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FullMetalMachinist

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Everything posted by FullMetalMachinist

  1. So, you have stopped playing a game you paid for because it's no longer putting out exciting new stuff for free? That seems a little...silly.
  2. I don't have any specific numbers for you, but it depends. Whether you are using the small or big converter, whether you have an Engineer kerbal aboard, and what level that Engineer is all have an effect on the conversion rate.
  3. Yes, but they changed the default key to back quote (the ~ button to the left of the 1 key). They did that to avoid a conflict with the default key for the 'abort' action group, which is also backspace.
  4. Not sure without seeing a screenshot. But there most certainly should be one attachment node. The game won't let you save a sub-assembly if there isn't. It might not be exactly where you want it, but there should be one. Probably what you need to do is open the file where you first built the sub-assembly and change the root part to be the docking port on top. Then save that as your sub-assembly.
  5. Maybe try right clicking on the probe core on the rover and select 'control from here'?
  6. Shift+click on any part on the craft does the same thing as clicking on the root part.
  7. When dragging the handles, if you 'push' instead of 'pull' it's a slightly finer adjustment. So if you want to add just a bit of prograde, push the retrograde handle towards the middle instead of pulling the prograde one out. Also for the scroll wheel, it scales with how quickly you spin it. If you go very slowly, like one click a second, the dV added per 'click' is very small. If you spin it quickly, each 'click' is worth more, and you get a very big change.
  8. You don't have to be directly docked to the fuel tank itself to transfer fuel. Any docking port in any location will let you transfer any resource (fuel, oxidizer, ore, electric charge).
  9. Yes, you need either a command pod with a kerbal inside, or a probe core.
  10. Since you obviously completed the contract, I would just force it to complete. Hit mod-F12 ('mod' being whichever key is the modification key for your system, Alt on Windows) to open the debug menu, go to the contracts tab, and hit the "Com" button on the correct contract to complete it.
  11. This bit makes it sound like you might be pressing space bar to try and get the engine to fire again. Correct? If so, don't do that, it stages away your engine and won't be part of your ship anymore. Instead press left shift to throttle up, or press z to go full throttle. If that's not the problem you're having, a screenshot will be helpful.
  12. Because Pythagoras was a magnificent person. Treat the vertical and horizontal percentages as the two short legs of a square triangle and run it through the Pythagorean theorem. It'll give you something very close to 100%.
  13. Dunno. Did you perhaps start that game before 1.2.1 came out? That would cause the game now, even if it's been updated, to have your previous keybindings.
  14. Yeah, I've found that even in small "bugfix" updates, there are at least one or two changes like this that are useful to know. I make a habit of reading the whole changelog when a new version comes out.
  15. In 1.2.1 the default was changed from Backspace to Back Quote ( the ~ button) to avoid clashing with the default 'Abort' action group. http://wiki.kerbalspaceprogram.com/wiki/1.2.1
  16. The short answer is that because of Moho's eccentric and inclined orbit, the dV costs of transfer windows can vary widely from one to another. The solution is to basically ignore traditional transfer windows. See this post (it's old, but still relevant).
  17. In the settings you need to turn on 'retain control point in IVA' (or something like that, can't remember the exact wording). Then it will work.
  18. Pretty sure you want the Offset Gizmo. While in the editor just press '2' or click on the second button in the top left corner. (the row of four buttons in the top left corner of the graphics window, to the right of the parts list, are the 'gizmos'. They are 'place', 'offset', 'rotate', and 're-root'.) Then click on the part you want to move and drag one of the arrow handles that pop up. If you have angle snap turned off it will move fluidly, if it's on then it will move in steps. Also for future reference, this particular sub-forum is for giving tutorials, not asking questions or asking for a tutorial.
  19. Yeah, how dare they continue to give us free stuff that we don't ask for? They should give us the free stuff that we do ask for. /sarcasm As you said, KSP is a released product. They have no reason to continue to give us anything. The fact that they do is awesome.
  20. I'm no astrophysicist, but I'm pretty sure free returns only work for Mun and Minmus.
  21. Unless the contract specifically states "have x number of kerbals aboard" then you don't have to have any, not even one. Just the space available.
  22. That's the first I've heard of that. Does it really remove the relay from the network, or just not show the connection lines in map view?
  23. Just to expand on @Snark's excellent answer, the specific term you're looking for is the launch azimuth. See this thread, and in particular OhioBob's responses, for more in-depth explanation and formulas for how to exactly calculate what launch heading you need.
  24. Correct. Unfortunately you'll have to wait for a bit.
  25. Are you playing with the stock comm net turned on? It sounds like your ship was under 'limited control', which is what happens when it's out of communication range with Kerbin.
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