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moondogccr

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    Bottle Rocketeer
  1. I had the same problem, but I figured out a very unorthodox way to do what you are looking for, though. I use ScanSAT mod to figure out where the orbits pass over the body below. I'll place an empty maneuver node over the trajectory at the same latitude of a contract location. When you place a maneuver node, it will also show up in the ScanSAT big map. You can then refine the maneuver node location will refresh the location in the ScanSAT big map as well; it will even refresh the correct spot over the body if you set the maneuver for future orbits. So I just advance the time when to execute the node and watch how it refreshes in real time over ScanSATs big map. After you set the right location for the node over the waypoint/location in the body below, add a KAC alarm to the maneuver node. Then finally, erase the maneuver node when you are done. Hope it helps.
  2. I'm also looking for this, particularly request #2. Although I use an (unconventional) way to get this functionality using ScanSAT. Here it is: I use ScanSAT's big map to figure out where the orbits pass over the body below. When you place a maneuver node, it will also show up in the ScanSAT big map. You can move the maneuver node to set it near/above the target on the body and it will refresh the location in the ScanSAT big map as well; it will even refresh the correct spot over the body if you set the maneuver for future orbits. After you set the right location for the node over the waypoint/location in the body below, add a KAC alarm to the maneuver node. Then finally, erase the maneuver node when you are done. Hope this helps as an intermediate but effective solution.
  3. You can try using this to calculate your trajectories http://forum.kerbalspaceprogram.com/threads/104694
  4. ... this can only get you so far. Used to do this until the survey targets started popping on the other side of the world at altitudes above 19,200. Mitigated some of it by using stages to drop empty tanks along the way, but even then impossible to cover 2+ targets above 19,200 on a single trip.
  5. Always "lock" a bit of battery for reserves. I typically "lock out of use" the battery on pods to fire up engines on emergencies or turn devices off... to avoid losing a ship because of battery life.
  6. I have the exact issue as well. I guess its just a matter of time for the part to get fixed... eventualy. The only "workaround" I found that works is to make sure I quicksave first before going into ship view, and then promptly close/open the service bay doors once quickly, to prevent it to start shaking. I typically assing an action group to the service bay doors to make it easier...
  7. Hello KSP community I am facing a conundrum and I could use your help! TL;DR: Should I wait for version 1.0 or go back to KSP now? After some consideration, youtube videos some game articles/early reviews, I started playing KSP back in April and immediately loved it. I probably have played about 104 hours (maybe not hardcore, but I typically don't play a game beyond 70/80 hours total). I had a lot of fun, landed a Kerbal on the Mun and back, sent a bunch of science probes, used a few mods (SCANsat is awesome), etc. I kept reading about all the goodies to come and future improvements and decided to stop playing for a while. The reason is that I typically invest my heart and soul, and attempt to play to game as intended and really enjoy the experience once; but I dont want to miss out on all the 1.0v features. Maybe some of you are in a similar place... I havent played KSP after the destructible buildings update (did a bit of the career mode), but havent played since August. What do you think, is it worth going back now or wait? Thanks!
  8. I seem to have lost the ability to see the range (min/max operational altitudes) for the different scanners when you right click the parts to find out more properties. Did something change or is my mod installation bugged? thanks
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