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tutike2000

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Everything posted by tutike2000

  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
  16. RTG - Too expensive to research, never found a real need for it, as a Gigantor will work well enough. All Spaceplane parts - don't need them. I use the fuel switch mod to get LF-only tanks. Smallest wheels - too small, they keep locking up Largest wheels - too far on the science tree Vector - gimbal wobble tears my ship apart. No point in using it without gimbal Spark - always used a Terrier instead All 0.625m parts - 1.25m is the One True Size Multi-couplers, Multi-adapters - they'd be very useful in early career, but only unlock late-game when they seem obsolete Radiators except Med/Large expandable - I don't understand their purpose in the game. Only nuclear engines need radiators, and the small ones are useless 2x3 Solar arrays - 1x6 look better, and seem less likely to 'catch' an EVA-ing Kerbal Any antenna other than the whip - unless using mods Any SRB other than the biggest currently available Fuel cells - hands off my precious fuel! Any lights - I find the lack of part shadows disturbing. I prefer to use Ambient Light Adjuster The small docking port - too much wobble I-beams, structural panels - still haven't found a use for them 600+ hours into the game Mk1-2 command pod, Cupola module - too big, not enough kerbals in the Cupola Ion engines - watching paint dry Aerospike - it's awesome, but too expensive to research. Would be very useful if it were available earlier
  17. Well yes, it doesn't always happen, but when it does, the kerbal is thrown away and instantly knocked out, the game seems to think that it impacted the capsule
  18. Sure wish you could properly surface attach MK1 crew cabins without having to use Editor Extensions...
  19. Yes, EVA is very risky. I always quicksave before going on EVA, and often need to quickload. This is due to: - Kerbals being flung away at 40+ m/s - Kerbals who get 'knocked out' as soon as they exit the pod and no longer respond - Kerbals who land a bit roughly on the Mun and then slide 1km away, then either the EVA fuel is not enough to get back, or when landing, the whole slidy thing happens again. Seriously, I need a mod that resets the 'knocked out' state of a kerbal after 3 seconds.
  20. Bumping for interest. Is there any mod out there that tries to do something of this sort?
  21. Set your Financial Loss slider to 10% . kerbals will be cheaper. Really, kerbals should be free.
  22. Maybe the random seed generator is borked, and only generates a new type of kerbal when you start the game again. I've rescued 4 female scientists in a row, then restarted, then had 3 male pilots in a row. Or I'm just seeing patterns where they aren't.
  23. Set your Financial Loss to 10% and they'll be cheap. Building upgrades too. Kerbals ought to be free, the way Kod indended.
  24. It's possible if the patched conics glitch in just the right way. Pic isn't mine, but I've had the same thing happen to me before.
  25. I find that water is still a bad place to land, especially if you have components with low crash tolerance (Hitchhiker module). Landing on ground at 10 m/s is fine, as long as you have landing legs. Splashing into water will kill your Hitchhiker and the kerbals inside
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