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tutike2000

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    Spacecraft Engineer

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  1. Hmm, I see. I guess I'll just have to land on minmus' flats until then
  2. Hi, Is there any way to incraese the friction of parts? Specifically in low-gravity environments. Is this moddable? Is there any config that I can change to increase friction globally? The reason I'm asking is that I'm frustrated with kerbals/ships infinitely sliding down pretty much any incline on the Mun. Thanks
  3. Post a pic of your rockets? Not sure what your payload is, compared to the rest of the rocket.
  4. Keep the two screens, and the slide, but the clickable things should not move. Clicking "start" should change the menu items instantly, but you can have a slide in the background. Many games do this, none of them actually slide the buttons in from off-screen - that's the only real problem here
  5. Just make the scroll faster, or instantaneous. Moving UI elements are the devil.
  6. But very often they just slide away for kilometers. Agreed, put a hard limit on the amount of time that a kerbal can be KO. 5 seconds and they should be back on their feet.
  7. Something like that, but maybe with their own SOI, and on rails.
  8. Lots of small planetoids (Gilly-size) between Kerbin and Duna
  9. Had the same problem - recovery kept saying I was ~1700km away from KSC when recovering from less than 1km of the pad. You can try playing with the longitude of the KSC and see if you can get closer to what the game thinks 0km is. Probably going to end up in the ocean, though.
  10. Yup, as long as I don't have KAC installed, I just blast through SOI changes, and sometimes Kerbin's atmo as well. With a Pe of 50km and an Ap just under the Mun, I can just sit at maximum timewarp forever.
  11. Let's not forget the other problem with time warp: If your warp speed is too high, you can end up blasting through SOI changes without actually being affected by the body you're encountering. Same for entering atmo. If you're on 100000x and about to encounter the Mun, you'll just continue on your orbit as if the Mun didn't exist.
  12. Ah yes... Pol, the planet of crashing into thin 'air'. Nope, don't think Squad mentioned any fixes for Pol.
  13. ContractConfigurator sometimes does weird things like this. Sometimes the name of the craft will change to be the last craft you piloted, or the first one that the game finds that fits contract specs. Try finishing the contract requirements with your launched craft and see if that will complete the contract, it might just be a display issue, instead of the contract actually requiring that specific craft to be in orbit.
  14. Using LaytheSpaceProgram, and the runway seems to be pointing North-South, instead of East-West. Is there any way to rotate the space center by 90 degrees? OK, found the config properties: In LaytheSpaceProgram.cfg, added the following (last 2 lines): SpaceCenter { //PQSCity latitude = 0 longitude = 193 lodvisibleRangeMult = 6 repositionToSphereSurface = true repositionToSphereSurfaceAddHeight = true repositionRadiusOffset = -20 reorientToSphere = true //This reorientFinalAngle = 77 //And this }
  15. I use Reliants a lot in my bottom stage, sometimes with a few Thuds slapped on to get above 1.2 TWR ASL. I should probably look into using Thuds in landers a bit more. I tend to use Twitch-es when landing on moons, Terriers for planets
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