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sreinmann

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Everything posted by sreinmann

  1. Thanks in advance for helping me better understand building rockets. Other than aesthetics, does it matter if I block an RCS exhaust port with another part? Will I get reduced performance if say, on side were blocked by a landing leg, light, or fuel tank? I realize that some parts don't have physics like other parts (ladders for instance have no aerodynamic properties) but I also understand that if an LF engine were blocked by a fuel tank (because I didn't put a de-coupler between them) the engine will fire but produce no dV. I've tested, but I'm not sure if I've just seen poor translation due to an unbalanced vessel or because it's been blocked by a thing.
  2. :L: I had this issue too, acc. Only I thought it was a bug seeing the random orbits show up in the center until I noticed that I also had random waypoints appearing on Kerbin as well. "OOOooooohhhhhh" moment.
  3. I'm embarrassed if this has already been addressed DMagic, but I didn't see it when I searched through the last few pages of posts. The Universal Storage Wedge parts (2HOT/Press, Materials, Goo, Etc) are appearing in the tech tree in somewhat illogical positions in my opinion. For instance, I unlock 2hot stock part, then get the wedge for 2hot/press before I get the stock-pressure sensor. I would dare to suggest that you might position the wedges in the next progression after the stock part - sort of like, well you successfully got the basic part used, here have a cookie and a better version. Now I realize that some people want to go straight to using the wedge, me included, but sometimes we gotta work for it right? You know, I hope that having an opinion at all tells you how much I love your mod. If you told me to blow it out my exhaust port I'd still sing "I'm Not Worthy" all the way to Minmus 'n back.
  4. Had the same issue and just sucked it up and downgraded to a 32bit install. For now at least I can keep playing with what I feel is one of several must have mods.
  5. I'm early in a new career and just loaded in RT1.4 Anyone else see that if you target mission control the antennah indicates "No Target" even though it successfully connects?
  6. Did i miss it, or has no one come up with a suitable patch to address the signal degradation in transmitting science? Have we confirmed that this is limited to 64bit platforms or both?
  7. Well, my last mission of .23.5 with Interstellar, TAC, Kethane, Remote Tech, DMagic Science w/Core, and ScanSat and a dozen or so other addons went something like this ... After completing a science survey of Mun, MuLab-005 completed an intersystem transfer to Minmus. We'd done a lot of science at Minmus prior to going back to Mun, but we believed that there was still usable life in MuLab that could be leveraged and could probably knock out Minmus's biomes in short order. During the 6 day transfer, KASA also launched a replacement transfer shuttle, MiT-001, straight to Minmus (Mu's transfer shuttle having arrived with the remaining Mu science and the replacement crew earlier) with an additional payload of 3 SCANSat probes to join the already in place Kethane probe. Post accident investigators have noted that the first indications of how rushed the agency was occurred during this flight. The SCANSat probes were beefed up with additional comm dishes to serve double duty in their staggered polar orbits. With a Moho probe also scheduled to depart the system between the arrival of these two space vessels, someone should have read between the grease pencil smudges that bad things were coming. MuLab arrived, but inserted in a counter rotating orbit. Mission planners decided that Minmus's lower gravity - and low fuel supplies on board - would not create a significant problem and the mission continued. The Kethane probe factory, KeFac-002, was deorbited. But lack of comm coverage (MiT-001 with its fleet of SCANsat/CommSat was only just arriving in the outer edges of Minmus's SOI) resulted in it leaving just prior to its tanks being 40% full. It docked with the station and refueled MuLab-Lander which was then dispatched for its first mission to visit 3 biomes. MiT-001 then arrived and performed a perfect insertion, with an AP and PE allowing excellent positioning of its first two SCANSats. The third transfer orbit went just as well and Dildred set up his intercept orbit with the station. Were things looking better? Ah, now comes ACT 3. KeFac-002 was dispatched for another Kethane site, this time the location was planned based on the best available signal coverage, however after landing and deploying its drills, the sun immediately set. All too quickly the batteries were drained and we lost contact with the probe. We would not have a refuel of the station for another Minmus day. But that didn't matter much. Bob decided upon returning to MuLab that the opportunity two hit three more biomes was too good to pass up. He topped off his tanks with all the fuel MuLab had available, undocked ... went to map view ... pitched to aim for his target biome ... and lit his engines. "Hey, MuLab, did you guys hear something? MuLab? Was that a crash sound? MuLab? Back to the in cockpit view and we were just in time to see the several dozen parts of the station disintegrating in their deorbiting trajectories. Luckily, Bob managed to reverse thrust just in time to return to the scene of the crime. All four scientists bailed out of their modules, MuLab-Lander not having enough time to dock with the spinning/falling debris and one by one they RCSed up to the lander to grab hold of whatever they could. Now, Lander pod holds two and there's five guys in orbit. The MiT-001 with its Mk2 cockpit and single pilot has room for 2 more. Which now left me playing the ridiculous EVA transfer with the extra guy while we awaited another transfer shuttle to come all the way out to Minmus to finally bring everyone back. We may have lived, but that's the last mission of this save. Good bye 23.5 Hello contracts. Ugh.
  8. unfortunately KAS is not currently compatible with .24. Read backwards on the forum topic as the mod author has currently allowed crowd-sourced modifications in an attempt to return its functionality. Otherwise, you could load .23.5 which is very fully compatible with the current stock version of KAS and toy with that.
  9. Thanks for responding F_X but that's not really an answer to my question of "What's the purpose?"
  10. I'm sorry, my searches are durping. What is the purpose of the option in the RealChute Settings window there's an option to "Automatically Arm When Deploying."
  11. I tried (node) and (burn) by themselves with the same result. Gimbal lock. Can there be some other reason why I'm gimbal locking? I have the probe body set to control from here but I also have a docking port facing the opposite direction. Is that a problem?
  12. Meanwhile, at the Hall of Kerbal... I'm on my .23.5 save toying with my first career mode (and my working copies of KAS and RT2) and I'm ready to really learn RT. Specifically the flight computer. However, I'm having some difficulty and most of the on line tutorials i'm finding are for old versions, so I'm not sure if they are 100% compatible. I have a Kethane Probe at Mun in a 250km polar orbit. I've created a node at AP to reduce my PE to 100km, this will require 39.9m/s or a 29s burn at 100% throttle. I open the flight computer, add the appropriate signal delay so that the actions will take place prior to my needing to start my burn. The actions will be [NODE] with the throttle at 100% and the [bURN] set to 39.9m/s. I depress the [EXEC] button and the countdown to the next node begins. When the craft reaches node - not my signal delay time btw - SAS turns off, the craft spins uncontrollably and then +15s later (I'll assume that is my input signal delay) the engines throttle, but of course by now I'm corkscrewing all over gimble lock. What in the world am I doing wrong?!
  13. Thanks Claw, your quick and dirty fix worked like a charm for me. #Happytonotbacktrack2days
  14. If someone can point me or confirm my observations, I'd appreciate it. My Science Lab's status is "Researching" with two kerbals and 5MW in a +16k Mun orbit and the science rate is stated as .342/Day. Is this accumulated somewhere? How do I know if I'm at the "optimal altitude" or that my research is effective. I'm worried because I've seen a status message appear when coming out of warp that "zero science has been added..."
  15. I was wondering if it were possible to have the "Alarms-savegamename (career/sandbox).txt" that contains the actual alarms to be located in the specific save game folder rather than in the GameData subfolders. As I backup my saves, I often lose my alarms (forgetting to also move this txt file into my zip).
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