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Everything posted by PrvDancer85

  1. PrvDancer85


    Do u have placed the wings in mirror symetry? If not it wont work
  2. PrvDancer85

    Personal parachutes

    U dont, ee doesnt have personal chutes
  3. PrvDancer85

    Direction of elevator

    Ok i didnt know that, i'm on console and my game doesnt make this
  4. PrvDancer85

    Direction of elevator

    You can give the elevator negativ authority limiter value in the paw then it will go the opposit direction. Not so sure about the relationship between brake and elevator, do you want to increase the drag while braking?
  5. Try to switch with l1+dpad-left without the trackingstation, thats what @Tonka Crash is suggesting
  6. PrvDancer85

    DOMA Arigato, Duna!

    I had the exact same thing with an rescuecontarct form orbit of duna and the rescueie was sling to a sunorbit, my first and only solarrescue so far
  7. PrvDancer85

    KSP Loading... A closer look into Update 1.6

    First of all: many thanks for sharing infos about ee, since a long time now i feel like i've been given some useful infos were ee is going. Thanks I personally dont care if we stay in the same version of the game as long as it is running smooth. We are getting new variants of parts and features while the gameplay is getting better? Just awesome If the console version of the game somewhat deviates from the pc version so be it, they would never be fully comparalbe. As long as the core stays the same in terms of stats on parts and the kerbol system i'm all fine with that. So from all features after 1.2.1 hmm. How posible would it be to see the dv calculation on consoles in the near future? Maybe thats a bit much to ask for... Anyways i'm excited to hear more
  8. PrvDancer85

    Cool Spaceplane ideas

    My first stable in all situations (so far i've tested yet) Mk3 isru SP 2700dv left in lko, about 4600 on the nukes refueled, could start form vall acc. to math.
  9. PrvDancer85

    Cool Spaceplane ideas

    A pretty big beast
  10. PrvDancer85

    Cool Spaceplane ideas

    I make a few pics when i'm home again
  11. PrvDancer85

    Cool Spaceplane ideas

    I've made a rescue mk3 spaceplane for a crashed spaceplane on laythe. It has a isru for refueling on laythe and minmus. Would u like to see stuff like that?
  12. Welcome to the forums! A sreenshot of the lander would help much. Do you have a pilot on board of the lander? Does it spin faster without any further inputs from your side? Do you run out of ec on the lander? Without more info we can just guess what's going on
  13. PrvDancer85

    Mods for xbox & other consoles

    My hope is that with the unity upgrade for ee they will also upgrade to ksp 1.6 and when they have ironed out the dv calculation in 1.6 we will have ingame dv readouts. At least that's what i'm dreaming
  14. Squad/T2 are working on a ee version with an unity update, stuff like this will probably be adressed on that, i guess but a real info what they do havent been announced jet and welcome to the forums
  15. PrvDancer85

    DOMA Arigato, Duna!

    @dire it's not my challenge and i've no clue about mods. However i will follow your missionreport, maybe i learn some stuff about mks
  16. PrvDancer85

    DOMA Arigato, Duna!

    You ment minmus right? And with landing and kerbin return the mission will take over 10 days.
  17. PrvDancer85

    Duna InSight Challenge

    No need to hurry, i havent put any badges to display
  18. PrvDancer85

    Duna InSight Challenge

    I wanted to do the challenge just to built the lander so i've gone for rank 1
  19. @direI guess the tricky part is the 10 days missiontime
  20. Welcome to the forums, info's are shared at the daily and annoucement section here on the forum. I dont think the console port will get mod support, the mods the pc crowd are using are made for the pc version
  21. the blue needles indicate percise mode and it's supposed to make your inputs finer, it's not so important for a console guy because you can adjust incremental with the stick, on pc you get more deflection if you hold the button longer, so u dont have to go full deflection @mach4. So it's not supposed to trim, i wrote a bugreport months ago. But you are right that it works better to trim stuff than the current trimsystem. i guess it should had been the new trimsystem but something got messed up at the last "patch"
  22. If u look in the bugtracker, even issues that have been solved for ee havent been closed. and as i said i wont expect any updates/patches for the current version with the eva bug
  23. They are working on ee version with an unity upgrade I dont know if that also means a higher ksp version than1,2 but i wont expect any patches to the current ee version.
  24. PrvDancer85

    Can't upgrade facilities

    Press the squarebutton when focused on that building or the cursor hovers over the building you want to upgrade
  25. Welcome to the forums. For the mun it's pretty simple if you are in a equatorial orbit, just pull prograde until your apoapsis is about the height of the mun then drag the maneuver node around kerbin until you get an encouter. For minmus it's a bit harder because it has an inclient orbit to kerbin's equator. The easiest thing would be is to put your manveuver at the an or dn marks on your orbit (to see the an/dn marks you have to set minus as traget by clicking on it) set your apoapsis to the height of minmus and press the little plus at your maneuver node (the plus is where you also can delete your node, if you press it will show the maneuver in the next orbit instead of the current one, you can notice that by the increasing time until you have to burn) until you get the encounter or the closest approch marker are closest to each other, drag the maneuver a bit or play with prograde or retrograde until you get the encounter. You dont have to wait you could also do a midcourse correction. To get to minmus your ship has to be roughly 90° behind minmus if u place your maneuver there pull apoapsis to minmus height the ap/dn marks will be somewhere between your ship and minmus. You have to correct your inclienation by burn normal or antinormal at the an/dn marks. You are doing it right when degrees at the an/dn marks are going against zero. You could also shoot yourself to right inclienation right from launch. To do that you have to wait until the launchside is crossing minmis orbit and launch not to west (90) but 7 degrees more north or south depending at you launch at an or dn. For going interplanetar i use Olex its a site which will tell you when and how to burn. There is tutorial section under gameplay questions which may help with a few things when you just getting into ksp, check it out