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Silverwood

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Posts posted by Silverwood

  1. Are you talking about the issue where the legs explode. It has nothing to do with speed, they do it on the launch pad - but did not do it before the upgrade.

    By the way has the 'admin bug' and the issues with the tracking station map flickering also been resolved?

    Keith

  2. 2 hours ago, Gargamel said:

    It's a known bug in 1.4.2.  If you read one of a dozen other threads on the front pages of the forums, you'll see you're not alone.  Assuming it's the same bug, they've been reported to explode, rather than vanish.

    Once you decouple your lander from the delivery vehicle, transfer over to another vehicle, and then back, or go to KSC and back.  That has been reported to solve the issue.

    Yes they explode on landing or vanish when I tried the lander at the KSP site.

    I will try your suggestions then.

  3. Ok anyone out there able to help? I have tried  a few things here - new landing site on the Mun - same thing, a new ship with the same landing struts, same thing again. So I tried the same ship on the launch pad - just the lander and sure enough the struts vanished once the physics easing had finished. I have replaced the struts with both LT1 & LT2 and they work fine. SO it seems ti be just the LT05, but they worked ok before this new upgrade.

     

  4. Ok. That all sounds just like my issues. Not sure how you move the 3D scene(?), but the issue is very random. It also only happens after you have upgraded the building and been playing a game for a while. If you start a new one it is not there. More worrying is the same issue with the map screens - have you had that one yet?  Same issue as the admin 'bug'.

  5. 3 hours ago, Silverwood said:

    Aha. I see. I do have some other issues - flickering screens in Admin & the map, but they dont affect the actual game. This one has. I guess it is the old 'cheat menu' again.

    Shame as I do like the game, but it seems to have taken a backward step.

    Well I have retried this a few times and the same thing happens. Each time you land, the struts vanish.

    Anyone else had this?

  6. Well this is  a new one on me. Just got to the mun, touched down and the struts vanished! They were LT-05 struts, and the craft had been designed prior to the infamous upgrade.

    Now strangely enough, as the craft touched down, the thing sank in the ground, the struts vanished but the craft continued to wobble. Didn't fall over or explode and in fact took off again - still no struts though.

    Any ideas?

    Keith

  7. 1 hour ago, TheFlyingKerman said:

    I just use the basic 1.25m engines - 2 Thumpers and 2 Reliants for booster, 1 Swivel for core stage, 1 Terrier for transfer, 1 Terrier for ascend and going home.

    Aha, that sounds like a good simple idea.

    I assume just a single Kerbal as well? I will try that version. My most recent attempt, gets me there...but the lander is too heavy. I relied on parachutes, which was a mistake!

     

  8. 5 hours ago, blakemw said:

    Depending on how early you mean.... I actually usually do get LV-N before going to Duna. Often you can pick it up with a test contract, so if "early" is 160 science nodes and some 300, then my favored stack looks exactly like this: https://kerbalx.com/blakemw/LV-N-Lander-with-Launcher (Twin-Boar w/ solids, Skipper, LV-N). The Twin-Boar gets the thing mostly into orbit, the Skipper handles the remaining and does the ejection burn maybe some capture burn too. The LV-N lander is for hopping all over Ike and finally hitting a couple of biomes on Duna before going home.

    With even lower tech, well I don't see why you would, there is plenty of science from Mun/Minmus to unlock the good 160/300 parts and Gilly is also an easy target. But basically Skipper w/4xThumper -> Poodle -> Terrier. Something like that should be enough to put 2 Kerbals on Ike and Duna and bring them home. I wouldn't want to do it without the 2.5m parts though of course anything is possible.

    Duna requires less dV to land on than the Mun does. Coming home then requires about 2000m/s from the surface of Duna, more or less depending on streamlining and TWR.

    Ok - I clearly need to rethink this. I have probably half the tech tree unlocked - but have tended to stay with fairly simple designs. Usually a capsule & shield for re-entry, a fuel tank and poodle for the return. Then the first stages were mainsail engines - 4 - with three fuel tanks, and another poodle with a fuel tank for the outward flight. Your ideas seem better.

  9. Hi

    Yes I only had liquid fuel, the total mass of that section was 62.735, but the speed in orbit was low - under 1900, so it had a fair whack to make up. I have since added some extra tanks to the first stage, which now gets me into orbit with almost half fuel left. That alone gave me a total exit speed of 3400! Even before engaging the next stage. So looks like I don't need the nerv after all. Having said all that I have yet to complete the actual two way trip!

    I would be interested to hear how other people have made it to Duna and back early in the game.

    Keith

  10. I recently tried to use the atomic rocket to move a rocket from Kerbin (300K oribit) to Duna. I needed thrust of around 3000. The rocket burned for many minutes with 400  tank, got to around 2500 and ran out of fuel. I then retried replacing the atomic rocket with a normal rocket - the poodle if I recall, anyhow it achieved the burn with some fuel remaining.

    So have the spces for the atomic rocket changed? 

    Keith

  11. 14 hours ago, Gordon Fecyk said:

    Without seeing a picture, I think these are terrain scatter objects. They're not turned on at first, but you can turn them on in Graphics Settings. Kerbin should have trees, cacti and grass in addition to boulders, though it sometimes takes a save / reload to make them appear.

    They are also immaterial in an unmodified game. You can fly, drive, or walk through these objects. 

    Yes you are right. I did not know what that setting did, I will try it now!

    Thanks.

    Keith

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