warpus
Sommerswerd asked me to change this
Thanks dude, hope it helps.
Just finished going through it all and taking it all in. Helps for sure. I realize that my station has way too many solar panels and batteries and all that, but I like the way those panels look.. I actually had/have more panels on the other station parts, but some of them got destroyed and the others i retracted.
Refueling in LKO for an interplanetary mission is usually unnecessary and kind of a waste. I can explain why if you want, it would be a short explanation (hopefully).
It makes sense to me that you can try to use your launcher stage to start your insertion burn.. but if I have a larger payload to send to Val, or wherever, oftentimes I end up using the interplanetary stage to help me finish getting into orbit. So if that ever happens now I can just dock with the station and top up.
The plan was really to have a station up there with fuel, dudes, and eventually other vessels that I will attach to interplanetary stages to send to places... stuff like landers, planes, station parts, etc. A lot of that would be done partially just to make the game more.. engaging. You know, making things a bit more complex than necessary, maybe doing a mission to top up the station with dudes, then have some of them hop onto outgoing missions.. just for fun.
So far the station handles fine, I seem to have placed the RCS thrusters at exactly the right positions. I put them at the centre of mass, then at equidistant ends, like you said (of each craft that formed the station). I only put 4 in the centre though, 4 at each end too. I'll look to add more in the centre for my larger vessels. I'll also stop using those circular rcs tanks for larger ships, like you suggested. I started using them I guess when I ran out of fuel out of a big one once.. "need just a bit more" I thought, and the design choice kind of stuck after that.
It's not really that wobbly yet either, and I was going to attach more fuel, but that's not necessary. I should work on that interplanetary stage.
Sorry I assumed the station you showed was for going to Vall, I didn't realize it was just an LKO refueling station. Hopefully the advice still provides some insight.
Yep, lots of good tips there for sure, thanks. It sort of turned into a refuelling station... I mean, I put so much effort into it, I might as well use it for other missions. And I tend to have fuel problems more often than not, so it should come in handy. Plus I can use it to make my missions more engaging like I said before.
Always count on new versions of KSP breaking your saves. If you update via steam, they're gone forever. If you manually update, the old version of KSP will still be on your harddrive so you can load it up and play your old saves. *i think*
I will have to hunt down my save and back it up then..
Also, that's a really beautiful station.![]()
Thanks! It's named after a Chelsea player a lot of people hate. I'm sort of in love with it.
I have some questions about your thesis btw:
hobbsyoyo said:For a rescue, you don't want to send more kerbals than you need to or else you risk stranding yet more kerbals.
I'm planning on sending no dudes in my rescue efforts.
There is actually a craft around Val that has outdoor seating for 6. It's the first ship I sent that was meant to be a fuel tanker or emergency return vehicle or something like that. I sort of forgot it had those seats.. I can probably fill it up with fuel via a refuelling mission, rendezvous with the 3 dudes stuck in orbit, have them transfer over, and then return home. I think that's what I'm going to do! I just need to check I'm not hallucinating about those 6 seats. Also need to make sure that craft has a docking port

hobbsyoyo said:Finally, the problem with your current station setup that you've pictured is that you aren't going to be able to move it.
It was surprisingly easy to move actually! It moved incredibly easily on one axis - a bit more difficult in the other, but not so bad. I haven't tried to move around the new symmetrical beast yet. We'll see how that goes.
When I dock what I basically do is fly up to the thing I'm trying to dock to, come to a complete stop, and then align both craft to point at eachother. Then I fly closer together, and dock.
I know this can be done more efficiently by pointing them towards the horizon or whatever and then only maneuvering one craft as opposed to both of them.. but I'm not that great at moving around laterally. Like, side to side. I should be using the IJKL keys for that, right? I've mastered H and N... and I do use IJKL, but for now the way I dock has been working so I'm sticking to it. I'll play around with lateral movement a bit more during my next docking maneuver.
hobbsyoyo said:Lastly, avoid inclination changes if possible.
When I go to Duna I never have inclination problems. My missions to Eve were the same. But for some reason whenever I go to Jool, my inclination seems random. My approach might be very close to the planet.. finetuned even.. but I'll always come in at a strange angle. Should I be fixing my inclination when I do my first correction burn after I've left Kerbin's SOI so that I don't have to adjust it later, when I'm already in the system? - I think this is why I never end up with much fuel by the way.. or at least one of the contributing factors.
hobbsyoyo said:You're probably going to want to put on some SAS modules on your ship to provide turning capability without having to use RCS. A couple of the large modules (do they have large SAS modules?) at either end should be fine. Also, stick on an ASAS module someplace to be able to use the thrust vectoring of your NERVAS and to control the control surfaces of your launch vehicle.
Both SAS and ASAS? I usually just have ASAS and that's it. Actually, make that always. I was under the impression that ASAS did the work of SAS, as well as the other stuff it does.
edit: Oh.. I was going to ask about something else but forgot. You said something about using a 6 way docking port (like the one I'm using in the centre of space station cole) on both ends of my interplanetary tanker? That would basically give you 4 extra docking options, right? Is that just so that when you're facing 90 degrees in the "wrong" direction, you can dock easier without rotating around and crap?
My docking method is to fly craft A very close to craft B, then stop, switch to craft B, select craft A as target, right-click on the dock I want, click 'control from', rotate it to face the incoming ship (usually very slowly still moving towards its target, not really stationary), then flip back, select craft B as target, press M to switch view to craft, readjust position towards the now facing towards me docking port, and move forwards at a reasonable pace, finger over the N key, as well as the WASD keys to reposition where I'm pointing, ready to dock. Usually I will be moving slightly laterally to craft B, so I have to switch between a couple times and do minor rotations so that things align. I think I can probably get this down to 2 and at times maybe 1 switchback, so while selecting the target every time you switch is annoying, it's not really *that* annoying.
Anyway, I realize that this means that I will have to make all my ships active partners, as you've been calling them.. but that's what I've been doing anyway it seems. I don't think I'd ever end up using one of the 4 side docking ports, if I added that 6 part dock piece at both the front and end of my tanker, because the way I do it I need to be pointing towards the docking port in order to dock. Or at least that's the maneuver I'm trying to get used to, in order to make docking more routine than it still feels now.
I agree that it would be a problem if I couldn't easily rotate one of the craft I was trying to dock together. I haven't tried rotating the newly expanded space station cole yet, but before the expension it was already showing some signs of making it harder to rotate along a particular axis. It wobbled a bit when I maneuvred along this axis, but in the end you just needed to give it a bit of momentum, and it was rotating relatively easily. Bit of an annoying exercise to put the space station through, but after the first rotation you don't really rotate it much unless you mess up big time. Usually just minute rotations. And maybe now that it's more symmetric, it will be easier to rotate?
So hmm.. what am I missing? Or am I missing anything? Do I really need those 6 directional docking port pieces at both ends?
Also, what do you think about this improvement to your tanker design:
Instead of connecting the nuclear engines to the 4 narrow tanks connected to the 1 central orange tank, why not connect them to the orange tank? (or a small grey tank as a buffer to avoid overheating or whatever) Then on the return thrip you can leave behind the 4 narrow tanks, which at that point will be empty.
And how do you connect 4 nuclear engines to an orange tank anyway? I've seen people do it, but I never took a closer look at the exact parts they used or how one might replicate that.
edit^2: mission redesign idea
Since I have a perfectly good lander and perfectly good return vehicle already in orbit around Vall (I checked, it's got seating for 6 and a docking port), what I'm going to do is send tankers that way, fill up those 2 ships already there, then try to land on another moon or two. Those 3 guys who are already there might as well explore a bit more before heading back home - they are getting big pensions when they get back, I might as well make them work for it a bit more.