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PeteMcCartney

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Everything posted by PeteMcCartney

  1. Wow! That’s a big list of fixes! Great work devs!!
  2. Ah, ok. So the bug is - that the contract is offered before I have any renewable source of power. Thanks!
  3. I had this as well, very frustrating... report below. Version – 0.90.0 – Mac 32 bit What?: Contract to ‘Place satellite in specific orbit of Kerbin’ does not recognise that probe with the required parts has been launched. Mods: None (All stock) Steps to recreate: 1 – Create probe with power and antennae (as required) 2 – Launch vessel 3 – Mouse-over contracts, see that launch has not registered. I wasn’t sure if this was just a graphical bug so placed the probe in the required orbit and got ‘green ticks’ for orbit and stability. Result: Despite fulfilling the contract requirements, contract never completes. Can provide craft file/screens if required. (Not on me right now) Hope this helps! EDIT: Oooops, this is a 'Support-Windows' thread. Should I start a whole new one for Mac Support?
  4. Agree with OP, but as I understand it this is basically confirmed for future development so all in good time. On that point though, it seems like a very simple addition to make, leading me to believe the devs have even bigger plans for this area that are yet to be implemented....
  5. It's down to how you want to play the game. My only issue with debris in the past was that it made it difficult to select the ship that you wanted from map view, but now that's been alleviated it's purely down to how you want manage your space program. In short, revel in your beautiful ring of rocketry-related detritus!
  6. Don't know if anyone else has had this but my chutes seem much more susceptible to breakage when under physical time warp. I'm at 1x for partial and full deployment, but then have had them shear off unexpectedly when my patience fails and i give it a bit of 4x on the descent... Might just have to strut them up but I'm sure it didn't happen in 0.22?
  7. I don't believe anyone has anything against Kerbals of a particular gender, it's the idea of introducing gender (as a concept) into an area where it doesn't belong. If Squad were to implement an overtly (stereotypical) female version of the current Kerbal, then people would have issues with that and there would be uproar all over again. Surely, it's better to consider them as genderless and move on.
  8. I had no idea that we had the world authority on discrimination partaking in the thread. Please enlighten us all as to how we can best hope to emulate your evident perfection... (btw, your questioning the ability of young people to discuss this matter is a perfect example of age discrimination. Perhaps you'll concede they know about that...?)
  9. I'd say a lot of the names generated are pretty gender neutral, aside from Jeb, Bill & Bob of course.
  10. Question: How do you intend to make them appear female? Your only option within this game is to give them long hair and lipstick which, no doubt, some would consider sexist...
  11. Voted! Mark that down as another one for the forum!
  12. Are you running Engineer Redux? I was having this issue until I closed the "orbit" window during transition...
  13. Hi! Thanks for a great mod! For some reason I can't unzip the 1.2b file on my mac. It starts and then just continues to attempt to unzip. Seems to stall at about 60%.
  14. Rescuing two stranded Kerbals from the surface of Duna has got to be my highlight so far! They must have been so happy to see the green plains of Kerbin after over 2 years away!!
  15. When tryin to kill your relative velocity are you pointing at the yellow retrograde marker? If you thrust towards this you should always be killing the rel velocity, as long as you are in target mode on the nav ball.
  16. I use the Engineer Redux mod for this. Strap one of the flight engineer modules to your craft and you'll have all the orbital info you need!
  17. Set the other craft as the target, kill all your relative velocity and then work to get the yellow prograde marker (circle without cross) towards the pink prograde marker (circle) going at about 15 m/s @ 2 km. Slowly kill your velocity as you get closer. Switch craft and rotate the required docking port toward your oncoming vehicle. Switch back and continue to slow, 1 m/s at 100 m, .5 at 30 m, .3 at docking. Always keeping your yellow prograde marker directly on your pink prograde marker. Edit - Beat to the punch.
  18. I've had some wobbly lander legs on the Mun, other than that it's been fantastic!
  19. Just go into your relevant save folder, into ships and then into shp. Copy the craft and paste it to the vab. Sorted!
  20. Absolutely awesome! Thanks!! This really is a good community!!
  21. Please could you do me up a flag split down the middle by a rocket and exhaust with the British flag on one side and the Canadian on the other? Thanks!
  22. Great question, I've often wondered this! I give more weight to actually landing on a body, so a lander is number 1 for me. Thinking about it though, I guess it would depend on the individual body and the particular difficulties that come with it.
  23. Yes, for research and colony. It's the necessary first step on our inevitable path to survival by getting off this rock! (Inevitable if we realise what we should be doing, stop killing each other and actually work toward a common goal... Likely)
  24. Don't give up! You'll be depriving yourself of that one, magical moment when your design works, you understand why it works and all the cogs click into place. Suddenly, you're an astronaut and you have an entire solar system to explore!
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