Ohhhh shit. Looks like Project B.E.A.S.T. got in contact with Scott Manley?. The next batch of episodes should be amazing.
https://twitter.com/vinnycaravella/status/690669820744986624
https://twitter.com/djsnm/status/690669013962108928
Ohhhh shit. Looks like Project B.E.A.S.T. got in contact with Scott Manley?. The next batch of episodes should be amazing.
https://twitter.com/vinnycaravella/status/690669820744986624
https://twitter.com/djsnm/status/690669013962108928
Is it docking or rendezvous that you have trouble with? For docking there are a few solutions I recommend:Yeah, I still can't dock. Managed it once but it was clearly just a fluke. Need to watch more YouTube videos I guess.
Is it docking or rendezvous that you have trouble with? For docking there are a few solutions I recommend:
1. (easy) Point both ships directly at each other. You then literally only need to use forward/backward RCS to dock. Looks a bit silly to rotate your space station every time though. And with bigger stations it's hard.
2. (medium) Align both ships to the same axis. Point them both on the North/South for example and then you can use RCS left/right/up/down to dock, no rotation required. This comes across as less 'cheaty' or unrealistic as #1 as you can just leave your space station aligned N/S or E/W rather than rotating it every time you dock a new ship.
3. (medium-hard) Install docking port alignment mod. You can basically dock without even looking, just learn what each indicator means and you'll eventually find it a breeze. Correct rotation, correct roll, then correct up/down/left/right. All good? Then start moving forward. If it drifts out of alignment, stop, then rinse and repeat.
I think a good autopilot/assist for them to include in stock would be a 'kill relative speed' option which would use RCS to stop you dead in your tracks, which would make docking much easier for newer players. I found that the hardest bit, just losing track of how quickly left/right/up/down I was going. We already have a 'kill rotation'.
friends
after my first stage seperation at around i dunno 10km high or so when it separates my rocket stability goes completely gonzo, i assume because center of mass changes completely. Any tips? Or just on general rocket design? I'm losing massive efficiency because all my orbital flights have to do this bloody cartwheel in midair following first stage seperation
You're still in atmosphere at 10k, so depending on the shape of your ship, adding fins to the ass-end of the stage is an option. The other option is adding more thrust to your previous stage to ensure you're higher when you switch to this stage. It's hard to say without seeing your rocket.
added some fins, seemed to work. Now my problem is I can't reliably get to orbit with my second stage boosters, but I think part of that is me not knowing what angles to take...
head East / 90-deg very slightly after take off if you want to line up with the Mun. I spent a looooot of time with This Guide today to attempt really effecient takeoffs
head East / 90-deg very slightly after take off if you want to line up with the Mun. I spent a looooot of time with This Guide today to attempt really effecient takeoffs
warning: will make you very (joking) angry
They aren't even usingthe solar panels they'd have so much more dV without em on
That scream after the fade to logo in the next episode sneak peak D:
low-tier orbital rendevouz is kicking my ass. I'm basically matching orbits and I can get within 30-100km of the target but I can't figure out how to match relative velocities. I thought it'd just be a matter of pointing retrograde to target and feathering the thruster until it hits 0 but around 1-2m/s the retrograde marker completely bugs out and I start increasing relative velocity instead of decreasing for some reason.
obviously there's some physics i'm just not wrapping my head around, but i'm very frustrated right now.
(it's not helping that I forgot once again to add a torque circular thing or a bunch of monoprop to my probes)
OK... So how do I do that? Or perhaps to put it more specifically, what's the best way to set up my orbit to get the closest intercept?
Well I managed to get my relative velocity to 0 but the damned contract won't complete. Probably still too far out (about 3km). Still, learned a lot.
3km is close enough to perform the final rendezvous. Once your relative velocity is close to zero, just point your craft at the target and approach at ~20m/s or so. If you've got RCS, you can use IJKL keys to nudge your velocity vector around on the navball so it's always in line with the target.
What's a potent mod cocktail I can download that won't completely wreck my machine?
Fairings gone, base
Got to Minmus no problem, now generating some science.
So majestic. I now have a Burning Man art installation / functional science lab on Minmus.
I figured I would check my Minmus Base science station pictured in my previous post. Of course it was completely full up on science, ohhh yeah 500 science to transmit back home. I click transmit....out of battery when only ~30% complete. Fuuuuck. There is no way I can beam back all that sweet sweet science without more battery capacity.
Actually, if you click on the antenna, there's an option for "Transmit Partial" or whatever and it'll transmit until the battery dies, then continue as the you generate more electricity. There's some warning about "data integrity" but I'm not sure if that actually causes any issues.
so uh
i uh
stranded 3 kerbels on the mun
the extra weight of the passenger pods for rescuing the first one destroyed my fuel efficiency... and the extra weight of the extra passenger pod for rescuing those two even more destroyed my fuel efficiency...
the first ship landed sideways with no way to right itself. The second ship ran out of fuel before it could take off again, though it landed quite nicely. Ship number three ran out of fuel while landing, hit the ground at 60m/s, throwing my brave kerbalnaut through the air where she hoofed it over to the actually landed spaceship.
mission control has not had a good day