DC

Members
  • Content Count

    24
  • Joined

  • Last visited

Community Reputation

9 Neutral

About DC

  • Rank
    Bottle Rocketeer

Profile Information

  • Location Array
  • Interests Array

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Not a solution but if docking seems to cause the issue could you just rendezvous and EVA between the craft without docking and carry on that way ?
  2. Thanks for the reply. To be fair KSP reflects reality far better than the vast majority of games and many players want added complexity. Oh well, I appreciate there are far better and more productive uses for your valuable and much respected time inside and outside KSP.
  3. Feature Request A single build queue for use in games with multiple launch sites. I don't know how viable it would be to program or if there are architectural issues that preclude it, but the current set up within KCT does not reflect the way rockets are really built and deployed. In KCT you apply upgrade points to speed the building of vehicles. In games with multiple launch sites you can choose to either develop each one individually or have them all upgrade together. Neither option reflects how rockets are really built, they're not build at the launch site but at a central factory, then shipped to the site, readied for launch there and then launched. A more realistic option would be to have a single build queue. Roll out would then involve selecting the launch site at that point and perhaps varying the cost and time due to the logistics of shipping the rocket to different sites.
  4. Stock recovery simply tidies everything up, returns kerbals and science and gives you funds based on the vessel and how close you are to the KSC. KCT recovery recovers the vessel intact and adds it back to your list of ready ships (after a suitable time delay to allow for recovery) meaning you don't have to built a new one from scratch. I don't know about limitations in terms of distance etc, I've mostly used it from the Launchpad because I've suddenly realised something is wrong (wrong crew, missing equipment etc) just before I launch !
  5. Interesting. I'm playing in 1.4.5 and although KCT seems to work largely OK I am unable to use KCT to 'Recovery Active Vessel'. I get the error "There was an error while recovering the ship. Sometimes reloading a scene and trying again works. Sometimes a vessel just can't be recovered this way and you must use the stock recovery system' Can anyone else using KCT with 1.4.5 or above successfully use 'Recover Active Vessel' ?
  6. If you're a complete noob to the game you are certainly jumping into the deep end with RP0. If you're having trouble with some of the basics, science, staging etc I'd really recommend you look at some of the tutorials out there online. I'd recommend Scott Manley's intro to career mode as a great place to start with the game basics - https://www.youtube.com/playlist?list=PLYu7z3I8tdEkUeJRCh083UT-Lq5ZIKI75
  7. I can confirm that I see this too, however it seems that it is only the displayed price that is incorrect. If you build the rocket you are charged the correct amount. If you save and reload the rocket it displays the correct cost.
  8. I think I've found a way to do this - Build a rocket. Roll it out to the pad Click launch From the launch pad return to the space centre Go into the tracking station Click on the site you want to move the rocket to From the left hand list of vessels click your rocket and go to it Once at the launch pad open the KCT menu Click on VAB and then on 'recover active vessel' The rocket will be recovered to the currently active site instead of the original one Once recovered, roll out again and launch from the new site I've not done any testing on this beyond establishing that it's possible.
  9. It all available on CKAN for 1.2.2, simple as that.
  10. I've got a little niggle with this most excellent mod. Not really a problem but I thought I'd mention it to see if a. Anyone else has seen this and/or b. it's easy to fix. In a game, when I come back to the KSC screen I often want to look at the KCT dialogue window to find whats up next. OK fine, so I move the mouse to the toolbar to the KCT icon. The KCT window then appears. But sometimes it stays open when I move the mouse off the button (without having pressed it) sometimes it doesn't. If I click the button, in the former case the window closes, in the latter it stays open when I move the mouse off the button. The end result is at worst an extra mouse click and a passing moment of annoyance, so no big deal but I thought I'd mention it. I've seen it in multiple versions of KSP and the mod and multiple installations.
  11. Not sure if it's exactly what you are looking for but if you dig around the forums there should be some info on turning off or reducing the boil off from cryogenic fuels which would make things like hydrolox engines viable for long duration missions.
  12. I'm looking for some advice on how the 'Kerbin World-Firsts' contracts work and how important they are to playing in Career Mode ? Should I let them guide how I try to progress in Career Mode or should I just go do my own thing ? If I achieve something for a contract that hasn't yet come up is there a disadvantage ?
  13. It's simply that the mathematically correct way formulae are resolved is not from left to right (this is a common trope for Facebook posts) so it is often advisable to put in brackets to guarantee processing order (since brackets top everything). In the instance here the formula does resolve correctly with or without the extra brackets, but on the whole I am indeed a "better safe than sorry" guy.