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HvP

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  1. Well I think the disconnect in expectations comes from the fact that NavHud projects the orientation of your craft out into space. Your navball represents what you a pilot would see on their instrument panel sitting inside the spacecraft. You can't turn the navball to orient to the camera; so you must turn the camera to orient to the navball. Which is what the "Locked" view does. I think that's all I can leave you with for now. Sorry we couldn't be of more help.
  2. I see that now. Your previous image didn't show the docking mode setting turned on. This is helpful because it shows me several things. First, notice that the orange cross-hairs in the docking mode window has moved to the left side of the square? Also, the RCS thrusters are firing towards the right side of your craft. This will push you left. It's doing exactly what its supposed to do. Surely you want your ship to move left when you tap the A key to move left?
  3. I just want to mention this because it is easy to overlook. In normal operating mode, pressing the "A" key will TURN your ship with yaw, NOT translate sideways. You should use the "J" and "L" keys if you want to move left and right without turning the nose of your ship. "I" is up, "K" is down, then "H" and "N" move you straight forward and back. Otherwise you can switch to docking control using the console in the bottom left: That gives you the option to switch between translation (left,right,up,down) and rotation but most people find this an inconvenience. It's easier to just get used to using the HJKL keys.
  4. The navball is ALWAYS aligned with your ship's control point. It is the control point that defines what you see on the navball. Changing the control point changes the navball. This symbol in the middle of your navball is the level-flight-indicator. That shows you where the control point of your ship is facing. The dot in the middle is always forward. The left arm is always left, the right arm is always right, and the "V" in the middle always points to the ventral (or underside) of your vessel's control point. Usually, your control point is a command pod, probe core, or docking port near the nose or aligned with the nose of your ship. But it doesn't have to be. If you choose a control point that is a rover stored horizontally, or a docking port facing sideways, then this indicator will change to orientate itself with THAT point of control. The "Locked" camera is the ONLY camera that aligns itself with your control point. After you switch to the locked camera and drag your view so that you are looking straight towards the control point of your craft then left/right/up/down on the screen will correspond to those same directions on your navball's level-flight-indicator. https://wiki.kerbalspaceprogram.com/wiki/Navball
  5. @Boyster Every control point in the game is programmed with a "forward" and "backward" direction, along with an "up" direction. This is all the game needs to be able to determine the orientation of your ship. You can test this by experimenting with test craft on the ground at the KSC. Make a rover with several control points attached in different orientations. Maybe it has a probe core facing forward and a docking port facing upwards and another one facing backwards, etc. Now right click on those control points and chose "Control From Here" in the right-click menu, and see how that changes your navball. You also have the option to change the internally programmed orientation of command pods and probe cores by switching their forward/reversed control in the right-click menu.
  6. Do you mean how to get your navball to show your distance and orientation to the target? To do that you click on the small green window set in the top of the navball. It's the one that says "Orbit" in it with the number showing your orbital speed. When you click on it it will switch to show "Target" and "Surface" numbers. When it is in "Target" mode the prograde/retrograde markers change to show you which direction is towards and away from your target.
  7. On this point it isn't so simple. Heat management when exposed to sunlight is a very tricky thing for satellites. Painting it black would possibly cause a lot more thermal loading that has to be negated with other hardware that are likely to be heavier and more expensive than simply leaving the surface shiny enough to reflect a lot of that light away. And that's not even considering the solar panels that obviously cannot be painted, which will be reflective from certain angles. Visible reflections from satellites are usually from the solar panels anyway as they tend to have the greatest surface area. Having said all of that, I'm also concerned about the light pollution of the night skies and the difficulties that Starlink will introduce to observations. I used to be very interested in backyard astronomy until I became so frustrated with the light pollution in my area (Dallas/Ft.Worth) that I simply just gave up. I have a great deal of sympathy for anyone who's having their observations ruined by this new satellite network.
  8. The deployed science experiments can't send back any data if there isn't an available commnet link back to the KSC. If your surface station is on the other side of the Mun then it's possible that a relay satellite is sometimes in position to intercept and pass on the science data but at other times it could be in the wrong position to enable a link back to Kerbin.
  9. So I just tried the replay and was getting the same garbled clicking on the audio. Then I noticed that the speed control was glitching back-and-forth between 1x and 1.25x playback speed for some reason. Selecting 1x playback speed in the twitch settings fixed the problem.
  10. If you start seeing thousands of black rectangles multiplying exponentially in Jool's atmosphere I would get out of there and fast.
  11. What I'm wondering is this: If Star Theory did miss a contractual deadline then it seems like the development team were more likely responsible for the shortfall than the management (who I presume would be pushing them to meet the deadline.) So why did TTI decide to extend a hiring offer to the entire development team that failed to meet this hypothetical deadline?
  12. Well, if the end product isn't going to be compromised then that's all that matters! After all, the ends always justify the means. /s
  13. I don't know Nate Simpson. I've seen exactly two videos with him speaking about the development of KSP2. I willing to accept that he's a passionate fan of Kerbal Space Program and did what he thought was best for the game's development. I am not insinuating that he is a greedy person, nor that he or anyone else who joined Take-Two Interactive's new development team are bad actors. However, all of us discussing this topic here on this forum I would also consider passionate fans of KSP who want whats best for the game's development. And yet we seem to have considerably different thresholds for what constitutes acceptable business practices in this situation. Nate obviously has more in depth first-hand knowledge of what went down, but I doubt that he and I, or a large number of other passionate fans of KSP would all agree to do the same thing under the same circumstances. And obviously not - because several team members at Star Theory chose not to move to Take-Two.
  14. We will never be able to know the whole story until long after this game has been released and everyone now working for Take-Two has left the company long enough for their (presumed) non-disclosure agreements to have run out. And then Take-Two is just as likely to interpret the lack of sales as lack of interest in a space-sim game and then declare there's no market for it. At that point, if we are lucky they might just decide to sell the property to another studio that wants to develop Kerbal games.
  15. We, the potential customers, will never actually know Take-Two's decision process on this. Anyone who worked for TTI at the time or now is certainly bound by non-disclosure agreements to not release any information that isn't vetted by their pubic relations team. And of course, the PR team's job is to make the company look good. They will, of course, conceal any negative information that they aren't legally required to disclose and place the best possible spin on everything else. The only reason we are hearing about this now is because employees who stayed with Star Theory are no longer bound by NDAs because the company no longer exists to enforce them.
  16. Hello @EduwardKSP, I'm sorry you're having problems with your game. I think we are going to need more information about exactly what you are trying to install. Many mods have to be updated to be current with the latest versions of KSP. Some mods also require other mods to be installed with them. These are called "dependencies." If the mod you want lists any dependencies then you need the right version of that other mod installed also. The most common dependency is a mod called Module Manager which is used to integrate other mods into the game. Because mods are made by different people in the community they aren't always up to date with the current version of the game. What mods you are trying to add?
  17. This depends in large part on how you plan your delta-v expenditure. Personally, I like to prevent space trash from staying in orbit so I design spent stages to fall back into the atmosphere or crash into the Mun/Minmus. This means that a stage large enough get me to the Mun will be over half empty if I also used it as the second stage after booster separation. It would also have needed a more powerful engine than is necessary for a transfer stage, and I don't want to carry all that to the Mun with me if I don't have to. And I REALLY don't want it running out of fuel on the way to the Mun where I'd have to leave junk floating around on an eccentric orbit. My solution is to have a sustainer stage with about 1000-dv to finish getting me out of the atmosphere that is calculated to be empty about at about 100 to 200-dv short of orbit. Then I can drop that stage back into the atmosphere and finish circularizing with what will now by my transfer stage - with an even lighter and more efficient engine. That transfer stage is basically used only to round off the last leg of Kerbin orbit, and then get me all the way to the Mun or Minmus where I will either use it to also circularize there or separate it to crash into the moon's surface.
  18. If we are being semantically pedantic... "Warp" means to twist or bend a shape, such as warped space-time. In fact, the term "warp speed" actually refers to the bending of space, not time specifically. And "zoom" also means to move very quickly, as in to "zoom down the race track." But more to the topic. I think that the graphic design choice is fine, for my taste. I would however like to keep the top and bottom center of the screen clear of obstruction for visibility. The first thing I do in a new game is to move the navball over to the left. And while the time controls at the bottom are much less intrusive, I would maybe opt for an auto-hide and hover pop-up action for them.
  19. As @Rhomphaia said, the default behavior is for the point of control to switch to whichever command module you are in when turning on IVA view. I guess the game assumes that you are trying to fly the vessel from there. There is a setting in the main menu to disable this. Under the General / Gameplay settings you'll need to uncheck the setting for "Retain Control Point on Enter IVA" From the KSP wiki:
  20. Hello @Jofe Planes are kind of hard in general, and with the simplified aerodynamics and wheel physics in this game it's not particularly easy to tell why things go wrong. But here are a few tips for difficulties such as yours. Your wheels may be bouncing due to the roughness of the Level 1 runway. If you can't upgrade the runway, it will probably be easier to just roll over to the grass next to it which is actually much smoother than the runway at this level. Any time there is a small variation in sideways momentum (perhaps by over correction) it begins to induce a rolling motion. That's because the mass of the plane is always higher than the wheels and it will tip to the side a bit. Once this starts happening then one wing goes lower than the other and the air pushes down on that lower wing more which only increases the roll to one side. It will be very difficult to recover from that and you want to prevent it, for sure. It's even possible that the reaction wheel inside that cockpit is turning the plane too aggressively, causing inertia to roll the plane over onto its side. Try going into the game settings menu and put the wheel steering axis on a different set of keys from the yaw axis. Or maybe just right click the cockpit and disable the reaction wheel on it until you can get off the ground. Whatever you do, don't mash the "A" or "D" keys - just tap them very slightly, preferably with the CAPS-lock on which will give you finer control. There probably isn't enough friction on the back wheel to keep the tail from skidding around. You can right-click the back wheel and find the option for wheel friction. Turn that value up to about 3 and maybe even turn down the friction on your front wheels. This option might not show up if you don't have "Advanced Tweakables" turned on from the game settings. I ALWAYS do this with my planes and rovers. Just assume that you have to turn the friction up for ALL rear wheels. The design of your plane is very unconventional since there is no horizontal stabilizer in the rear. I think you are going to have to experiment with different angles on your wings and canard to really fine tune the aerodynamic performance of the plane. It's possible that since your main wings are placed very far back that the rear wheel is lifting off the ground thereby robbing you of any wheel steering control (those front wheels don't have steering.) This leaves you with the vertical rudder doing all your steering which may be greatly overcompensating. And lastly, I would encourage you to explore a technique for adding what's called a positive angle of incidence to your wings. This means that you very slightly rotate your wings so that the leading edge is just a tiny degree higher than the trailing edge (as seen from the side.) What this does is gives you a little extra lift even when the plane is aiming perfectly level. It makes it much easier to perform short take off and landings, but it will change the center-of-lift so needs to be balanced carefully. Hopefully, a few of these suggestions will help.
  21. Yes, the game assumes you will be controlling the lander in the lower stage after you have separated from the topmost stage. And since that lander won't have access to any of the fuel or engines in the top stage after separation it won't add those resources to its calculations.
  22. Hello @Dr.bright welcome to the KSP forums, and sorry to hear that you're having trouble with your joystick. It's difficult to say what the problem might be without a little more information about your system. What operating system are you using (Windows, Mac, Linux?) Are the software drivers for your joystick installed and up to date? Did your joystick come with any control software to configure it? My first thought is that it sounds like your joystick hasn't been calibrated. This is usually an option in the control panel settings in Windows and I think available in other operating systems which will tell the computer where the "center" is on your joystick and sets up the movement boundaries. Just do a Google search for "calibrating joystick" for your operating system and follow the relevant instructions. It's important to start the calibration with all of the axes in the center of their travel and then follow the steps that the calibration program tells you to do. Keep in mind that this is a configuration that is run by your operating system, or the programming that comes with your joystick, KSP doesn't do this itself. You might find it helpful to try installing a mod called "Advanced Fly-by-wire" which changes the way KSP reads joysticks and it has its own calibration system added to it. There are different versions for Window, OSX, and Linux. If you need help installing mods, just ask, but this is the forum thread for Advanced Fly-by-wire which might get you started. I haven't used that particular joystick, so I can't say exactly if it works with the game or not, but I hope you find this information somewhat helpful. P.S. After a quick search it seems that others have had similar problems, and it might be possible to install a program which intercepts the joystick inputs and passes them on to KSP to use. Here is the link to the reddit thread where I found some information on the topic. It's two years old so I don't know if they are still current, and I have not tried these programs myself so use at your own risk.
  23. I know this doesn't help you locate them, but as I understand it the ambiguity in anomalies is intentional. It's designed to get you close while still encouraging the player to build craft to physically explore the surface looking for them.
  24. @Joe.L That first manual docking is a great feeling, congratulations! So glad you stuck with it and fought through the frustration. We've all been there. Now just wait until your first Mun landing
  25. I've not used it myself, but I think you're right. The balance tanks option relies on making sure that the tank placement was balanced already in the VAB and that the COM wouldn't change when empty. Which really is no longer a problem because the way tanks drain in KSP was already changed to drain evenly several updates ago. I guess TAC Fuel Balancer isn't going to add the functionality you need after all. ... Bingo @Misguided_Kerbal! Thanks, that looks like the one. I couldn't think of the name of it.
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