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bewing

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  1. bewing's post in Extra Launch sites from Making History... was marked as the answer   
    Not mobile launchsites. But you can implement Woomerang & the island airfield by clicking a button in the difficulty settings. I think you also have to upgrade the respective building to T2.
     
     
  2. bewing's post in Can't pass second DotSA mission was marked as the answer   
    The problem is how you built your rocket, but yeah it's a subtle problem in the game itself.
    The "root part" of your rocket is the part that carries the rocket's identity with it. It's often the first part you place in the editor, unless you use the reroot tool to change it. And the root part of your rocket is in the bottom half (the part that you threw away when you staged). As you are flying along with your upper stage, that decoupled bottom section that has your vessel's name attached to it is falling through the air. When it hits the ground, your "vessel" is destroyed.
     
  3. bewing's post in Ore Station Question. was marked as the answer   
    Yup! That's how it works.
     
  4. bewing's post in Desperately seeking "splashed" biomes was marked as the answer   
    The big lake at the north pole (due north of KSC) will give you "splashed at" tundra, north ice shelf, south ice shelf, ice caps, and "landed at" water. (In fact, you can find bits of "splashed at southern ice shelf" all over Kerbin.) Out in the ocean a bit to the south east from there is a glitch that gives the only splashed mountain biome that's left on Kerbin ( ).
    This thread will tell you where to find the one tiny spot of "splashed at highlands" that's left on Kerbin ( ).
    And if you're on 1.4, you might try visiting the old island airfield and see if there's anything interesting to see.
  5. bewing's post in Little cloud during launch? was marked as the answer   
    It's an interaction between the "particle emission system" (for the smoke clouds from the engines) and the "floating origin reset" code that causes it, and it's been around for years -- it's been impossible to stomp out completely.
    There is also a sound that accompanies it, and a twitch in your SAS controller output too.
     
     
  6. bewing's post in Trying to earn experience so Kerbals level up, PS4 EE 1.01 was marked as the answer   
    Not for that Kerbal in that SOI, no. Once a Kerbal has gotten credit for a flag in an SOI, then that Kerbal needs to move on to a new SOI for experience.
     
  7. bewing's post in Swept wings control surfaces wont invert? was marked as the answer   
    If you think about it carefully, the deploy direction of a control surface needs to depend on its location relative to the CoM of the plane. Ahead of the CoM, they need to go one direction, and behind they need to go the other. So for control surfaces on swept wings that run both before and behind the CoM, the game tries to figure it out for you, but it can get really confused (especially if the CoM moves during flight). Note, of course, that control surfaces that are very near your CoM tend not to have any effect on your flight anyway. But I'm surprised that inverting the deploy direction didn't work for you -- that often fixes the problem for pitch and yaw.
    But the basic answer is mostly "don't do that" if at all possible. Put your control surfaces on straight wing segments that are clearly ahead of or behind your CoM.
     
  8. bewing's post in What use small radiator at beginning? was marked as the answer   
    Sometimes they can also help a little bit on reentry, to reduce max heating by a little.
     
  9. bewing's post in Resource scanner not working was marked as the answer   
    'Fraid so. The Narrow Band Scanner can't perform basic resource scans. Only the M700 can do that. Once you have performed a scan with an M700 in a polar orbit, then you can bring out the NBS and get a detailed resource mapping from any orbit you like.
     
  10. bewing's post in Forcing Attachment to Nodes - PS4 was marked as the answer   
    There are a limited number of buttons on the controllers, so some editor functions are available in some presets and not in others. Force Node Attachment is available in the Simplified preset. So on those rare occasions when you need it, you have to flip to the Simplified preset and then use the triangle button to toggle the mode on and off. Then you can switch back to your favorite preset to finish the construction. (I just tested it and it works. )
     
  11. bewing's post in Setting & Clearing Trim on Console - and control map. was marked as the answer   
    Radial Preset trim: Hold down the Left bumper + adjust the appropriate axis control to set it.
    Get your finger off the stinking bumper not to set it.
    Left bumper + click L3 to clear it.
    And once you spell it all out, there are over 180 controls in each of the 3 presets -- which makes a complete list a little impractical. I'm hoping we can publish a spreadsheet, actually. I'm not sure if any users have published partial lists yet.
     
  12. bewing's post in Xbox One EE: Audio crackling with Twin Boar Engine was marked as the answer   
    Turns out the Mammoth engine also uses that same sound effect file, and also sounds like static. It's being worked on currently.
     
  13. bewing's post in Reputation Equation was marked as the answer   
    Rep goes from -1000 to 1000, and it's scaled so that 1 star of reputation = 1 reputation point when you are close to zero. Gaining reputation scales to zero asymptotically when you are close to 1000. Losing rep does the same near -1000.
    You can go into the debug menu -- on the "cheats" page are some buttons you can click to add and subtract rep in specific amounts. You can just click the buttons and plot out the results. But I think it's based on an algorithm -- it's not strictly a function at all.
     
  14. bewing's post in Satellite Contract was marked as the answer   
    Welcome to the forums. Sometimes creating a quicksave, and then loading the quicksave will allow the contract to complete properly.
     
  15. bewing's post in Krakensbane vs. TR-38-D Size 3 Decoupler was marked as the answer   
    In your Library/Games, right click on Kerbal Space Program. In the menu, select Properties. Choose the Local Files tab, and click the "Verify Integrity" button. It'll instantly redownload any corrupted game files.
  16. bewing's post in Module for contract doesn't exist? was marked as the answer   
    S'Okay. You have your "unowned objects" filtered, d00d.  Turn that on and let's look again.
  17. bewing's post in EN-GB Localisation? was marked as the answer   
    Not yet.
  18. bewing's post in cooling convert-o-tron was marked as the answer   
    The convert-o-tron 125 cannot be used continuously. It has a 100kW minimum cooling requirement, and a 50kW maximum cooling capability. ie. it is specifically designed to always overheat if you leave it turned on.
     
  19. bewing's post in Fuel transfer changes? was marked as the answer   
    Can't do fuel transfers through a heatshield with default settings. You may be able to get around that by changing your "Fuel Transfers obey crossfeed rules" setting in your Difficulty options.
  20. bewing's post in Is deleting physics.cfg cheating? was marked as the answer   
    As Gaarst says -- deleting and rebuilding those two files reverts all the settings to default. It is the Squad-recommended way to fix the situation if those two files should get corrupted -- and is recommended as one testing step when your game starts acting funny. If you honestly think that rebuilding those files changes things -- save a copy of those two files just after you rebuild them, and do a diff on the files when you start to suspect they may have been changed. We would be very interested to know if those files change.
     
  21. bewing's post in Activate entry cost in retrospect? was marked as the answer   
    With a savegame edit. But I don't think there's a button for it.
     
  22. bewing's post in Kerbnet questions. was marked as the answer   
    The ?'s are meant to be approximate, yes. They can be up to 2km off.
    The percentage chance is per day. Each Kerbin day  (at 0:00:00), the list of "seeable" anomalies updates.
     
  23. bewing's post in Question on decay of atmosphere-skimming objects was marked as the answer   
    You either have to be flying them, or you have to be within 22.5 km of them, or you have to have a "house rule" that says you must manually delete them if their Pe is in the atmosphere.
    An object that is not within your "physics bubble" is in a state called "on rails". The only physics that applies to on-rails objects is gravity.
     
  24. bewing's post in Heatshield protect Thuds? was marked as the answer   
    Flat. But please understand also that some parts (even if they are listed as being the same diameter as the heatshield) can stick out a little further than the heatshield. Such as SciJr's. So you still have to be a little careful.
     
  25. bewing's post in Damn my boosters! was marked as the answer   
    Most likely, the boosters have lower drag than your rocket.
    You may want to read up on something called a Korolev Cross.
    But the basic fix is that you want to add a little drag on the outside edge of your boosters at the bottom, or put some other aerodynamics on them -- so that when you decouple them, they curve outward away from your ship. I like to put one or two little fins at the bottom. It's cheap and easy and it works great.
    Alternately -- you may be putting nosecones or something on your boosters in an attempt to make them less draggy. Try taking them off and see what happens.
     
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