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Everything posted by AlpacaMall

  1. The \@thumbs folder contains thumbnails of a lot of parts; it's pretty useful for me, since a few of the wiki pages need new images. However, it doesn't contain all the parts. Right now in my stock 1.12.2 game, the first three parts in the folder are the slanted 2.5m to 1.25m adapter, the flat 1.25-0.625, and the orange variant of the previous part. Also, I'm pretty sure that when I checked, the slanted adapter wasn't there before. Is there a pattern to what parts have thumbnails in this folder? If so, is there a way to force the game to generate the pictures for other parts?
  2. Is it still on CKAN? I can't find it, I tried searching for "TUFX" and "post processing".
  3. The wiki has a lot of references to a part being covered in "multi-layer insulation"; all these references just link to Wikipedia, and I can't find an explanation anywhere as to what it means in-game. (for example: Probodobodyne HECS) Is there actually some in-game effect to insulation, or is this just describe appearance? If there's no in-game effect, I'm thinking about wiping it from pages I edit.
  4. Regarding rule 3: What counts as the “final stage” of a lander? For example: * I have a large, high-TWR stage I eject a meter above the ground * I lithobrake with a stage, but eject it before coming to a halt I’m assuming that the first one is fine and the second one isn’t, but where’s the line between the two? Also, what’s the point of rule 8?
  5. I want to try playing on a 2.5x scale (or similar) solar system. So far, I’ve looked at Rescale, but it appears to only go up to 1.9; and JNSQ, but there’s a warning on the forum page that’s kinda scaring me off. What other options for a rescaled system are there, and which ones would you recommend? (I’m not looking to start immediately, so if there’s a mod that’ll be updated soon, I’d also like to know about it)
  6. Regarding the craft: Craft saving is separate from game saving. If you clicked the “save” button before launching your craft, then yes, it has definitely saved. If you didn’t, then… I believe that it’s still saved? The game will auto-save the last launched vessel, and this can be selected from the vessel list. However, I’m not sure exactly when this happens, and someone with more experience should chime in here.
  7. Unlike the other thread, if you’re ok with lightly modded solutions, the Trajectories mod (and I think KER too? I don’t use it) displays a target where you’ll land. You can use this to refine your approach, without going all-out with MechJeb autopilot. For your Mun tug, don’t use RCS thrusters to hover. Use engines; they have far higher specific impulse, and odds are, if you can land your drone then it already has TWR >1. RCS can be used for horizontal movement.
  8. The claw does not allow fuel crossfeed, while a docking port does. If your engine was on one ship while your fuel was on the other, it won't work. (It's like a decoupler; engines below the decoupler can't drain tanks above it) Fuel transfer is different from fuel crossfeed. That's dependent on the difficulty level, as said above; look for the "Resource transfer obeys crossfeed rules" option in the settings. This lets you move fuel from one tank to another through the right-click menu.
  9. I found this YouTube series to be really helpful for learning how to best assemble a modular base. The key takeaway (at least, what I got from it) was that it's best to use some external vehicle (a rover, etc.) to move the base components into place. That way, you don't have to build the wheels and navigation into every module. One method I like now is to build a "cart" that can slip underneath a base module, then use the landing legs to lower the module onto the cart. In addition, for your plane wheels + RCS method, you can select the docking port and choose "Control from here" to make it act more like a rover. In addition, if you really don't want rotation, you can disable pitch/yaw/roll in the "Show actuation toggles" option, if you have advanced tweakables enabled.
  10. I believe this is the workaround? It's what I've found for the docking port bug. I've never seen it with the klaw, but I rarely use it either.
  11. You might also want to ask in the mod thread that added extra stars; this sounds like normal behavior when playing with only one star.
  12. I'm trying to bring the wiki up-to-date, and I noticed something interesting on the Mk3 to Mk2 Adapter page. Apparently, this part was added in v0.15; however, apart from the Mk3 Cockpit (also v0.15), every Mk3 part I found was added in v0.90 (or later). To any old-timers around here: Was this the case? Or were the adapter and cockpit actually added in v0.90, along with the other Mk3 parts? Or were there other Mk3 parts from v0.15? The wiki tends to be accurate about this early stuff, so I'm not sure what to think.
  13. No matter what, Bill won’t be able to carry the panel in his inventory. What you’re supposed to do: Kerbals can access ship cargo while on EVA. When in construction mode, you’ll be able to see the ship’s inventory, as long as Bill is close enough to the part holding the solar panels. This way, you can place the panel without having to go through Bill’s inventory.
  14. Adding my two cents, for what it's worth: Personally, I like to place boosters on radial decouplers by: Place the decoupler on the rocket body Pick up the booster, and move your mouse so that the booster is aligned on the rocket body, below the decoupler. Slowly slide your mouse up. Eventually, you'll see the booster do a small "jump" outwards; this means that the booster is now lined up on the decoupler, instead of on the rocket body. Place the booster As others have said, picking up the decoupler afterward is a great way to verify that the booster is actually attached to it
  15. I think I’ve encountered a similar issue when testing my rovers in 1.11.2. On landing, the rovers slid sideways, disregarding wheel input. Even though the wheels are sliding, they do exert a little bit of force. I found that if you can halt the rover and enter (non-physical) time warp, it usually works after that.
  16. Alternatively, add a docking port to the bottom of each segment, and rover-cart them into place.
  17. With 1.12 being the final major KSP update, it seems about time that the wiki gets updated. It feels like the majority of the wiki was written for a player on 0.25 or something. I've started updating a few pages, do others want to join in?
  18. Also, do you have any mods installed? Although I haven't used 1.12 much, I know there's a mod (Easy Vessel Switch) that gives the yellow glow.
  19. Thanks for the replies everyone! Looking at my last ship, my 0.4 TWR was probably overkill and what made it harder to go higher. Do drop tanks noticeably improve dV over normal tanks, or are you talking about full tank+engine disposable stages? I could probably add some docking ports to mount detachable tanks on, but I'm not sure if it's worth the effort and all the debris left in space. The farthest out I've been so far is Jool, and even with a free capture and return from the moons, it still cost about 2.5k to get there; without aerobraking on the return trip, it would probably be 5k for the round trip, before maneuvers there. For the outermost planets, wouldn't the requirement be even higher? Or are you talking about some other way of getting there and back? I think I'll probably aim for this; four parts engine per 24 tons payload seems pretty good.
  20. What is deploying the elevons used for?
  21. I'm making a reusable mothership for those long, interplanetary trips. Playing with (among other mods) OPM and USI-LS. For a NERV-powered mothership, how much dV can I expect to be able to pack in the mothership's single stage?
  22. KSP does not have a built-in “map” of relay stations. The closest thing the game offers is KerbNet. A feature of KerbNet is that some probe cores will offer “anomaly detection”; Kerbin’s relay stations will appear as some of the anomalies detected by KerbNet.
  23. The easiest-to-learn way of getting to Minmus would be an inclination change while in Kerbin’s orbit. Once you’ve launched your rocket into orbit of Kerbin, select Minmus as your target. This will create two new indicators on the map (“M”) view; the ascending node (“AN” on the map) and descending node (“DN”), both in green. These two nodes indicate the angle between your orbit’s inclination and the inclination of Minmus; mouse over the node to get the angle. Now, you want to change this angle to zero. Make a maneuver mode at the nearest of the two nodes, and use a radial (or anti-radial) burn to drop the angle to zero. From here, you should be able to get to Minmus in the same way as you got to the Mun.
  24. OP does grand tours. “Just make the game less hard” isn’t really a good guiding philosophy for that. Regarding part welding, it should still help in some cases. On landers with multiple engines, wouldn’t the loss of an engine mean you have to shut down the opposite engine to prevent asymmetric thrust? That’s two parts which can be welded together, since the failure of one means that both become unusable.
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