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rotorwashed

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Everything posted by rotorwashed

  1. I thought the physicsless parts added their mass to the parent body?
  2. After fiddling around with what you suggested I got it to work! Thanks Theta!
  3. I need help troubleshooting this vtol spaceplane. I have plenty of intake air and yet one of my engines always gets stuck at 214.4kn of thrust. Weirdly, it had always been the left engine until the time I took these screenshots, then it was the right one. Anyone know whats going on here?
  4. I finally figured this out using the "action group manager" mod. although, I then ran into an annoying bug that kept destroying my landing craft at touchdown on eve at 2.4m/s. Oh well, one thing at a time.
  5. yes, this would definitely solve it, unfortunately I had no action groups capability in my career mode when I originally launched the ship. I thought I might have a fix using the actions on the fly mod, but it seems to have some hangup with remote tech that wont allow me to edit the action groups.
  6. I've run into an issue where I want to send a delayed signal to my probe to activate an antenna after aerobraking at Eve. The problem is that I only have the "activate" button available if the antenna is deactivated. As it is now, the only option shown is deactivating. This is obviously a catch-22 because if I deactivate the antenna, it will no longer be connected for me to send the delayed activation command. Is there a way for me to send an activate antenna command without using the click buttons?
  7. Hmmmmm, I wonder how many parachutes I could attach to an asteroid using KAS....
  8. in IVA if you double-click on a window it will center it, while still allowing you to zoom in and out
  9. for me its the mun, as the correlations between ksp and the apollo program are very satisfying and nostalgic
  10. has anyone come up with a solution for this? I keep getting very jealous of Scott Manley's sweet hi-res docking indicator
  11. are you driving it in docking mode? remember that the vertical axis (yaw) is controlled with Q and E under normal staging controls, and A and D under docking mode. I would suggest driving any land rovers in docking mode to avoid rolling it over with pod torque.
  12. Exactly. The reality is that most people wouldnt even notice the change, or have to change their gameplay in any way at all. It would however add a much more realistic progression of time into the career mode. This would be especially great if there was ever a "Museum" feature implemented that displayed some miniature renderings of your early spacecraft in chronological order.
  13. /facepalm, how are people still posting that they dont wont to have to wait in real time. There would be no real time waiting! The idea is just having digits advance for realism, forcing you to plan you interplanetary Launch windows slightly better. This is how I picture it happening... you design a rocket in the VAB, a simple orbiter. Based on the parts selected it estimates a 2 month build time. So you click build+launch and then there you are on the launchpad, the game timer has advanced by two months, and kerbin (and every other object) has advanced in its orbit around the sun by two months. You launch your rocket onto orbit. Heres another scenario that could happen. you build an Inter-planetery craft and launch it. You complete a burn that takes you out of Kerbins SOI. Now you have 65 days until your descending node, So you decide to take advantage of this time by going back to the VAB. You know that you have to launch a docking tug to your space station soon, in fact you already have the design ready. But you dont want to launch it now, you just click build and switch back to your interplanetery vessel and continue on your way to jool. Once your done, your station tug is built and ready to be launched. The point is that it adds a new aspect to the game. you do not have to actually wait for your rockets to be built in game In fact you would hardly even notice it if you didnt want to.
  14. I think that its more likely that you've changed, that is to say you've gotten better. When I first started playing ksp it was almost entirely making (in retrospect) wacky contraptions that were extremely inefficient if they worked at all. If by some miracle I was able to get them into orbit I was equally as clueless with orbits and rendezvous. This all made ksp a very fun game, as I never knew what I was going to have to deal with next. Now though, through thousands of trial and error flights and research, Ive gotten to the point where all my designs are streamlined and efficient. They are well balanced and work the first time almost everytime. on top of that orbital maneuvers and rendezvous has become childs play, I hardly even bother with maneuver nodes unless im transferring soi's. This has completely changed how the game feels to me. Instead of exploring the intricacies of building and flying spacecraft, I'm exploring the ksp world, finding anomalies and setting my own goals. Its still extremely enjoyable either way of course
  15. what the hell is that interviewer wearing on his feet?
  16. is anyone elses chat not working?
  17. has squad ever mentioned anything about the possibility of time in world passing while out of the game? it could run on the computers clock. thoughts?
  18. I'm very jealous. That must have been absolutely mind blowing.
  19. Love .21, the new sas is fantastic. I cannot believe how many people are complaining about the core concept of the change. IMO asas was completely unusable before this update, and i never used it in any of my ships. Now SAS is awesome and works great! the new Mun is AMAZING!!! the old mun was really holding back the beauty of the kerbin system. so far .21 has met all my expectations and i cant wait to fill up my universe with spacecraft!!!
  20. The thing that helped me the most is putting your velocity vector markers on top of the target marker once you have your close approach. This is done by "pulling" the prograde marker, or "pushing" the retrograde marker. These days I usually dont ever need to burn towards the target. I just adjust my flight path by pushing my retrograde maker, slowing down while also getting closer. If your prograde marker and the circular target marker are on top of each other than you are headed right for your target. it will shift around a little, but thats when pulling it around comes in.
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