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InfernoSD

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Everything posted by InfernoSD

  1. Try pressing Y to bring up a control wheel, hold right on the left stick to select the fast forward icon, and press A to choose it. That activates the time warp controls. Pressing RT will increase time warp and LT will decrease time warp. Alternatively you can press in the left stick to bring up the cursor, then click on the time warp interface in the upper left as you would on PC. That is with the Radial control scheme. There may be some differences with the other control schemes.
  2. I think the research lab in KSP1 is one of the worst ideas put in to that game. Any situation in which you progress simply by holding down the time warp button is not fun or interesting. For that reason I hope first-time discoveries are the only research you can do, but I suspect we will get a mix of both again. Maybe one way to handle unlocks would be to require several discoveries on a specific planet. For example, taking ground samples in three separate biomes could unlock a new fuel type for manufacture there. It would be a good way to encourage the use of rovers and complex missions
  3. It's so blue. I want to see a close-up on the surface of this.
  4. Rockets? Giant planet-sized solid fuel boosters? Let's fly this sucker around! Well that's okay too, I guess.
  5. Here's how I eyeball it every time. This won't get you the perfect ideal transfer, but it will be very close. In the Tracking Station, fast forward until Duna is exactly "in front of" Kerbin. If you imagine a line coming out of Kerbin's prograde direction, you want that line to intersect with Duna. Or in other words, if you visualize a line between the two planets, you want that line to touch the very edge of the circle that forms Kerbin's orbit. Perform your burn then. _____ / \ Kerbin-( Sun ) |\_____/ | Duna-v
  6. I wouldn't even desire this. I like starting fresh. But it would be neat if you could find your own derelict craft from KSP1 floating in orbits and on surfaces. They wouldn't even have to be functional or interactive in any way. They could just be wreckage, half-buried in the soil, and if any bugs happened in the conversion it would look like intentional damage. That could be more fun than KSP1's anomalies, I think.
  7. I've asked myself this question a few times. My gut has always said that in order to avoid the issue of "regaining velocity", I want to get periapsis as close to the ground as possible, then do a suicide burn near periapsis. A two burn method. By staying in orbit, I'm not "gaining velocity" until I begin the suicide burn. In practice this has been very hard to pull off. Usually my rocket has puny engines and I am already starting from a low orbit. In some missions it takes upwards of three minutes full burn to get from low orbit to 0 m/s. In those cases, touching down without wasting too
  8. KerbNet allows you to see the surface of the planet below you, including biomes and I think altitude. You can set waypoints from the KerbNet interface. Most probe cores have KerbNet functionality. If you already have a satellite orbiting a planet somewhere, I would suggest switching to it and trying out KerbNet just to see how it works. It's found in the probe core's Part Action Window. Good luck on Eve!
  9. I think "altitude on surface" is referring to the location that the contract requires your active vessel to be. Meaning it requires you to be parked on the surface at the time of a specific action. What is the action it's asking you to do? Or what does the rest of the contract say?
  10. Don't forget switching vessels also works for EVA kerbals. The one set of controls I find particularly useful is the RCS thruster controls. They work like this: Circle - toggles SAS L1+Circle - toggles RCS thrusters R1+Up/Down - burns in an upward or downward direction, per your current control point's orientation, and only while RCS is turned on R1+Left/Right - burns leftward and rightward R1+R2/L2 - burns forward and backward Once you have these controls mastered, they're pretty easy to use at any time mid-flight. I use them for example to make quick ad
  11. Well, if all else fails, try switching to the Radial control preset. In the Radial preset you click Square on a part to open its Part Action Window or click Square anywhere in open space to close windows.
  12. You probably manually save your craft before clicking the launch button, like I do. Give it ten seconds or so to finish saving before clicking launch and this bug won't occur. It has been around for a couple years, so I don't expect it to ever be fixed.
  13. The dV indicator is a nice tool but not really reliable. It gives me improper readings when I have multiple fuel types, engines pointed in different directions, engines toggled on or off, and all kinds of other reasons. Staging order also has a big effect on it. You might be able to get the dV reading back by moving certain engines or other parts around in the staging interface.
  14. Do you think KSP2 will attempt to solve these issues and make the solar system properly stable? You know, adjusting orbits so that every system is self-stabilizing. Or would doing that just ruin the fun of a system like Jool?
  15. No picture, no video? There's a variety of forces working against you on take off, so here's a variety of solutions: Add fins to the bottom of the rocket. These will help it fly in a straight line, like an arrow. Add an aerodynamic nose cone to the top of the rocket. Or use a fairing to cover the top of your rocket, which may have many drag-inducing parts. Move weight toward the top of the rocket, if your design allows it. Even adjusting fuel priority so that lower fuel tanks drain before upper tanks may be a good idea. Ensure that your center of thrust aligns with your
  16. When objects get stuck to my cursor I can usually fix it by opening the settings, switching controls to Cursor mode, and leaving settings. Then I go back into settings and pick Radial mode again. This drops the object or part. I believe the cause of this glitch is robotic parts, especially the smallest servo.
  17. Most wheels have springs to soften impacts. However the default settings on the springs are often less than ideal, especially if you're travelling from the surface of one planet to another. You can manually adjust the spring settings for the wheel in the Part Action Window, only if you've already enabled Advanced Tweakables in the settings.
  18. This is more of a suggestion than a bug, but I agree. Holding L1 is supposed to slow the cursor down for fine control, but it often doesn't slow down enough for the precise things I want to do. For example trying to offset a part to line up with another part within a few centimeters is an exercise of going back and forth repeatedly until I get lucky. Trying to adjust a manuever by an amount of less than 0.1 m/s is the same situation. I can find ways to adjust the throttle or use RCS for very precise manuevers, but the manuever node itself is very hard to control at that precision.
  19. This happens to me too. Some times the vessel explodes in part or in totality, other times certain parts get extremely hot but survive. The latter is how you know it's a heat problem. I find that it helps to turn down the time warp gradually, and also to take cool-down breaks partway through.
  20. Yes, the periapsis may be very close once you're in the Mun's SOI, but the conic prior to that is pretty far from the Mun's orbit. That's all I mean. That's how it's been everytime this flickering glitch has happened to me.
  21. I think you're supposed to make an account on the bug tracker to submit anything there. I've been experiencing the same bug since one of the last couple updates. I believe it only occurs when you're aimed for the very edge of a body's sphere of influence, and additionally it occurs with more regularity when the encounter is further out into the future. Just time warping closer to the encounter date can make it stop.
  22. Revert is buggy on console since the game tries to autosave at the same time. I always make manual saves for this reason.
  23. The tricky thing about this achievement is that the vessel probably has to be classified by the game as a Probe, as opposed to a Ship or Relay or other type. Look for the option on the probe core part action window to Rename Vessel. There you can reclassify it to a Probe which should trigger the achievement. This should trigger as soon as you go EVA. Are other achievements unlocking for you? These two will have many more opportunities to be triggered as you play, so I wouldn't worry about them too much.
  24. Sounds like you did fine up until here. Make sure you're using the navball to burn in the right direction. Generally speaking, you want to keep the prograde marker at or above the horizon, so aim your rocket above the horizon if you start falling. If you're having control issues in space, consider using one of the following to allow you to steer: engines with gimbal, reaction wheels, or Vernor engines with RCS turned on. Fins will only help inside the atmosphere. Use them if you're tipping over before 20000m. When you do, use a lot of them.
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