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Fierce Wolf

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Everything posted by Fierce Wolf

  1. On the other side of the spectrum: -Unlimited Textures is doing fine, better than before even. -Near Future packs are good to go too. - had a minor issue with Research & Development, but it was solved by deleting and downloading it again.
  2. A curiosity fueled question: On Earth, what is the maximum inclination from the ecuator that a geostationary satellite can have?
  3. Be sure to be close (200 meters, i think?) or otherwise you can't control the rescued-to-be kerbal. Afterwards, switch to the mk1 capsule, EVA the poor fella and you are half done!
  4. KIS works barely. If you had items in a container they seem to be usable. Kerbals with tools attached can use them. However, no new content can go or come from containers. EVE and Scatterer load, but show either horrible textures hovering around, or covering the KSC under the sea KER loads, barely works, more than half it's functions are gone Patience mode: ON There's one that I still have to confirm: Distant Objects
  5. As said, depends on your keyboard configuration. My ^ and * keys (that are next to each other) allow to switch back and forth from near-by vessels.
  6. I measure in Delta-V rather than size. First stage should have around 3700-4000 Dv to put everything in orbit, and have a little more to return and aerobrake. 2nd stage should have enough to send whatever it is to destination AND brake around the celestial body
  7. Unless I understood it poorly you lose control after losing signal. That is...normal behaviour. As told, depending of game setting losing signal implies different things. My current setting allows minimal control (probes can point to a cardinal direction, but i cant steer at will) and i can fire engines at 100% or stop them completely (no in-betweens).
  8. I should test an station made entirely of external seats. Where only the bold can fare
  9. Hello everyone, since 1.8 updated I noticed that enhanced parts lost their bonus, but the cost to do it again remains as high as it was. Can I reset of fix that? Thanks EDIT: I don't know exactly the trick, but I deleted the KRnD folder, downloaded again, restarted the game and every enhancement is correctly applied
  10. You were absolutely right. Scalling it to 101% and above fixes the meter. 100 and below shows blank.
  11. A kerbal lander reaches the Outmost planet of the new stellar system. Satellite on low orbit confirms the unthinkable: there is an artificial, unknown vessel in polar orbit. Lander completes mission, but it obviously feels underarchieving. Heated discussion ensues at Kerbin, "what to do with this object". "Go explore, duh", says 110% of the polls. A second mission is rushed, and promptly launched. 10 years later, a kerbal astronaut finds himself face to face with the alien vessel. It's metalic, painted white, strange scriptions on it. There is a door, twice the size of him. "Go on dude, don't stop there!" -orders Command. The brave astronaut presses the most obvious button, and the door opens. It's an airlock. To his surprise, after closing the door, it automatically fills with....breathable air? Indeed, but tastes funny. After the airlock there is a corridor. As everything inside here, it's white, clean, big, abandoned. Well constructed, but somewhat not so different from kerbal space technology. Except more safe-fail-ish, and futuristic looking, and lonely. Not a soul in sight. The astronaut opens the first door in the corridor. Seems like a sort of lounge, for twice-the-size of normal kerbals beings. There is a black tablet on top of the closest table. The screen flitches. The astronaunt stares at the alien script, not grasping the language. It's some sort of electronic newspaper. The adventurer doesn't know it, but the header states, in earthling english: "NEW BREXIT DEAL IN THE MAKING, FIRST QUARTER OF 3045"
  12. Hi everyone, I wanted to know if you had the same issue. After the 1.8 update (and glitches from either EVE or Scatterer) my altitude meter shows blank in both sea and ground level. it happens in new ships and already launched. My best guess (untested): KER, that is acting weirdly
  13. Land on the bodies and mine for more fuel!
  14. Exactly. Once I built a VTOL with 8 engines pointing down that had a severe intake problem. The solution was to dive deep into the root parts system that KSP uses, and place a combo of intake+jet engine x 8, instead of intake x 8 and then jet engine x 8, because at low speeds (going up the runway) the entire supply tends to go to the 1st engine in the list, while depleting the last one.
  15. Fly your ship and have an eye in each engine's AIR supply. See if the supply gets low or uneven. EDIT: AIR! dammit!
  16. Hello, first timer in this section of the forum. I was scrolling throught the KSP2 features section and in the discussion something went up, about getting money "stealing" other agencies ships. Even if I disliked it, the idea of contracts involving investigation of offworld ships wreackages is appealing. I don't think -a priori- it would be difficult to implement, but I have no idea where to start modding. Basics: - Being able to use scanner arms in "feature parts" that would be special semi-destroyed parts in ships (engines, tanks, capsules). Transmiting the result of the scanning would accomplish the mission. -Destroyed ships would appear in orbit or on he surface of planets, very much alike rescue missions are now. -Ships would have multiple parts. (i believe this is the harder to script) -Kerbals could "take a piece" of the feature parts, like they can do with mun stones. Extras: -A giant derelict ship in orbit of Jool would be freaking cool to see. Getting inside with an explorer would be too much to put in words. <3
  17. Cool system pal. However, I'd try what already told by Kernel, have several small tanks and move fuel between them.
  18. Depends on the game setting. I currently use one that gives probes a bit of independence, they can point to a node and burn 100% of engines. If you disable that, the probes just sits there and prays to the Kraken
  19. To build a rover it's easier in the Planes Hangar, using the symetric tool to attach wheels to...whatever rover body you want (try a lander can for starters). Dont forget batteries or it wont move! Solar panels too so they dont deplete.
  20. It happened to me once, only effective solution was to edit the save file.
  21. Does that mod saves flags from exploding every time I load the game?
  22. I'd love to play a Kerbin United Nations vs Separatist Bases of Mun total war
  23. A few considerations using scanning arms: -They tend to fail a lot. On activation it will often say that colided with something and the process stops. After a lot of trial and error the best solution I came with is to attach the arm to an hydraulic expanding cylinder to separate the scanner from the rest of the vessel (or rover, most likely). -They are fragile. Toppling your rover is 99% chance guaranteed to destroy the arm. -They drain your batteries fast! Use with caution. -I tend to ignore weaker arms, and only use the best one when available so I can get 100% science in offworlds features.
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