But when rescue missions are for weird orbits. I used the Mk1 capsule followed by 5 - 7 of those inline 2 seat thingies. Then you can fly a unmaned mk1 capsule and rescue the kerbal. dont know I always use HECS it is smart enough. ![]() Question, I seen people have made rotating space stations, have they docked too while rotating?Īs soon as you have the probe parts named HECS or OKTO. I always were impressed by that scene in movie 2001 where they land into a rotating station. Even if the ship is rotating slowly it becomes difficult with all the SHFT CTRL W A S D and F and B so he can get in while it is rotating. Tough if he gets to your ship and it is rotating. make sure the ship is still before you switch to the kerbal to be rescued. Make sure you have one extra seat so that the pilot dont need to EVA to get the other kerbonaut into the ship. It is as they say, use the transfer crew option. I kinda like the open nose of the original pod, good for Parachutes, small probe bodies/batteries, whatever. In other words, to answer OP, I don't use the inline cockpit generally. I so far have avoided the missions to return the entire ship-debris. I then put a probe body in there, and I save rescue missions till I have 3 nearby. I use the original Mk1, and a 2man cabin. In case some scientist has to fly it at some point. I attach one to every ship no matter what. Just add probe somwehere (docking jr on side?). Lightweight craft for two kerbonauts to fly and exit. You can also make craft without command pod and thus leave one end open. Have done even with huge, aerodynamicaly active MK2 cockipts with the same simple rescuer built at start. Or just transfer through grabbing unit straight to the cabin. Or just grab and land as it is without transfering. Need one extra space to make those movements, can't switch instantly both. First transfer pilot from command pod to cabin, EVA rescue other, put him in command pod, transfer to crew cabin, transfer best pilot back to command pod. I use MK1 Crew CABIN which has no side doors all the time for rescue (tourist, XP.) missions due to small weight. You definitely can move kerbonauts between places even through small battery packs conecting ships or from a ship catched with advanced grabbing unit (greedy "rescue from orbit" with parts included solution). So you probably have to go back to KSC first or something like that. ![]() Though you can't play two kerbals at once. Big thanks to their Authors.Oprindeligt skrevet af RoofCatA:you should be able to move crew to main cockpit and then exit anyway. *I do not own these mods, I merely packed them in for Airplane Plus to be functional and avoid linking for downloads of dependencies. Included in the pack are AirplanePlus and Firespitter folders. Most engine performance configurations made possible with the help of Tanner Rawlings.Ĭopy the GameData folder into your root folder. If you think that there are too many parts, consult the part deleter's guide in the zip. ![]() If you have time, please take the poll on what part to be added next:Īdds a collection plane parts which came from different timelines. Manual Patches from Users are also in the forums (Tweakscale and RPM for certain parts) The latest information, craft files, and pictures are in the forums
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