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Old 03-18-15, 04:02 AM   #376
Harvs
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Hi all, I have been playing KSP since it was first available on steam, its a great game and very satisfying when everything goes right, here is a shot of my first Mun landing that didn't martyr a Kerbal.

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Old 03-19-15, 03:41 AM   #377
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Welcome Harvs!

I've been in KSP since .17 or .18, dunno anymore.

Still loving the game though!

Working on building a Minmus Refueling station using the Kethane Mod.
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Old 03-19-15, 06:05 AM   #378
Harvs
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Cheers Gargamel, I only use the one mod, Mechjeb, I can get into orbit ok but getting to docking stage defeats me, I have built a few space stations and had a go at a large fuel depot but find if I just send up an unKerbaled service module I can dock and fuel from there saving enough in the service module to deorbit, at the moment im going mad on skycrane rovers and a larger rover for my lander.
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Old 03-19-15, 04:54 PM   #379
NeonSamurai
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Kethane... ick!

I've been playing since, umm... well I remember the original parts, when there were only about 8 or 10 parts, and there was no mun (I think v0.07). I take long breaks from the game but I always come back. I'm still stuck in version 0.23.5 because of the mods and the campaign I'm running (I'm doing my own version of Scott Manley's Interstellar Quest).

Quote:
Originally Posted by Harvs View Post
I only use the one mod, Mechjeb, I can get into orbit ok but getting to docking stage defeats me, I have built a few space stations and had a go at a large fuel depot but find if I just send up an unKerbaled service module I can dock and fuel from there saving enough in the service module to deorbit, at the moment im going mad on skycrane rovers and a larger rover for my lander.
By getting to docking stage, do you mean orbital rendezvous? If you do, here is a good video tutorial about how you do it.

Also you may want to check out his other tutorials too.
https://www.youtube.com/playlist?lis...-O2ak6mBYXWPAL


You should definitely investigate some of the other KSP mods out there, as they can really add to the experience, while fleshing out the game considerably.

Here is a somewhat short list of my top recommendations (believe me I could easily add another 30-50 mods).

Active Texture Management:
This one is essential if you are going to be running more than a few mods that add parts. It compresses most of the game & mod textures to keep memory consumption down.
http://forum.kerbalspaceprogram.com/threads/59005

Module Manager & Toolbar:
These two mods are frequently required by other mods.
MM http://forum.kerbalspaceprogram.com/threads/55219
Toolbar http://forum.kerbalspaceprogram.com/threads/60863

Distant Object:
Makes it possible for objects to be seen from further than 2.1km. You can see the other planets from kerbin orbit, your space station or other ships
http://forum.kerbalspaceprogram.com/threads/98943

Better Atmospheres:
It makes the game a lot prettier, it adds clouds and other effects to the different planets.
http://forum.kerbalspaceprogram.com/threads/77523

Kerbal Engineer Redux:
Very useful for both building your crafts, and also giving lots of information while in flight too.
http://forum.kerbalspaceprogram.com/threads/18230

Protractor Continued:
Very useful for figuring out how to get to other planets.
http://forum.kerbalspaceprogram.com/threads/83173

Enhanced NavBall:
Improves on the stock navball
http://forum.kerbalspaceprogram.com/...ed-Navball-1-3

NavHud:
Basically it adds navball information to your view in space
http://forum.kerbalspaceprogram.com/threads/81543

Docking Port Alignment Indicator:
Makes manual docking so much easier
http://forum.kerbalspaceprogram.com/threads/43901

Kerbal Alarm Clock:
Lets you set alarms for all kinds of situations, track time, and can halt time acceleration. Very useful for timing when you should launch to go to other planets.
http://forum.kerbalspaceprogram.com/threads/24786

KSP Alternate Resource Panel:
A much more advanced configurable resource display panel
http://forum.kerbalspaceprogram.com/threads/60227

Editor Extensions:
Improves on the VAB/SPH controls for building crafts, giving much more flexibility and precision
http://forum.kerbalspaceprogram.com/threads/38768

TweakableEverything:
Gives you lots of options for altering how parts perform in the editor
http://forum.kerbalspaceprogram.com/threads/64711

Ferram FAR/NEAR:
FAR and NEAR are two mods that improve how aircraft fly the game by adding in much more realistic aerodynamics (it also affects rockets as well). NEAR is the simplified version intended more for novice pilots, where as FAR is the more advanced version (it makes aircraft design much more challenging).
FAR http://forum.kerbalspaceprogram.com/threads/20451
NEAR http://forum.kerbalspaceprogram.com/threads/86419

Ferram Joint Reinforcement:
Joint Reinforcement improves the joints in KSP, making them stronger and less likely to wobble like a wet noodle.
http://forum.kerbalspaceprogram.com/threads/55657

SCANsat:
Makes it possible to map all the planets and moons in game.
http://forum.kerbalspaceprogram.com/threads/96859

Deadly Reentry:
Adds heat shields and heat to reentry. Now those flame effects are not just effects, they can blow your ship up too if you do it wrong.
http://forum.kerbalspaceprogram.com/threads/54954

Infernal Robotics:
Robotic moving parts.
http://forum.kerbalspaceprogram.com/threads/37707

B9 Aerospace:
Adds a whole lot of plane parts, also adds large futuristic space ship parts (you can remove them though).
http://forum.kerbalspaceprogram.com/threads/92630

KW Rocketry:
The alpha and omega of rocket part mods. This adds everything from farings, to 5 meter saturn style rocket parts, and everything in between. Don't worry that it says 0.25, it still works fine.
http://forum.kerbalspaceprogram.com/threads/51037

KAS:
Allows you to carry spare parts in storage bins, connect parts together while landed/in space, refuel without direct docking, and a bunch of other things.
http://forum.kerbalspaceprogram.com/threads/92514

RealChute:
Greatly expands on the parachute options and adds more realism, such as gradual parachute opening
http://forum.kerbalspaceprogram.com/threads/57988
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Old 03-20-15, 12:15 AM   #380
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Quote:
Originally Posted by Harvs View Post
Cheers Gargamel, I only use the one mod, Mechjeb, I can get into orbit ok but getting to docking stage defeats me, I have built a few space stations and had a go at a large fuel depot but find if I just send up an unKerbaled service module I can dock and fuel from there saving enough in the service module to deorbit, at the moment im going mad on skycrane rovers and a larger rover for my lander.
Don't let MecJeb become a crutch. Too many players rely on to too much. I personally think having the mod run you ship takes away from the game.

Having trouble with docking? I suggest watching the (unofficial) Official Senior Kerbal Piloting Trainer, Scott Manley. If you can't do it, he will show you an easy way to do it.

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Last edited by Fr8monkey; 03-20-15 at 01:53 AM.
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Old 03-20-15, 12:32 AM   #381
Harvs
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Cheers for all the info guys :Kaleun_Cheers i will put it to good use.
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Old 03-20-15, 06:12 AM   #382
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Quote:
Originally Posted by Fr8monkey View Post
Don't let MecJeb become a crutch. Too many players rely on to too much. I personally think having the mod run you ship takes away from the game.
Heh that is such a hot button topic on the ksp forums. Personally I use Mechjeb, mostly for automation purposes of tasks that I have done thousands of times before (like getting into orbit), and partly because it is more realistic (real rockets tend to fly on automatic for most tasks, and did so from the very beginning). I also think that it can be a helpful learning tool, but I also agree that it can become a crutch too. Ultimately I figure it is up to each player how they want to play the game, irregardless of what I think about it.
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Old 03-20-15, 03:34 PM   #383
Gargamel
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What NS said.

It has become a crutch for me, but my old machine's FPS was so low that manually flight control with any ship > 100 parts was impossible. It would be a few realtime seconds before I saw my corrections put into play, and so I would have already over corrected.

I can orbit, rendezvous, and dock manually. Landing, yeah, with parachutes . But MJ makes it easier for me to play the game, so I use it.
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Old 03-20-15, 03:58 PM   #384
Harvs
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I like mechjeb, to each his own I say, if it enhances your enjoyment of the game why not use it? instead of getting frustrated and giving the game up completely.
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Old 03-21-15, 11:36 PM   #385
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You may find that Mechjeb fails you in some areas, for example it is pretty bad at going to other planets. It tends to be very inefficient with the courses it picks, and it is known for picking points in time to do the maneuver 100s of days later. It can be really hit or miss with automated landings, particularly if they are not coming out of orbit from it's control. It is also really bad in Ferram Aerospace (the realistic atmosphere/flight mod). It takes a lot of fine tweaking to the launch curve's shape to prevent it from flipping the rocket end over end (its control inputs tend to be very abrupt and jerky).

I really do suggest that you do eventually learn how to do all the maneuvering yourself. It is part of the fun, and its not as hard as it seems when you first start out. Plus you are less likely to become bored with the game as quickly (a game that basically plays itself doesn't tend to be very fun for long).
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Old 04-02-15, 06:47 PM   #386
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Seems legit...
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Old 04-02-15, 07:52 PM   #387
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How do you dry your hair after a shower then Mr. Judgemental?!
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Old 04-03-15, 04:36 AM   #388
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Quote:
Originally Posted by Dowly View Post
How do you dry your hair after a shower then Mr. Judgemental?!
Sais the one who doesn't have hair.
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Old 04-04-15, 02:37 PM   #389
Gargamel
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Pic Heavy!

Minmus Refueling Base:

Tanker/Drilling Rig, there's 8 more solar panels that unfold for drilling, but the screenshots are horrible, as I only have them when there's a huge cloud around the rig: (specs: 8 Heavy Drilling Rigs, 7 Large Kethane tanks, 20 wheels, 4 nuc generators, 4 kethane generators, 12 Gigantor Solar Panels, and a whole lotta batteries and lights, and even then I'm barely keeping the batteries charged)



Refueling the tender to launch to the orbital station:



This thing is big:



Earlier version in flight with it's skycrane (not a dually axle, collapsed under it's own weight of 144,000 units of kethane during testing):



Tender approaching station for docking:



Docked, multiple sized docking ports allow for different sized vessels to dock. Main fuel tanker is a 5m full length tank (not shown):



Main Minmus Base, Landed in one unit (100t), finally learned why CoT needs to be below CoM . Lander was supposed to be about 50m from the base, but I didn't realize lat/lon degrees didn't translate directly from kerbin lat/lon to minmus lat/lon as meters. That was a close one!

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Old 04-04-15, 05:05 PM   #390
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Cool. Is the fuel station in orbit around Minmus or Kerbin? I can also tell that you don't fly with FAR/NEAR, as it would be utterly impossible to get a refinery like that into orbit between air resistance Dv losses and aerodynamic forces ripping the thing apart. My moon/planet bases tend to be of the modular snap together design for that reason.

I've honestly never seen the point of having a Minmus fueling base though. All my interplanetary missions launch from LKO (Low Kerbin Orbit) for efficiency reasons, and I usually just ferry fuel from Kerbin to either the mission ship, or the LKO station I usually build. Having one on Duna though... is somewhat more useful.
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