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bewing

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Everything posted by bewing

  1. As steuben said, each CB has a different "autodeletion altitude". If your hunk of trash has a Pe below that number, it will get autodeleted when it reaches that altitude. I think the number is 25Km for Kerbin. Aero effects only apply within the physics bubble, which is a small region around the currently active craft.
  2. Looks like you have it attached to a docking port? If so, you should just be able to use the docking port's menu to detach it.
  3. As Anth12 said, it's entirely a matter of your friction settings on low gravity worlds. Yes, in low gravity you have low traction, and your rovers will tend to slide around. As far as slow rotations of landed craft go, that's an effect I call "microbouncing" and is a fundamental feature of the way the Unity game engine models collisions (resting on the surface of a CB is a neverending sequence of collisions).
  4. And the two ships being rendezvoused must be launched separately.
  5. If you got your game from Steam, it's always a good idea to validate your game download when really odd things like this happen.
  6. Yeah, ground targets are extremely small in radius (especially if it's a 3-star contract). You have to target each of the waypoints, then follow those targets on the navball until they blink and you get a notification on the screen.
  7. In the Debug Menu there is a button to Reload the Database.
  8. After a few hours of gametime, they will suddenly reappear in your Astronaut Complex. No need for a rescue.
  9. When a rocket launches through the atmosphere, it needs to have low drag. When the same rocket comes back down to land, it needs to have high drag, or it will slam into the ground before the parachutes deploy. So, while it is in space, its aerodynamics need to change completely -- from low drag to high drag. "Deploying" any and all types of aero control surfaces can really help with that. I like to set the surfaces up so they deploy in opposite directions. It's extra nice because aero control surfaces tend to be extremely heat resistant.
  10. There are many possible sources of a veering problem for airplanes. In fact, veering is so common that it's in the FAQ for this forum. However, one of the easiest (and most likely to work) solutions for veering is to turn on Advanced Tweakables, select the front wheel in the editor, look at its context menu, switch "friction" from auto to manual, then reduce the friction setting down very low (.1 to .4 is usually good enough).
  11. 4 is the maximum, and almost always what you need. Only really tiny things need 1.
  12. Probably the alignment of your Pe with the orbital position of the Mun.
  13. Did you forget to put any Kerbals into your craft before you tried to launch it?
  14. Well, there's a difference between "orbital direction" and "rotational axis" -- venus orbits the same way as all the others, but rotates backwards.
  15. Yes, all the planets in our solar system have a counter clockwise orbital direction when viewed from above the Sun's (or Earth's) North pole. Because they all formed from one single accretion disk that was spinning in that direction, and North is defined so that the orbital direction is counter clockwise. Of course the planetary rotational axes in our Solar system are much more random, instead of all being perfectly aligned as in the Kerbol system.
  16. The 'M' is not meters, it is an abbreviation for MILLIONS.
  17. Are you in career mode? Science mode? Or sandbox? In career and science mode, there are two main times when you need "connectivity". One is to pilot an automated craft (with a probe core). If you lose connectivity, you will lose some or all of your piloting ability. The other time is when you have some science and you want to send it home via radio. Crew reports and EVA reports are extreme cases of this -- however, it's a good idea to take two copies of almost every science report. Transmit one home via radio, and then drag the second copy physically all the way back to Kerbin. If you don't have connectivity, you can't transmit science.
  18. There might be a bug in the mod, so the resource doesn't display properly.
  19. First, you have to have the right technology unlocked. To set up a communications network, you need a relay antenna. Only half of the antennas in the parts bin are capable of relay (it says in their description whether they are or not). The antenna on the craft in your picture is indeed a relay antenna. This relay antenna needs to be attached to a craft that has some power, and control ability. Generally, you can get power and control ability from a single probe core (as long as you leave the craft alone). Then you need to leave that craft with the relay antenna permanently orbiting somewhere. If you want your current craft to land, and you want your relay antenna in orbit, that means you need to detach one from the other with a decoupler, or some other method. To judge whether your communication network will actually function, you need to understand that all antennas have maximum communication ranges. Range = sqrt(antenna_power1 * antenna_power2). Kerbin has a network of extremely powerful communication dishes on the surface. So you can either calculate the range, or just do an experiment to see if the range will be enough with the antenna you have. You also need to know if you want perfect coverage, or if you are OK with the concept of sometimes losing communication contact. Setting up a network with permanent coverage is much more difficult than just putting one comsat in orbit.
  20. It depends on the shape of the biome. Imagine Minmus' "slopes" biome. The biome is a bunch of skinny lines. If you land in the geographic center of the biome, are you still in the biome? Nope. But for most biomes your suggestion would work.
  21. The M700 scanner detects biomes that have a particular resource. Except that the scanner only has a vague idea of where the biome is. It shows a smeared out map of the approximate average concentration in the biome. If the spot is near the edge of a biome, it shows the average of the biome averaged with the average of all the other biomes around it. An increase in the detection level only shows you where the center of the biome is. It most certainly does not show a relative increase in ore density. Although, the intensity at the center of the biomes can be compared with the intensity of the centers of the other biomes to perhaps gain some insight into which biome is the best. Once you have used the M700 scanner to detect which biomes are most likely to contain the ore in question -- if you want actual concentrations, you only have 3 choices, drill, use a surface scanner, or use the narrow band scanner. Adding interesting random variations to the ore concentrations is entirely up to whatever mod added the ore type.
  22. The way you are intended to fulfill this sort of mission is with ISRU. Go to Minmus, land, mine the ore, convert to fuel. Launch back to orbit. Once it's orbiting Minmus, the contract will complete. Then you can do what you want with the craft -- generally land it again and turn it into a refueling base on the surface. Yes, I understand that you don't have drills or fuel converters yet, but the point is to wait to complete the contract until you have the tech.
  23. Ah well. That used to work in previous versions, but I just tried it and it doesn't work anymore.
  24. Like I said, it's already active. All you have to do is click the "Advanced Search" button when you are building your rocket. The button looks like three bars with an arrow in the upper left corner of your VAB window.
  25. If you go into the Advanced Search options in the VAB or SPH, you can probably still find all the old parts. They are "deprecated", but not deleted.
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