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Dizzle

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Everything posted by Dizzle

  1. Just curious since I saw that BD Armory apparently doesn't work in 1.1+ and most or all other weapons mods that I'm aware of require it.
  2. Seriously, I have no idea how I played this game before I got KER. Before I went to Duna and back without it, but now I struggle to even get into orbit if I can't get a delta-V readout. I mean, I can get into orbit, but everything is going to be way overbuilt. Edit: I like how the forum explains acronyms when you mouse over them.
  3. Well I've crashed into the VAB a few times. Actually, I was flying over the mountains at 12km at the time, but that's what the flight log said...
  4. Throwing another KER onto the pile. When an update comes out, I don't play until it's ready.
  5. If you need them to get out (say, with a spaceplane), you can transfer any crew to the cockpit and have them exit that way.
  6. This is the big thing for me. If I come back in a few years, the stock features will still work as intended. With a mod, there's no guarantee of that. Then there's things like KER, which for me the game is unplayable without.
  7. My return flight from Duna was using four nuclear engines, and I didn't really like the idea of jettisoning them at Kerbin. When I was almost back home, I realized that I forgot to put a heatshield on the capsule. Now I had to come up with an alternative. I saw that there was an encounter with the Mun if I didn't go straight for the atmosphere, and there was plenty of dV left, so I ended up parking the Duna vehicle there instead.
  8. The problem is that a side-view is necessary for aligning orbits when you're not already in the planet's SOI. The screenshot in the OP was taken 300 days out from Jool in an attempted intercept of Pol. In the end, the best I could do was make sure my flight path intercepted Pol at a single point. The probe was way over-built, as it had over 4,000 dV left. Ended up landing with something like 16 left, which was nail-biting, to say the least.
  9. Ooh, that's a good idea. It would help with Apollo-style missions, for sure. Might be difficult to factor in atmospheric drag, though.
  10. Kerbal Alarm Clock. Its main purpose is to remind you when to check up on your flights, but you can set it to show you when the launch windows are. It's extremely useful, I could never go interplanetary without it.
  11. This. Removing the fairings seems to always work out for the better.
  12. This only works when you're already on an even plane with the target.
  13. In instances like this I think it's fair to just alt+F12 and autocomplete.
  14. That's fine for getting to a planet, but as for getting Pol itself, focusing on it doesn't offer any new information unless there's already an intercept. The trouble is that with the jumbled mess in the screenshot, I have no way of figuring out how to align the orbits to actually GET an intercept.
  15. So I have no idea if this will be addressed in the UI changes coming in 1.0 for real 1.1, but there has just GOT to be a better way to plan maneuver nodes. Having mostly kept my interplanetary missions to Eve and Duna, my experience with this has been present but limited until now. Right now I'm trying to get a probe out to Pol, and WOW it's difficult to see what I'm doing. I mean, what am I supposed to make of this? I haven't been around the forums for a while so maybe I'm beating a dead horse, but seriously, what do I do here?
  16. If I'm understanding correctly, I think the Stage Recovery mod is what you're looking for. It automatically recovers all debris that leaves your area, provided it has enough chutes and/or propulsion to bring it down in one piece.
  17. Most forums have a list of themes to choose from, maybe it should be done here?
  18. To be honest, it is kind of messed up that game-breaking changes are still happening after version 1.0.
  19. UPDATE: Fixed by validating integrity of game cache via Steam twice. The first time it recovered two files, the second time it recovered one. So I'm trying to bring a 3-man pod back from Minmus, with a periapsis of around 30km. This is not the first time I've done this on this save, nor is it the steepest re-entry, but it IS the first time with the 2.5m parts. What I've noticed is that the heat seems to build up far more quickly than it should, and the heatshield isn't ablating at all, resulting in the craft burning up. I have no idea why this just started now. I'm pretty sure it's not related to mods, as I've had them installed since I started this save without incident. Screenshot: [img]http://i.imgur.com/QPc57qI.png[/img] Mods: KER KJR KAC Pilot Assistant Stage Recovery Thanks in advance for any help.
  20. That right-clicking twice in succession switches the mouse to control the camera. I don't know if it's a bug or a new feature, but it really gets in the way.
  21. He's been stranded on an island halfway around the world from KSC for about 7 years. He and the other orange suits were testing a rocket plane, which was able to glide down and make a water landing after it ran out of fuel. The others were recovered, but Jeb swam to shore and planted a flag. He threw spears at the recovery team, so we just left him there.
  22. Sick prisoners do actually turn green, but the color change is applied to their existing heads, it's not a zombie virus that turns them into Kerbals.
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