Jump to content

THX1138

Members
  • Posts

    755
  • Joined

  • Last visited

Everything posted by THX1138

  1. I don't know what version I have but since it's installed and managed via Steam, I imagine it's always kept up-to-date. Contracts were not present when I installed the game a couple of months ago. I didn't move any saves. The saves were moved automatically or whatever. I have checked the tech tree and indeed the thruster blocks where unlocked a few tiers ago. In the VAB, they're present but greyed out.
  2. Aren't contracts a very recent update? I haven't completed a single one and although the contracts list has appeared in bottom left of the VAB, it's empty and contains no contracts. I've had the RCS blocks for a long time. I even have nuclear rocket engines which I'm pretty sure come after the RCS blocks.
  3. I can't find any information on the fact that I'm unable to launch a rocket I put together earlier because it contains RV-105 RCS Thruster Blocks which are now experimental and not available. Why is such a basic and important component no longer available?
  4. I thought I made a thread about this already but can't find it in my list of threads. Is it possible to make the game continue whilst alt + tab'd out? In particular, both loading of levels and interplanetary transfer would be less unpleasant (time warp set to maximum, my ship and planet just crawling along).
  5. I have a large number of parachutes attached to the part of my craft I'm returning home. If they all deploy at once, the forces destroy the craft so I need to deploy them sequentially. Is there a way to select multiple parachutes at once or do I need to do these for each individual parachute? This would also be useful information for setting thrust limiters etc.
  6. I think it's weird that the lab module does not have space to store surface samples (a pretty important part of any lab is somewhere to store samples) and find it a weird nuisance that I need multiple command modules in order to store multiple surface samples.
  7. Respectfully, you already have your sandbox mode to play in. Why not allow others who like to play differently have their idea of a good time also?
  8. I have the LV-909 but I'm using the Poodle. You might be super efficient on a ration of fuel but until I develop more skill in landing efficiency, I need a lot. Incidentally, when I alt + tab back into KSP and then out again, I can see in Task Manager that all my cores are being used. It's now using 3.5 GB memory and when I said "free" memory earlier, I meant available. Now it's just 1.2 GB available.
  9. Aww crap, would that 32-bit limitation be a really big thing to fix (as in we can forget about it happening any time soon)? Indeed it's not worth the effort to explore Kerbin for 12 science credits! I don't get out of bed for less than 200. 7/8 science experiments? Nukes? Yeah, right. I'm still having to strap together about 50 S1 SRB KD25Ks to get out of the atmosphere and I only have a thermometer, barometer (useless at this stage), goo and a junior science module. I don't have nuclear anything. I do have a multitude of parts that look different but have the exact same damn specs. How did you get all that without having already been to all the moon "biomes"?
  10. I just tried using Shift + W and all it does is make him look over to the side - he doesn't actually move across.
  11. Sometimes my game processes things extremely slowly, particularly when I press Ctrl + Z to undo a change to a large rocket or when launching a large rocket (I mean many, many pieces - I'm playing career mode and have to use many crappy parts to get a decent amount of fuel to the moon so I can hop around the "biomes" there). I check on my processor and GPU usage and neither are at maximum. I have 2 GB memory listed as "free" in Windows (KSP itself uses 2.5 GB). Does this mean that my memory speed is what is limiting the speed of KSP? I understand that the calculations involved in modelling a 500-part rocket will take a long time but the Ctrl + Z lag doesn't make much sense to me. My specs are: OS: Win 7 64-bit Mainboard: Gigabyte GA 790FXTA-UD5 CPU: AMD Phenom II 965 X4 RAM: OCZ Black Ed 2x2GB DDR3-1600 + Corsair 2x2GB DDR3-1600* Graphics: 2 x Crossfired Sapphire HD 5770 1GB GDDR5 * OCZ OCZ3BE1600C8LV2G 2GB DIMM DDR3 PC3-8500U DDR3-1066 (7-7-7-16 4-26-8-4) Corsair CMX4GX3M2A1600C8 2GB DIMM DDR3 PC3-12800U DDR3-1600 (9-9-9-24 5-34-10-5)
  12. I guess the developers already have a lot on their plates (can't they just hire more people? According to Wikipedia, they have only two?) but I'd like there to be more education mixed into the fun; I'd like to learn while I play, instead of being totally reliant on outside sources. I play in career mode. Maybe, when I unlock science after completing a mission and returning to the space centre, a chief scientist Kerbal pops up and tells me stuff related to what I've done (and maybe tips on how to make it easier in the future). I guess there are many possible opportunities to mix that stuff in there.
  13. It doesn't seem that cheaty since the game fails to take into account the aerodynamics but in a similar vein, I'll be leaving the nose cones in place because excluding them is definitely cheaty! I dislike the clipping but it's hard to get the game to position rockets where you want. It's so frustrating sometimes. The KSP devs should look at how Google Sketchup handles putting together objects in 3D space.
  14. Land using only one set of boosters with a precisely timed ignition to slow you to approx 0 m/s as you reach the ground before decoupling them or whatever. That should be possible if stupidly difficult and pointless. Good luck Edit* obviously you have to start at a decent height. No-one is impressed if you you're about to land conventionally and then shut off and deploy a couple of Seperatrons.
  15. Awesome thread! I found I can increase the force of decoupling by spinning first. I discovered this by accident when decoupling time arrived whilst I struggled to maintain control of the craft Sometimes you don't want to apply thrust but you do want to get rid of the boosters at your sides - this does it brilliantly at the cost of a smidgeon RCS or electricity (which you're about to replace anyway).
  16. I've found a lot of threads with people complaining about the Mk1-2 ladder placement but I can't find a proposed workaround. My own workarounds are: a) make a ladder from the command pod to the ground and another from the ground to the science lab (or wherever) fall to the ground from the command pod and jet pack back up (not possible in high-gravity) My suggestion for a simple game fix that avoids the problem of breaking people's saves and craft files is to just allow kerbals to move from one adjacent ladder to another. Currently they can only move up and down. Based on what I've read I think the assymetry is actually a good thing for RCS placement, given that the game currently doesn't consider optimising the controls to get maximum RCS efficiency - you need to place them at 90 degree angles to the top, bottom and sides for maximum thrust.
  17. The construction part of the game is still a bit rough and lets me put rockets partially inside one another. Does that affect the efficiency of those rockets or does it calculate out the same? Also, does the positioning affect the aerodynamics? Surely putting a rocket partially inside another would reduce it's drag! On the topic of drag, SRB-KD25K is not specified to have drag but the "Aerodynamic Nose Cone" has 0.1 drag. Does that mean the drag is higher with the nose cone than without?
  18. I have a rocket with eight boosters around it and want to add four more. When the new booster hits one of the eight, it insists on placing another eight but this is not what I want. How do I control this? Thanks.
  19. I've switched the controls around. While in an air plane forward/back for down and up make perfect sense given the orientation of the pilot, it makes a lot less sense in a rocket where you're rotating all over the place. I could be wrong but I'd guess that actual rocket vehicles aren't steered with a yoke so that's another reason, if correct, why this doesn't make sense.
  20. Is there any way to add crew whilst the craft is on the launch pad?
  21. I know I can change the controls to suit me but is there a good reason (presumably based in science) why the pitch and yaw respond in opposite ways to intuition? I look at the navball and need to move my nose left on the ball so I press the left key (A). That's straightforward. I need to move my nose forward on the ball so I press the upper key (W). No, crap, damn it, (S), turn, damn it turn, ***, Esc, revert launch, **** Sometimes, because I'm used to pressing the opposite of what I want for pitch, I press the opposite of what I want for yaw. They're both competing in my head. There are other games which have the same unintuitive controls for piloting aircraft. Why?!
  22. You can download my craft here: https://dl.dropboxusercontent.com/u/1918347/Manned%20advanced%20science%20craft%20for%20Ike.craft You'd need to copy it to your folder at: Kerbal Space Program\saves\**YOUR_NAME**\Ships\VAB It leans during launch and cannot be controlled. It has the "inline advanced stabiliser" that all the kids are talking about but it's impossible to reach orbit with it. Thanks for any insight. Feel free to take it to Ike, in the event you can stop it from leaning.
  23. Rendezvous is beyond my skill level but I did find that I could add Kerbals prior to launch by clicking on the launch pad, selecting the saved vehicle and dragging Kerbals over. Thanks!
×
×
  • Create New...