Jump to content

profane-panda

Members
  • Posts

    9
  • Joined

  • Last visited

Reputation

6 Neutral
  1. Don't get me wrong, I am in absolute LOVE with this mod. It has changed how I have played KSP, and when combined with several other mods, makes the Wiki-made campaign incredibly fun to play. When you get a chance though, I'd love to see the Soyuz-FG rocket be made proportional to the actual soyuz.
  2. Is it just me, or are the Soyuz-FG analog parts much smaller than the actual orbital engines? Its impossible to put an actual soyuz on the proper looking rocket without a stupidly large fairing.
  3. Success! Turned off reaction wheels and SAS, then slammed on the RCS retrograde as the magnet pulled me in. Its a bit counter-intuitive, but it worked! Now I can uninstall MechJeb! Thanks everyone!
  4. Yeah I want to use the regular sized docking ports, as it makes sense for the capsule and docking part I am using. I am sending up another Orion capsule right now and I'm going to disable SAS on final approach, so we'll see.
  5. That's really odd, because when I send new parts to the station with large SAS wheels I am able to dock fine, but I will try one without reaction wheels and go it again!
  6. Hello, So, I understand how to dock. I can easily plan and complete quite accurate rendezvous in LKO, and can also easily translate my craft using RCS to align with a port and approach it. I have built my first space station in orbit, and it is pretty large. I created the main body of the station by sending up large chunks with Docking Port Sr. and RCS. I was easily able to dock them together. However, when it came time to dock my very light ascent vehicles to the space station, I noticed that no matter how slowly or accurately I approached the docking port, the magnets cause such large acceleration on approach that it simply sends both craft flying. This means that while I have continued to manually build my station by adding large-mass chunks, I must use MechJeb to dock the ascent vehicles because it is capable of calculating and combating the acceleration due to the magnets. Has anyone else had these problems, and do you have a recommendation for combating them so I can dock my craft manually.
  7. Odd. It appears ONLY that specific configuration of ship results in he issue. I launched a Mobile Processing Lab with command pod and it worked fine in LEO, but just opening the save from the Duna mission and launching into LEO gives me the same issues. I am going to build a new design and send it off, then report the results.
  8. It looks like vessel was corrupt in some way. I returned it to kerbin, and launched some test ships into LEO and their science instrumentation are working fine. I am going to attempt this trip again, and we will see how it goes.
  9. Hello! I have a completely unmodded install, I've never played KSP with mods. I recently sent my first manned crew to Duna. The ship consists of fuel and an engine to return to Kerbin, a command pod, and a mobile processing lab with science attached. The craft is orbiting above Duna right now. My plan was to conduct research then fly the craft back to kerbin and recover it so I can unlock more of the tech tree. However, the science experiments do not appear to be working. When I hit the crew report button on the command pod, nothing happened, except for the crew report option disappearing from the right-click menu for the command pod. Weird. Then I sent a Kerbal on EVA and did an EVA report, the behavior was normal (I got a dialogue that allowed me to keep my science). Then I got back in my command pod, and hit the "review data" button. Nothing, except now the review data button is gone. There is a similar pattern for the science experiments that are physically attached to the craft. Conducting an experiment does nothing, and the right click menus are all glitched.
×
×
  • Create New...