mods are the worst culprits for hogging memory; some use PNGs for textures while others use TGAs, and each one has been the source of a "memory usage inflation bug" at one time or another. For instance, B9 went from using 350MB to 90MB of RAM by switching formats a while back, along with other optimizations.
Go to your settings and switch to "half res" textures to cut down on RAM usage if KSP is getting close to 3.7GB and/or you're experiencing random crashes to desktop; this lets me run 1.6GB of mods without problems. KSP.exe is still 32-bit and can hit the RAM ceiling with full res textures on.
I need to try this. KSP crashes for me without fail after maybe 30 mins of play (it varies). I like all the parts mods I am using too much to let them go... worst case scenario I can live with the random crashes to desktop.
I looked in the crash reports and while I am not confident that I can make total sense of them, I did notice several lines such as "
DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!"
I understand how it makes sense that a 32 bit program maxes out at ~4 gigs of RAM. It's depressing when my laptop has 16 gigs of ram though.
I haven't done any launches or landings manual since mechjeb first came out. Now with it acting wierd with the new version I have been doing without. I managed to get an intact rover onto the Mun. now to get some Kerbals there to use it.
Does anyone know why the pngs that the game makes are backwards and upside down?
Docking is insane. Like, it is literally a thing for insane people only.
How the Hell have space agencies managed to do this shit dozens of times without killing at least one million astronauts? Has NASA been employing space witches this whole time? I mean, I'm almost tempted to think it's all been faked (no, not really), but I know the Goddamn reflectors are on the moon and the Goddamn space station is in orbit, somehow.
Docking is insane. Like, it is literally a thing for insane people only.
How the Hell have space agencies managed to do this shit dozens of times without killing at least one million astronauts? Has NASA been employing space witches this whole time? I mean, I'm almost tempted to think it's all been faked (no, not really), but I know the Goddamn reflectors are on the moon and the Goddamn space station is in orbit, somehow.
I'm on to you, NASA.
You and your witches.
I suspect they've secretly been using thrusters that you can actually use with something other than 0% and 100% throttle.
Docking is insane. Like, it is literally a thing for insane people only.
How the Hell have space agencies managed to do this shit dozens of times without killing at least one million astronauts? Has NASA been employing space witches this whole time? I mean, I'm almost tempted to think it's all been faked (no, not really), but I know the Goddamn reflectors are on the moon and the Goddamn space station is in orbit, somehow.
I'm on to you, NASA.
You and your witches.
I suspect they've secretly been using thrusters that you can actually use with something other than 0% and 100% throttle.
Naw, they're probably just using mechjeb. The cheaters.
life's a game that you're bound to lose / like using a hammer to pound in screws
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
110,000 meters actually is probably too low to aerobrake around Jool. I've found around the 130,000m-ish mark is where it starts to get incredibly dangerous to go any deeper into the atmosphere.
0
Nova_CI have the needThe need for speedRegistered Userregular
Docking is insane. Like, it is literally a thing for insane people only.
How the Hell have space agencies managed to do this shit dozens of times without killing at least one million astronauts? Has NASA been employing space witches this whole time? I mean, I'm almost tempted to think it's all been faked (no, not really), but I know the Goddamn reflectors are on the moon and the Goddamn space station is in orbit, somehow.
I'm on to you, NASA.
You and your witches.
I suspect they've secretly been using thrusters that you can actually use with something other than 0% and 100% throttle.
Press capslock. You get really fine thruster control.
Docking is insane. Like, it is literally a thing for insane people only.
How the Hell have space agencies managed to do this shit dozens of times without killing at least one million astronauts? Has NASA been employing space witches this whole time? I mean, I'm almost tempted to think it's all been faked (no, not really), but I know the Goddamn reflectors are on the moon and the Goddamn space station is in orbit, somehow.
Somebody said. . . when you come to within three miles [five kilometers], you've rendezvoused. If anybody thinks they've pulled a rendezvous off at three miles, have fun! This is when we started doing our work. I don't think rendezvous is over until you are stopped - completely stopped - with no relative motion between the two vehicles, at a range of approximately 120 feet [40 meters]. That's rendezvous! From there on, it's stationkeeping. That's when you can go back and play the game of driving a car or driving an airplane or pushing a skateboard - it's about that simple.
110,000 meters actually is probably too low to aerobrake around Jool. I've found around the 130,000m-ish mark is where it starts to get incredibly dangerous to go any deeper into the atmosphere.
Eh, to aerobrake to Laythe orbit, you aim for ~119,000m. Jool's atmosphere starts at 138,000m, but it DOES get real thick real fast
Posts
Eh, I do descent/ascent stages (mostly because it's awesome), but I wouldn't say 2 stages is more efficient really. Have to bring 2 engines for an ascent/descent design, I think some droptanks is probably the best way to go about bringing extra fuel for a mun landing. But again, just not as cool.
By droptanks I assume you mean fuel tanks attached radially with fuel lines leading inwards to the main tank, but with no rockets on the ends of them?
Apparently he rips the textures/models and renders them next to his own planets. I don't know about the others, but Jool is procedurally generated. He obviously touches up certain ship surfaces, like maybe bump mapping and lighting effects. A lot of base game geometry is used, though, from what I understand. Which is very little.
All I know is that I trust him to make a quality star field that isn't a washed out gray with blobby stars and what have you.
Edit: Stupid drafts not saving.
It'll be a fun distraction when I get around to adding some fuel containers along the central hub.
I may or may not be a little bit crazy for this one
STEAM!
Various ways you can attach them. I usually put them on normal decouplers in a triangle around my lander's engine and turned sideways, so my landing legs can still come down if they have fuel left in them. But there's a jillion ways to attach them, so worth playing around with. For landing on other objects you'd probably end up needing more thrust, but a 2.5m lander on the mun really never has twr issues.
Just remember to come back and actually do the aerobrake. My Laythe-bound colony of 30 Kerbals got lost in the shuffle of Eve missions at the end of 0.20.
They did an amazing gravity assist around Jool, which I discovered once they were on their way out of the solar system. They're due back in 104 years.
I'm lazy, so I'm just going to use the KAS hook (you can see the KAS winch at the end of the arm). The arm would need to be a good bit longer if I was only relying on docking nodes.
The Dromoman Modular Arm Set, a more "modern" take on the existing Damned Robotics/Infernal Robotics mechanical set. Damned Robotics' mechanical arm set is a little on the bulky side, these are much slower, but also much more slender.
Since that was fun, I went ahead and put another one in orbit, too! This time, I let MechJeb handle the ascent up to below KSO, just to see how that worked, which was stupidly easy. Then I manually timed the burn up to KSO so that I was mostly on the opposite side of Kerbin from my first satellite - probably about 170* off.
I want, eventually, to have a nice constellation of 4, equidistant around the orbit. Is there an easy way to get MechJeb to do the spacing, or is it all just based on doing the math normally guesswork?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
I can't find my post from a few pages ago, so basically this:
I made a stupidly huge rocket using a Rockomax Jumbo-64 tank with three more around it with radial decouplers. I tried to have the radial tanks linked by two radial decouplers, each - one high, one low - for stability's sake, but it's like they only stuck to one and then just flapped about around that until I separated them.
Similarly, when making my Why-Wing? ...
... the i-beams only seem to have attached in one place, with predictable results.
How do you get that to not happen?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
You can't. The ships are built in a tree structure. No loops. You have to use struts.
I would do it this way:
Launch to circular LKO, take note of orbital period.
Target existing satellite. Use maneuver planner to plot hohman transfer to target.
Use maneuver node editor to shift node by an appropriate amount of time. (remember our note?)
Then plot a node to circularize at apopapsis.
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
Cool - I'll try that.
And that worked perfectly (except I did the math wrong, and was off by a couple seconds; oh well!). Thanks, @Aioua and @Synthesis!
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
It began with some testing on the ground to make sure things worked as I thought they should.
How innocent I was when I played around with this. It seemed at the time to do everything I wanted.
The Mk I version in use
This mission was to transport two solar arrays to the station and attach them without any RCS use, as on earlier stations I've made the solar arms small craft in themselves that I have then docked manually.
As this was my first space arm it had some severe shortcomings that I only discovered during this mission. It took me over an hour to attach these damned things. I had no way of rotating the end effector once a payload was attached and it severely limited its use. In the end I had Jeb out in space nudging them around to try and line them up.
Mk II
Here you can see the solar array in use and my newly attached mk 2 arm. I thought my Kerbals needed some supplies so I sent up a small care package. While unloading I discovered that while I had improved my arm it still needed improvement. This one could rotate the payload, but the wrist was so far back from the coupler its flexibility at anything like full stretch was practically nil.
The prospect of having to scrap yet another arm irritated me so much I started the whole project from scratch with a new station.
Mk III
This one has enough reach and as many degrees of freedom as I think I currently need. I went back to the test rig for this one and cut out everything but straight joints up until the wrist section. For a basic construction arm this was far far less complicated than my others.
Since getting that working happily, and after being heavily influenced by Take On Mars I am now dropping rovers and science platforms into specific craters on the moon to do some science.
God, you are such a nerd.
That is such a good idea.
When I put the dll into Plugins and the parts folder into Parts, it created a PluginData folder in Plugins, but I don't see anything else in game. I tried dropping it in as Plugins/MechJeb2/*.dll, but no change. Read something else that suggested copying into GameData, but again no luck.
Help?
You shouldn't have anything in your root KSP Parts/Plugins/etc. folders - those were obsolete in patch 0.20. All mods should be dropped wholesale into the GameData folder, inside their own subfolder (e.g., %Steam%\Kerbal Space Program\GameData\MechJeb). Just drop the contents of the .zip into GameData.
The MJ part should then appear in the Control tab in VAB/SPH, and functions when you attach it to your craft.
I even put the lander behind the Command Module and did an Apollo style docking maneuver while orbiting the Mun.
Then I actually landed about 20m from where I was targeting. I used MechJeb to help me out in the final stages, but I did the burns to get me lined up manually.
Then.. Well then the rover's brakes weren't set and decided to roll about a kilometer down a hill before rolling on its side. I got it flipped over by ramming it with a kerbal's jetpack, but on the way back I kept hitting this invisible rock and the rover kept flipping over. Eventually one of my Kerbals was killed underneath it.
Then, after I used a lot of fuel to change my orbit around the Mun for the satellite, the docking rings weren't properly assembled, so I couldnt undock the satellite from the ship. There's a distinct space between the two, but theyre still connected.
After that I just quit out of the game. Today was frustrating, and for all goofy reasons.
Here's a shot of my lander, module and satellite orbiting Mun after my docking maneuver.
STEAM!
That's horrible, tugga.
I like having goals, but often have trouble deciding on them, plus I like a little competition. Anyone interested?
Someone tried to organize something like this before, dunno how far it got. I wasn't interested then, but now, sure.
Project: Valkyrie is well underway, so hopefully I'll be completed it soon and should have some time for these challenges.
(Also, I have the first two weeks of September off with nothing planned, so.....)
Lets do it! I like this idea, and can help a lot of people with inspiration when they've hit a wall. There's so much to do in the game, and to new players landing on Minmus seems incredibly difficult, and some of us who've put stuff on moons of the outer planets see that as relatively simple now. So its a good way to push the new players into the water, so to speak
STEAM!
Just an idea, some different ones would be welcome, and I could set the spreadsheet for people to add their own challenge tabs.
I'd be into some challenges though. In my current game I'm doing a space program progression, but including Kethane in the mix. So far I've put up a 3 satellite communication array in geostationary orbit and started testing out Kethane scanner designs on Kerbin. The plan is to send scanner probes to the Mun and Minmus, then start construction of a Kerbin space station. Then send some manned science missions to the moons! I installed a nice amount of mods at this point, mostly part packs, but I tend to stick with the vanilla parts for now. Once I start working on the space station I'm going to branch out into the other parts since they look cool. Spherical fuel tanks all day. I'll have to post pictures of the sphere ship I made hah.
Actually, a group "progression" campaign would be kinda cool - especially if we all used that chat program. We could set dates for when new tech got added, with a list of prerequisite goals to achieve. I'm sure this has been done numerous times. Pretty sure I saw a mission mod too, maybe those would have some good ideas.
Vedic - that life support mod seems really cool, definitely something I'd like to check out. But does it conflict with any parts mods or anything, or does it just add it's own oxygen parts, etc?
STEAM!
I need to try this. KSP crashes for me without fail after maybe 30 mins of play (it varies). I like all the parts mods I am using too much to let them go... worst case scenario I can live with the random crashes to desktop.
I looked in the crash reports and while I am not confident that I can make total sense of them, I did notice several lines such as "
DynamicHeapAllocator out of memory - Could not get memory for large allocationCould not allocate memory: System out of memory!"
I understand how it makes sense that a 32 bit program maxes out at ~4 gigs of RAM. It's depressing when my laptop has 16 gigs of ram though.
Does anyone know why the pngs that the game makes are backwards and upside down?
Raptr profile
How the Hell have space agencies managed to do this shit dozens of times without killing at least one million astronauts? Has NASA been employing space witches this whole time? I mean, I'm almost tempted to think it's all been faked (no, not really), but I know the Goddamn reflectors are on the moon and the Goddamn space station is in orbit, somehow.
I'm on to you, NASA.
You and your witches.
I suspect they've secretly been using thrusters that you can actually use with something other than 0% and 100% throttle.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Naw, they're probably just using mechjeb. The cheaters.
fuck up once and you break your thumb / if you're happy at all then you're god damn dumb
that's right we're on a fucked up cruise / God is dead but at least we have booze
bad things happen, no one knows why / the sun burns out and everyone dies
Press capslock. You get really fine thruster control.
From NASA's Gemini history (http://www.hq.nasa.gov/office/pao/History/SP-4203/ch12-7.htm and http://history.nasa.gov/SP-4203/toc.htm)
Somebody said. . . when you come to within three miles [five kilometers], you've rendezvoused. If anybody thinks they've pulled a rendezvous off at three miles, have fun! This is when we started doing our work. I don't think rendezvous is over until you are stopped - completely stopped - with no relative motion between the two vehicles, at a range of approximately 120 feet [40 meters]. That's rendezvous! From there on, it's stationkeeping. That's when you can go back and play the game of driving a car or driving an airplane or pushing a skateboard - it's about that simple.
Eh, to aerobrake to Laythe orbit, you aim for ~119,000m. Jool's atmosphere starts at 138,000m, but it DOES get real thick real fast
STEAM!