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Fraktal

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  1. Another cargo-related problem, this one's a definite bug. If tooltips are enabled, they also show up when mousing over inventory parts in the PAW during flight. If the part you mouse over on the PAW is Breaking Ground deployable science equipment and you click the deploy icon, the PAW closes but the tooltip does not. Instead, the tooltip keeps indefinitely following the mouse around until you open another PAW and mouse over, then out of, any inventory item, at which point it disappears as normal. Are you calling the tooltip hiding command from a mouse-out event handler? Because it sounds as if the event doesn't fire if the PAW gets closed this way.
  2. Just had a very good haul on Minmus. First trip there on my current game, landed and scienced 5 biomes in one mission, then got back to Kerbin with only 12 m/s of fuel left. Would've had a greater margin of error if I hadn't gone for the polar biome right off the bat from an equatorial orbit, but at least it's out of the way now.
  3. That one is caused by the symmetry parts technically being new parts, I think. I've seen a similar issue in Ship Sections: place a part without symmetry, give it a section name, move it elsewhere with symmetry. The counterparts will not inherit the original's section name, but instead get assigned to a default one. Grab the original again and put it back down, counterparts now properly inherit the original's section name.
  4. According to the wiki, all parts have G-limits, but 99% of the time it's set to 50g. Only wheels and decouplers have a different value, so I think it was copy-pasted ridiculously high as an anti-kraken measure.
  5. If you're using KER, it's roughly the mass with which you'll get 3400 m/s of dV if your sea-level launch TWR is at least 1.4. Any lower dV and you won't reach orbit. Any lower TWR and you'll lose too much dV to pushing against gravity. For an upper stage, you can get away with less TWR but too low and you won't be able to circularize in time. That's really the best I can say.
  6. Look at it this way. At least the game is future-proofed in terms of hardware utilization.
  7. It was just a launcher update, not a game update.
  8. Command pods have built-in antennas, but those cannot transmit science data even if in range (they're also weak, so a relay will only connect from close range to begin with).
  9. About to attempt my first return from Duna to Kerbin. Never done it before, so now I'll get to find out how risky interplanetary aerobraking at Kerbin without a heatshield really is. Also turned out that Astrogator's auto-generated maneuver node for the return was a load of BS that missed Kerbin by 3.5 million kilometers, so I tossed it out and made my own that not only costs less dV but actually intersects Kerbin's SOI.
  10. Eh. I had single-digit meter differences in Mun and Minmus relays and they still drifted off after a year. I use probe cores almost exclusively as onboard avionics for manned craft, so I only need the comm uplink back to Kerbin for maneuver nodes.
  11. I use only a few equatorial sats. 'Few' as in, I used to go for three per body but got tired of orbital drift inevitably throwing their spacing off. So now I just use one sat in a medium-height orbit and learn to live with having a limited transmission window.
  12. Try a <0 km periapse reentry from the Mun. If that doesn't work, try it from Minmus.
  13. Rimworld, it's a no-brainer. Hell, you already have to build a spaceship from scratch to win the game and there's a mod that lets you continue playing on the ship itself in orbit.
  14. It might not necessarily be repairable, though. Remember that Sojourner looked intact too aside from the engine nozzles being crooked from groundstrike, yet we're told it's unrepairable with what they have on hand.
  15. I swear someone on the production team is into KSP... Situation: Mars lander needs to get up from the surface to its orbiter to medivac an astronaut, but it doesn't have enough fuel to even get into orbit, let alone dock. They also don't have time to wait for ISRU to make enough fuel because the astronaut's condition can't wait that long. Solution: Mars lander takes off from the surface with the astronaut strapped to the top of the ship. Lander boosts up to a suborbital trajectory within sight range of the orbiter. Near the peak of its trajectory, the lander cuts engines with 7% fuel remaining. Lander tips forward and at the same time, the astronaut unstraps herself and gets flung off towards the orbiter by momentum. Astronaut uses her MMU pack to rendezvous with the orbiter. Lander falls back into the atmosphere on a very steep descent trajectory and lithobrakes with a suicide burn. Last shot is the pilot walking away from the busted and smoking lander like a boss. And least we forget, the gigantic twist reveal last episode that
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