That, and I'm not exactly sure which way my RCS is going to burn when I press IJKLHN. How are the directions determined? H and N seem starightforward enough, but the rest are useless to me because I never know which way they're going to burn. I must be missing some vital piece of understanding here
Press V and set the camera to chase mode, this aligns your camera so I=up K=down J=left L=right and same for WASD. This was a revalation to me.
hobbsyoyo said:Oh and I saw you're having some problems with docking Warpus, I'll go through and reread the recent posts and try and fill in anything you aren't getting when I get a chance.
Thanks. I have finally installed everything. precissely the mechjeb mod was that i was looking for the most, not because the autopilot features but because i like to see a lot of data in screen, that way it looks more like Orbiter simulator which i am used to. Sadly it seems that some large mods like KW mod are discontinued and doesnt work properly anymore (some solid engines do not light up and liquid ones do not even need any fuel to work!), however i didnt find any rover after installing everything from that page only a very large one. Maybe i am doing something wrong? I have only tried a tiny portion of all the tryable things soi will comment more while i explore it all.Yep, that is one of the things in the game that is unrealistic and makes return back home (and landing on some other bodies) a lot easier.
Re-entry heat, wind/turbulence conditions, possibility of reentry heat weakening structural collections, clouds, and weather, are all things they have on their official "to add to the game at some point" list, and all those things would make landing on planetary objects a lot more interesting and realistic. Once the full game is out, we are all probably going to need to be ferrying around a bit more fuel than we're used to
The Dev mark 5 ant rover is cool - I like it more than the bobcat or whatever it's called rover - so far it's been my favourite lightweight rover. There's cool looking larger rovers out there, but I haven't tried any yet. I would get mechjeb once you've successfully completed your first get to and return from mission to another planet.. Once you get past that stage you will want to focus your attention to different kinds of problems and use mechjeb to get you into initial orbit more efficiently. At least that's what I ended up doing and I am glad I stayed away from Mechjeb until "I was ready". It can help you with almost anything. I use it to get a nice elliptic path when getting into initial orbit around Kerbin - that sort of autopilot is invaluable and saves me fuel. I control the thrust myself. I also use it for data readout purposes - there's a lot of graphs and hard data displayed.. such as all the angles you need to move between planets, which is very handy. There's been one emergency landing where I used mechjeb to land, but other than that I have been trying to avoid its other features.
The quantum strut mod seems very handy for space station design - which I'm in the process of trying to accomplish now.. I have one piece in orbit with living quarters for 13 and a whole bunch of solar panels and have a rocket design that would send up 10 more living quarters, a whole lotta rcs fuel, and a return ship/thrust helper. I haven't had a chance to try to get the 2nd piece in orbit yet.. There was one attempt last night that ended in comical failure, but .. yeah, the struts will probably end up being very handy. We'll see though
What else is there.. I like the mod that allows you to graph your data from your scientific instruments, or from wherever.
I really haven't used too many.. I installed a bunch of them in a batch process of sorts (open a bunch of tabs, download zip files, copy over folders, done), so I see new parts here and there, but the things I've mentioned are the only ones I've tried so far.
@Warpus - to get an intercept do you just get a regular orbit and then do a burn to get an intercept or what? My method works but it definately can be very frustrating and I'd be happy to hear how you do it.
About my current projects now i am also trying to build a large lifter to carry heavy payloads into orbit and learn to do things in space, like docking and mounting things and finally to build my own space station if i can. I have built some heavy rockets using a lot of solid boosters and such, however if it is too wide it collides with the tower at the launch site and all ends in a huge fireball even before it take off. Is there a way to remove that damn tower?
Well, In general i see that building very large rockets is more complicated that i though first (which is a good realistic thing).
Does the "retrograde and prograde markers will fly around wildly once your relative velocity is almost 0" thing happen to everyone? It prevents me from stabilizing my relative velocity once I'm close to something. It'll be fine until I get like 0.6 m/s relative velocity, then all hell breaks loose. I was once able to somehow magically go from "markers flailing around like michael j fox * 9000" to "holy crap, my retrograde and target markers are magically lined up, and I didn't really do anything", but shortly after that I was back to the usual shaky and random movement marker shenanigans.
What's even worse is that say I mess up my relative velocity for some reason and it's back to 5-10m/s. My prograde and retrograde markers continue to act wild and jump all over the screen - not telling me where to burn to kill my relative velocity.