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Steelsunoa

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Everything posted by Steelsunoa

  1. As far as I know you have to do it manually, but if there is a hotkey I would probably use it. I've just been muting my entire computer when I alt-tab, an in-game option would be nice but not a big deal imo.
  2. Well, if you can achieve a Mun landing and return you should be able to use the same, or similar, craft to go to Minums. Perhaps with your design you can get 2-3 biomes on Minmus in the same flight and still return. I assume you are doing crew reports, observing the science lab, and taking soil samples, despite not listing them. You should be getting plenty of science within your Kerbin/Mun/Minmus expeditions. You can use some biome maps found online or use an add-on, I prefer Kerbal Engineer Redux, to see the biome you are currently in/over to determine where you should target your next landing. Also, if you EVA in low orbit above the biomes you get science for each of those as well (not sure if you were already doing that). Keep exploring and bringing the data into the capsule, reset scientific tests that can be reset, and take more data. This is an older video, but it may help.
  3. Nice, thanks for the links...even though this wasn't my thread. Those should prove rather useful!
  4. I primarily use a code, especially with satellites. I started using it toward the beginning, after having 6 or so flight plans and losing track of my maneuvers and finding the correct craft in the tracking station. I like to have a lot going on and keep launching missions opposed to time warping weeks ahead. Some of my more in-depth designs get a name, my space station to Eve is named "Daedalus", and the crafts that are designed to dock with it are named "Icarus" (III, IV, etc). This is obviously due to the fact that they fly closer to the Sun (Kerbol). My code is simple, at least to me. It goes something like this... <satellite? if no=blank, if yes="S"> <1st letter of destination planet> <in need of maneuver? if no=blank, if yes="x"> - <design version> <type, if any> <moon orbiting primary SOI, if any=a,b,c,d> To clarify a little, I started using this prior to going to Moho. So I use MH for that and M for the Mun and Minmus crafts, but K for all satellites over the Mun/Minmus & Kerbin. Design version is basically just when it was made, this does not include upgrades as parts unlock but more like a re-design of the concept. Type is a craft made for a specific mission, a rescue mission would be "r" and a tourist craft would be "t", or whatever reminds me of it's purpose/mission. Below are some examples... M-1 - Mun/Minmus craft that does not require immediate attention (in orbit waiting to land for example); first design to return safely Mx-1 - Mun/Minmus craft that requires a maneuver or will need attention SK-1 - Satellite orbiting Kerbin, that requires no maneuvers; first generation satellite SKx-3a - Satellite orbiting Kerbin, specifically the Mun, requires a maneuver to fulfill contract parameters; third generation design (ion engines) SJx-1d - Satellite orbiting Jool, specifically Bop, requires a maneuver to fulfill contract parameters Jx-2a - Laythe craft that requires a maneuver; second generation design Dx-1ra - Duna craft that requires a maneuver, rescue mission to Ike
  5. Wow, just reading your post makes me feel inefficient! Haha...I guess I just "feel it out" and tweak things as I build and re-launch. Don't get me wrong though, I'm a math nerd and love that you can actual apply math to this game, I just like to use KSP a little more casually I guess. Have you tried using actual orbital mechanics and equations? I'm not sure how you can find some of the values, but I think it's doable. Perhaps the KSP wiki page would be a good starting point to help? http://wiki.kerbalspaceprogram.com/wiki/Tutorial:_Basic_Orbiting_(Math) I typically have 2 stages to obtain my orbit, one for the ascent and another for the gravity turn/orbit & transfer. I try for 2 usually, but it depends on the design and how I want the rocket to look. I sacrifice some efficiency for aesthetics more often than not, but try to find a balance. Generally I like my 3rd stage to be my transfer stage and drop it as I obtain orbit around the SOI that I'm targeting, but I suspect it would really be for the return trip in most cases depending on design. Sorry that I don't have a real answer, but hopefully the wiki link will get you moving in the right direction. Fly safe!
  6. Thanks Wally! It is by no means "practical" lol, I just wanted a re-fueling ring in LKO for fun. I had a more elaborate design prior to the changes in aerodynamics, maybe one day I'll re-launch that over-engineered monster. Ultimately though, my plan is to get Terok Nor (DS9) into orbit!! Just for fun...I added some old pics to that album.
  7. Without seeing the craft, I'd say you have the fuel lines crossed somewhere. I'm not sure I understand what you mean by ..." as well as from the central tank to each of the radial tanks." That part seems unnecessary to me, link the lines to eventually end at the tank that has the final stage of rockets.
  8. Thanks Claw! I had the cross-struts, but I took them away for aesthetic reasons lol. The engine tank, and it's struts, were the only things keeping it from shaking itself apart before, exactly!
  9. This was my first thought as well, but I checked the craft file in the VAB. I attempted to avoid any clipping, the ring is just four quarter circles that technically don't ever touch at the four intersecting points. I kept them stable with the "spokes" and failed to use any struts that did not originate from the center of the circle. So I just disabled all of the torque and this seems to have solved my problem. The "Advanced Inline Stabilizer" it seems is the culprit here! Perhaps the placement of them, one on each end, was causing some strange rocking motion as it attempted to stabilize the craft. Phew! Thanks for everyone's input though! - - - Updated - - - Fearless Son, great word choice by the way...this concept lead me to start looking at the Advanced Inline Stabilizers. I think the "bounce" was happening due to the lack of lateral struts across the circle. So the four sections had small downward arc since they are not perfectly center on the fuel tank. Without the stabilizing action though they seem to sit together just fine. Thanks again!
  10. So, I have built a circular re-fueling ring that has obtained a circular orbit at 250k. I assumed getting into obit would be my biggest challenge, but it turns out I was wrong. After I separate the last stage, leaving the ring without any engines or maneuvering ability other than RCS, the craft will slowly start shaking until it eventually explodes. This occurs whether RCS or SAS is engaged or not, and did not happen when I originally separated the engines. I had time to admire it and take a quick screenshot, but now when I go back it will inevitably destroy itself. Luckily I have an auto-save file of the craft prior to separating the engine, so I will hopefully be able to dock a small living section to try to maintain stability. Anyway, I was just curious if this has happened to anyone else or if you can tell me any reason this may be happening. http://imgur.com/a/Ss0SK#0
  11. Yes, you will either need to activate the engine within those parameters (have it as another stage, etc) or right click the part and click on "run test". If I had to guess, since it's an engine, it probably wants you to activate the engine once you reach the given altitude and speed.
  12. Without disclosing information that would basically be a spoiler...I'd say fly/orbit at a low altitude and look around. With a higher resolution you will see "something" on the surface when passing near it. Some are probably more obvious than others, I have not found many myself. The first one I semi-discovered was from building a craft with a bunch of "probes" that decoupled. I then toggled through them and the debris, then scrolled the view back to look at the terrain. I say semi-discovered because I read something in a thread that gave away the general location. Happy Hunting!
  13. Thanks, I knew that there must be a hotkey for my symmetry problem. I think I can fix this now. Strange thing is, the file name's are not duplicates. Each file is unique, I can only tell which is which by the "date modified" in the folder. So I have "spotlight1" "spotlight2" "spotlightMk1" & "spotlightMk2"...so apparently Squad slightly changed the names on most of it's parts. This would explain why only 90% of parts have duplicates, the name was probably never changed and the install only replaced the new ones with identical names.
  14. No, symmetry is achieved when placing the part. You could however alt-click the port and place the part again. This would make a copy of the docking port while leaving the original in place. Not exactly what you were going for I realize, but you've already placed the docking port.
  15. Ok, just as a disclosure these problems started occurring after adding some mods. All of which were to enhance graphics but not gameplay, so no extra parts of any kind or MechJeb, ect. When I could not fix the problems by removing the mods' game data files I literally deleted everything, after making copies of my save/craft files I re-installed the game from Steam. Upon installation of the game, I never even got around to placing the old saves and craft files in the program folder. When I entered the game for the "first" time I was ready to just start a new career, but there was my old profile like I had never moved it. 1: Symmetry mode in the VAB no longer functions with the main part of the craft as the point of symmetry. So for example, adding 3 fuel tanks to the body of the craft will work fine. Lets say I want landing legs on these 3 tanks now in order to make a stable lander. Well, instead of adding the legs to the 3 corresponding fuel tanks, I now have 3 legs on one of them. This may be an easy fix, or a button/hotkey that I hit while being unaware of it's function (it's not angle-snap). Also, the root part for the craft is the command pod, nothing changed there. 2: I'm seeing double!! Ok, so basically there is a duplicate of 90% of the parts in the game now. In career mode I have the icon to unlock whatever science desired and within that there will be 2 command pods (or whatever). Strange thing here, is that some parts do not duplicate the name's themselves. Such as the "Clamp-O-Tron Jr." & the "Clamp-O-Tron Docking Port Jr." which both would cost 7,800 credits in order to use. This also occurs in the assembly buildings which contain "greyed" out images of their duplicates that have not been purchased for use yet. Now my first thought was that I somehow used my old .25 data I had saved for a backup and added to the parts file...but wait...what about my re-install?! Not to mention, there are some .25 parts that do not have duplicates listed. As if this second problem wasn't already annoying enough, I have also discovered that every single one of my planes now says "Contains locked or invalid parts". Keep in mind from my signature that I have just started career mode again and don't exactly have a lot of parts to work with here. So I just bit the bullet and bought some of these duplicate parts to get my planes back in the air. But wait! Not only did that not work, but I have control surfaces placed in areas I never attached them to. BAH!! If any of this seems unclear in my ranting I will upload screenshots. Suggestions here would be great, thanks!
  16. I think AlexinTokyo is right. I had a power drain from my barometer from accidentally toggling the display, which basically was only telling me that we were in a vacuum...duh!
  17. I was also looking for a feature that shows detailed flight history, but as far as I can tell it does not exist...yet! It does show you some basic info, like how many times you've been in orbit, but nothing that detailed.
  18. No, I don't think so. You could try using / to remove everything off the screen before switching crafts, but I don't think it will recognize [ when the HUD is removed. Worth a shot, but I think you will just need to edit it out after recording. Best of luck!
  19. Yea, that's what I thought. Seems silly that getting out of the ship would generate that much torque, but oh well.
  20. So ever since .90 released I have been having some slight issues with obtaining science while in orbit. Due to the SAS disengaging when going into EVA, my craft sometimes rotates rather quickly and has actually flung my poor Kerbal off before. It was not too fast and I could get back on, but extremely annoying. I was considering adding a probe to keep the SAS on while in EVA, but I was hoping there was a another answer that I have overlooked. Has anyone else been experiencing this annoyance, and how have you resolved it?
  21. Play until you feel comfortable with the gameplay and want to expand your experience. Only you can answer that, as this game's learning curve can be a little intimidating at first. When I started I did the same thing and played vanilla "science" mode, which at the time was the only option other than sandbox. I landed on the Mun and Minmus multiple times, and set up a refueling station in orbit above Kerbin. Once I could dock comfortably I expanded the visual graphics of the game and slowly messed with a few other mods. I still prefer playing vanilla with just some basic visual enhancers and maybe 1-2 others to expand information mostly. I hope you enjoy KSP, and fly safe!
  22. It sounds like maybe you quit or went back to the space station before they actually docked. I had a similar problem with my Mun base, the ports sat there and rocked back and forth from the magnetic pull but never fully docked. This was caused by uneven ground levels on the Mun, but it sounds similar...the ports didn't click together yet. Perhaps due to the crafts shifting in orbit you just moved in too slowly and never fully caught it. I danced around the docking port for what felt like hours my first time, probably from being too careful and being nervous that I would miss and have to start over. I used to use a final burst of monopropellant to lock it in even once I thought I had it, and then used the ] key to see if the game will allow me to switch over to the other craft. That or right click the docking port and see if it says "decouple node", but eventually you will notice the camera shift right away when successful. I think you will be ok, I would suggest trying again...like 5thHorsemen said, it's great practice!
  23. Well that's certainly good to know for the future, thanks. So if I wanted to delete/lock this thread, how would I go about requesting that from a moderator?
  24. Errr, forgive my ignorance...but can you delete a thread or only posts within the thread? I was trying to put the KSP ribbons in my signature and am apparently a forum noob! Any help would be great, and I will delete this once I learn how. Thanks!
  25. Welcome back!! I also made a return when beta came out, I hope that more "burnouts" join our ranks!
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