Kerbal Space Program

I'm confused about people's refueliing stations, aa lot seem to just be an orbitting fuel tank or 3 with a docking port, and some solar arrays, I assume these are pretty much 1 use/drain and then you need a fancy way to blow them up/crash them into the ocean?
 
I'm confused about people's refueliing stations, aa lot seem to just be an orbitting fuel tank or 3 with a docking port, and some solar arrays, I assume these are pretty much 1 use/drain and then you need a fancy way to blow them up/crash them into the ocean?

I think people make refuelling craft to meet back up with the station, transfer the majority of their fuel, then land again.
 
I think people make refuelling craft to meet back up with the station, transfer the majority of their fuel, then land again.

This.

Get the fuel station in orbit and then when it is getting low, fly up a ship with loads of excess fuel which can then be landed or crashed.
 
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I assume you know that the i/k/j/l/h/n keys can make you move up/down/left/right/forward/back with the RCS thrusters. if you have reasonably balanced RCS thrusters then you should be able to do the final phase of the docking relatively easily
 
Ah, so you are having trouble getting to the 1-2km away stage then. I don't find that very easy myself but this is what I find easiest. It is by no means the fastest way of doing things, but it gets the job done.

What i normally do is get the orbits of each craft to have the same periapsis, but a slightly different apoapsis, by about 5km or so. Also, having the same angle makes things a lot easier. Whichever craft is 'behind' will need the lower apoapsis. If you keep an eye on how the gap between the two crafts changes at your meeting point (periapsis) you should be able to work out when you will need to alter one of the crafts orbits so that the craft that is behind doesn't overtake the craft in front. To stop them from overtaking you will need to burn at the meeting point (periapsis) so that the orbits get closer to each other. This will make the gap between the two crafts at the meeting point get closer. Once you have the gap as small as is realistically possible, let the crafts reach the point where they are closest, and then attempt to equalise the periapsis and apoapsis. This should get the crafts moving at very similar speeds, making the final approach that much easier.

I suggest taking the final approach very slowly, because trying to close up those last couple of kilometres too quickly can send your orbit haywire, and you will find that the gap between the ships starts increasing after a while.
 
I haven't played this in a while so might try to get back into this! I never tried docking, that might be my next step once I've refreshed on the basics!

Is there a mod that adds clouds of yet? Clouds that you can fly through and are visible from space and the ground, and from space? Even if there mine craft clouds!
 
There is a basic cloud mod, I've installed it fairly recently myself. I'll check what it is when I get home. It also adds city style lights/roads and it looks really great from space. Not so good up close but the same applies to most of Kerbin I guess!
 
I designed and tested a boat \ hydrofoil thing, and actually got it to work! I had a raised jet fuel fuselage with the empty fuselage supporting it acting as floats. I whacked three sets of rover wheels and drove it into the sea and viola it floats! I ejected my rover parts and everything. I might add undercarriage so i can boat to the island and then drive around there...

I don't move very fast on the sea with the single basic jet engine so i think i need to improve the design a lot.

I wonder if unity game engine has water resistance as well as air resistance ie if i streamline my floats i will go faster...

Pics after work!
 
Ever since i landed on Mun, I seem to be having lots of issues, Rockets falling apart, not able to get them into orbit, confusing myself with looking at building a rover, misaligned orbits, missing encounters....I think I have broken myself!!
 
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