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Loren Pechtel

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Everything posted by Loren Pechtel

  1. How do I rescue my Kerbal? I gave him enough supplies and habitation, the homesick timer expired. He's in a rover on Minmus--while the rover can be controlled (he wasn't driving it in the first place) it has no rockets. The booster that brought it is on Minmus but there's no way to reattach the rover and it has no crew capability. It has the fuel to take off but it can't come home. Landing a rocket next to him doesn't work, he saw it but that didn't do anything about being homesick. (Hey, you're homesick, that's your ride home, you won't go over to it?!) If I claw him will he change seats into the vehicle that clawed him? And then from that into something sane to make the return voyage? Do I have to make some sort of insane contraption to bring his whole rover back? Note that his habitation timer will almost certainly expire before anything else can reach him. He's got plenty of power and plenty to eat, though. I would like to see a change to habitation and homesickness--higher level Kerbals (this guy is a level 5 scientist) should be more tolerant of the conditions of spaceflight.
  2. Actually, I do know coding. If the mod didn't already know the fuel left it couldn't figure out of there was enough to do the landing burn. While in theory it could be working with delta-v rather than units of fuel it is reporting the amount burned in units. Since the fuel is almost certainly in a locked tank the game core isn't going to tell the truth about it, the mod must be doing it.
  3. Why did I never think of turning a fairing upside-down??? Somehow I was stuck on the idea that the fairing builder would only go up. When you equip a rover with a Bon Voyage controller you can use a single launch to gather science from all over everywhere except Eve and Laythe.
  4. I'm finding the parts that were recovered but no fuel listed. The value of the fuel is listed, not the amount. I do feel like an older version did list the amount of fuel. It's a very useful piece of information and trivial to display. I consider it's absence to be broken.
  5. It's possible this has been fixed but given how long it's been there I doubt it: When doing a propulsive landing it tells you how much fuel it burned doing it, but it doesn't tell you how much was left in the tanks afterwards.
  6. Exactly--they're built up from below. Skycranes connect to the top of the cargo. (Think of how Curiosity landed on Mars--the rockets were above the payload.) Now the gameplay forum shows up. It wasn't showing up when I posted the question.
  7. I have long since given up on trying to incorporate a rover with a full science package into something that can fly within a normal rocket body. I center it under a skycrane and accept the horrible drag penalties from getting such an abomination into orbit. (And generally launch straight up until I'm well up into the atmosphere.) 1.4 seems much harsher to anything without perfect aerodynamics and I have yet to get my current abomination into orbit. Since I can't actually balance the aerodynamics I decided to try a fairing--nope, no way to build it down. I'm currently redesigning the rocket with a big procedural heat shield (with zero ablator) on top of it, this will keep the wind off it but since it's still exposed on the underside it will still mess with the flight somewhat. Any better solutions? (And I can't find the gameplay forum, hence this is here instead.)
  8. Known issue--the rover isn't being rotated to the local terrain. Fixed in the latest version (see the post two above yours for the link), it can also be handled with the world stabilizer mod (links in the thread I just mentioned) if you aren't running a KSP version that supports the latest version. While I have yet to test it I suspect world stabilizer will fail if you go too far around a world in a single trip. (Not possible on Kerbin, I would worry on a small moon.)
  9. There's a mod that precludes unsuitable things but I forget what it's called. If you want to get complex you can rescue the guy--grab the part with the claw and reenter gently.
  10. Ok, that makes a **lot** more sense. It's a very confusing interface, though!
  11. What am I missing in attempting to configure the industrial and assembly plants? I'm looking at the chart in the documentation that shows the resource flow. For example, the putting it together page shows the industrial plant converting metallic ore into metals. However, I can't find any setting on the industrial bays that takes an input of metallic ore and most of the conversions I can find don't make sense. (The drill also lists conversions rather than just what it's harvesting but in that case it still seems to harvest what was on the left, the conversion doesn't seem to mean anything.) KSP 1.4.5
  12. I haven't tried it with an engine bell, just against the rear of the capsule (I had already dropped the empty booster so there would be a minimum weight to try to push.) It didn't work. It's been a long time since I've tried it, though.
  13. From the descriptions of adding memory my first guess would be you have a memory leak of some kind. Yes, you can leak in .NET
  14. The parking brake worked fine when I parked it there, when I came back it wasn't enough to hold against a big tank of fuel. I'm thinking perhaps what I need to do is redesign it with a truss sticking down with the wheels and then take the wheels off when it's in position. I can't simply take the wheels off the current design, it would roll away.
  15. How does the get out and push bit work, anyway? In my experience the Kerbal's jetpack turns off when you try it. And while a Kerbal's jetpack is capable of putting them on a return trajectory from Mun orbit it's not capable of circularizing once it's there, no picking them up from low Kerbin orbit unless you do a careful aerobrake (no heat shield and he's going to hit at 3000 m/s, considerable caution is advised!)
  16. I am building a mining base out of rovers--USI logistics, they don't need to actually be connected. I thought I was on a flat piece of ground--but as rover #5 rolled up #2 came within physics range, now it has a bunch of fuel in it that it didn't have when I placed it--and it proceeds to start rolling down the hill. (The drills happily working as it slid!) I have seen it suggested to use one of those big round containers to find the bottom of a dip--but when I dropped a 5m ball in the area it just sat there. The survey rover I had used would roll and roll and roll despite the altitude remaining a constant 268 meters--it's much more sensitive than the kontainer but it doesn't roll in all directions. Is there perhaps a topographic mod out there--when turned on it would draw contour lines on the ground at specified intervals?
  17. Interesting, with the filter set to All I see only one: GPOSpeedFuelPump v 1.8.12 for KSP 1.4.2 and linking to the old thread. I do suspect that it's getting confused by having two mods of the same name.
  18. Any idea what's up with CKAN? It thinks this only goes through KSP 1.4.2 and still links to the old thread.
  19. Nitpick. Objects in atmosphere that go out of physics range are only destroyed if they go low enough in the atmosphere. Many times I've discarded stuff specifically intended to be destroyed (so as to not clutter up the screen or the save file) that didn't go deep enough in the atmosphere and sat there on rails on a suborbital trajectory. It's especially annoying if you accidentally switch to one of those while it's in atmosphere. Since you're in atmosphere you can't switch away, you just have to stay with it until it's destroyed. (Or even Alt-F4 because it was a phantom, it had no physics so it wouldn't burn or fall and it's apoapsis was also in the atmosphere. I figure it was part of a booster jettisoned during re-entry, the real stuff burned before going out of physics range leaving only the ghost going round and round.)
  20. Feature request: Burn until the closest approach distance is either minimal or below a specified value. This is a more general case of the specific example I have found myself making use of many times: To intercept something not too far behind you in your orbit the best option is to burn radially out. The right burn intercepts in half an orbit and if the distance isn't too great it uses less fuel than altering one's orbit to do a Hohmann transfer. It has a more general use any time you know your orbits are coplanar or close to it. Also, the match velocities at closest approach would benefit from having a minimum distance--keep rockets from running into each other.
  21. Neither handles EVA science unless you stick a Kerbal in a command chair.
  22. Kerbal Space Program is written in C#. That is compiled to an intermediate language--it can't execute any more than a script file.
  23. With changed values, yes, you can put the ship back together. I'm saying with the default values you simply can't grab a big part because it's too big to let you get close enough. Just because it's a scripting language doesn't mean it doesn't run. It most certainly is being "run" by module manager and it has to be run after KIS has set itself up.
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