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    Bottle Rocketeer

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  1. That looks amazing! I need a better PC ASAP, the game looks 100x better and more complex than in my limited Console version.
  2. More for the fun of it. I understand it's not really necessary to be done in KSP, but it seems to be a pretty common thing in real life. Watching Juno's trajectory for example: I have no idea how to even plan something like this in KSP (much less how they can even calculate it in real life xD), but would love to hear some tips in regards to it for KSP.
  3. Hey, all. I never tried a slingshot maneuver and was looking for some tips on how to even begin thinking about it. While the definition seems simple enough -- using another planetary body's gravity to propel me further towards my target, saving fuel/Delta-V -- I'm totally clueless on how to put it into action. Using only stock tools (as I'm playing on the Xbox), what's the best way to plan for a slingshot with the Mun to reach Duna for example? How do I even figure out how much Delta-V I'll require beforehand? I was thinking the best way to plan it would be by trial and error in the Orbit screen, plotting burns until it gets to where I want. But if this is the best way to do it, it means I must have my craft already in orbit to begin with, right? Is there no way for me to plot this from the ground before launching my craft? And - only 1 more question, I promise xD - how do I know when is the best time to launch my craft - is it when my target planet is closest to Kerbin, or when the planet is a bit retrograde so it will be closest to Kerbin by the time my spaceship gets there; or am I'm overthinking way too much and the Delta-V difference is just negligible in both cases? Thanks!
  4. An advanced and fully functional IVA system, like this or better:
  5. Might try, although I doubt anything will be done. There seems to be more bugs being added than they care about fixing it - especially on the xbox version.
  6. Can confirm a mod is not necessary. Some may increase the intensity of it, but it's 100% possible to have this bug on a stock install.
  7. But would it cause such disparity though? I understand it's more noticeable when the eccentricity is close to zero, but at times it completely messes an intercept orbit.
  8. Hello all, recently I created this thread in the Console Technical Support subforum, but not only Devs appear to pay zero attention to it, it also doesn't draw any noticeable attention from other KSP players By reading some old threads I noticed players on PC also used to have the same problem; although I never saw a solution, I didn't see any newer threads about this so I assume it has been somehow fixed? Now, this issue is very present in the Xbox version still, so I'd like to share this thread with you guys here (as I assume pretty much all of you reading are going to be PC players), and would love if you guys had any info on what might be causing the issue. Thanks!
  9. Video link: (pay attention to the Apoapsis marker position and altitude) I have no idea of what's causing this. It's happening to every craft I have in orbit, although not with the same intensity (smaller crafts seem to be affected less) This issue is really messing up my game though. Not only Rendezvous/SOI Interceptions can be lost because the plotted course simply changes after the time warp; but in this specific example in the video, I need the AP/PE markers to stay in the same place as I'm deploying a satellite every time the main ship passed through it's AP, this way ensuring proper separation between each satellite. Anyone has any idea on what's causing this? God, every day KSP has a new different bug that will probably take ages to be fixed... Edit 1.: I'm not entirely sure, but I'm pretty confident I know what might be causing this issue, although I have no idea how it could be fixed. The ship I'm using is quite tall as it has on the top 2 fairings with interstage nodes so I could fit 3 small satellites on top of each other. Now, I'm not sure how the game takes into account where the "center" of the ship actually is during map view (if it's either the Center of Mass, the most central point regardless of the mass, the active "control from here" module or even something else entirely), but it seems like this center point is not really aligned with the orbit line center (let's say it's 10m below the orbit point for example). This 10m offset therefore becomes the new center of the orbit when I switch from real time into warp mode. Therefore, as I switch, the game recalculates my orbit 10m below from where it actually was, causing bigger changes far away on my orbit. Maybe if the Devs had/could implement a system in which the game takes my orbital values (AP / PE values) before I start the Warp and put them back in after the warp is done this problem would be fixed; instead of recalculating it as the warp is finished.
  10. They probably don't even play the bloody game. With 30 seconds of gameplay you can already be annoyed by the crew hatch interaction menu that keeps popping up everywhere while you're trying to interact with a part. This has been present since the game initially launched (before enhanced edition) and is likely the most annoying non-game-breaking bug there is. Somehow, nobody bothered to fix it. It's just ridiculous. But hey, at least we got 2 overpriced bugged DLCs to buy plus different colours for Fuel Tanks and some engines. What a joke.
  11. Just got Simple Rockets 2 for Android, not only you can slow down time but you can also pause the game. I kid you not, even with all the mobile clunkiness and the smaller screen, it's still more user friendly than KSP on the Xbox. It's just sad.
  12. This has been posted about 2 years ago and the Devs have yet not fixed it. Lovely!
  13. I have tried completing this contract with all 3 variants of the Terrier engine's shroud, no joy. I have both the "at Kerbin" and "at launch site" green in the contracts tab, then tried activating the engines both by staging and by manual cursor activation, it does not complete the contract. My guess is that when the Terrier has been updated, it's code changed while the contract part code has not been updated, therefore the Terrier engine the contract is looking for is not the same engine we have now. This is just like the bug I reported back in march with regards to the "Hammer" booster (which I believe was also updated by that time).
  14. Yup, it does, and I find myself using it when I remember, but the camera angle is usually not the best when I have to interact with parts on specific (and many times) opposite sides of the craft. A second issue here is that more often than not when I'm trying to interact with a part that's attached to a command pod I keep getting the "crew hatch" menu instead of the part I want, so I always have to change the camera angle so that the command pod is not in the background (behind) of the part I'm interacting with. This camera is mostly useful for when I'm flying planes or docking. Probably, but I can't tell. Regardless, console versions [EE] of KSP do not allow for mods.
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