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dlmarti

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Everything posted by dlmarti

  1. Its been my experience with KSP, that graphics are not the limiting factor. Still, would be a nice debug tool.
  2. You know, to take it a slight be further.... That would be a great idea if it were integrated with a mod.
  3. With the addition of addon reaction wheels, there is no need for kerbals on a mission.
  4. Design a ship with a decent delta-v, which carries 4 satellites, which have some measure of delta-v. Move the ship to the first orbit, place the first satellite. switch to the satellite and fine tune the orbit to be as perfect as you need. Switch back to the ship and drop to a lower orbit, slowly moving into position for the next drop. Rinse repeat. As alternative you could just launch them one at a time, from a very simple launch vehicle, which will probably be significantly easier.
  5. There are two different threads going, which are trying to bring mechjeb up to speed too its lastest release. I would read through those. Also I believe that mechjeb has a bugtracker. http://forum.kerbalspaceprogram.com/showthread.php/12384-PART-0-21-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-0-9 http://forum.kerbalspaceprogram.com/showthread.php/43809-The-MechJeb-Support-Thread-Post-All-MechJeb-Issues-Here
  6. If you are running out of fuel, that is the problem: 1. The craft you made, may not have the capability (not enough delta-v). 2. Your launch could be really inefficient. Can you show a picture of your craft, and describe how you launched it, and when you did your gravity turn? but tbh, you just need to keep trying really. Try using one of the stock designs (yeah I know they are not the best). If you ABSOLUTELY cannot make it, ask someone here for their easiest to launch design.
  7. Was playing around, making a lander that I could practice low level hops in: It ended up that the girders/struts, make for great shock absorbers. These tolerated some pretty lousy landings, and even with extreme angles:
  8. From my understanding; 1. Nvidia bought PhysX and made a version that runs on their hardware. 2. Unity licensed the software only version from Nvidia to use on Unity. 3. KSP uses Unity, and the built in PhysX software engine. Read here: http://answers.unity3d.com/questions/147735/physx-on-ati-cards.html
  9. 64bit works pretty good in Linux, I do not know what is Unity's hold up with rolling it out in Windows. tbh, I find 64bit programs easier to code than 32bit.
  10. tbh, I can live with this being a sandbox game forever. Not that career mode would be bad or anything, just that it is not my top priority. I really would like to see a comprehensive parts list, with parts that are designed to go together. The current struts/girders, whatever you want to call them, completely baffle me. Its like a different person designed each part.
  11. I really would suggest learning how to install the mods manually, it is surprising how trivial it is once you do it once. Also make sure you are only running mods that are compatible with 0.21, or you are just asking for headaches. I would suggest: Procedural Fairings Engineer Redux Kethane Maneuver Node Select Avoid getting Mechjeb until you start getting bored of take offs, landings, and plotting are trivial to you. Once they are, have at it.
  12. https://www.dropbox.com/s/uovsk0a8jazgcqt/Fueler%20Mk6.craft Jumbo 64 in orbit, with RCS and engines, with another 1/2 Jumbo + engine to help get it to where it needs to be. Look at the way it is struted, this makes the entire thing ultra stable.
  13. No RCS was fired from the station, I suspect its purely a function of the length of the station turning, and the large amount of mass I was docking. Regardless, I would recommend DRASTICALLY losing up requirement. Why is it there in the first place? If a station were to move even 10 degrees from orbit, why does the resupply ship care?
  14. It works fine, this is my refueler heading to Mun. When it gets there it will drop these probes into orbit. http://steamcommunity.com/sharedfiles/filedetails/?id=165853381
  15. 1. place the sats approximately where you need them, one at a time, you don't need to blow them off all at once. 2. You do not need solar panels AND batteries AND generators. Typically if you have a generator you do not need batteries at all (I said typically, no need for the obligatory posts). 3. Also consider using docking nodes, instead of seperators, they are more mission flexible.
  16. low pass orbits for me, but I have only found two arches, and nothing else. granted I have not really be looking either.
  17. I was in a high Mun orbit, so even docking changes your orbit enough.
  18. Make sure the mods have been updated to 0.21
  19. Several more refuels, and each time it reset the supply counter because it thinks I changed orbit (didn't). Uninstall.
  20. 0.21 is certainly a increase in delays between scenes, and when loading the Mun. As to general lag, etc, I think the reviews have been mixed. Its probably not a popular thing to say, but unless you are unhappy on 0.20 I would stay there.
  21. I take it to the Mun, I then attach the beginnings of a station to it. Then I fill it all of the way up, and hit Supply. It then switches to "deploying in orbit", I wait and wait, around 7 days later it stops saying "deploying in orbit". I then pump the fuel into the other tanks on the station and hit request delivery, it then acts like I never supplied it in the first place. wtf?
  22. By now most of you should have heard that the Curiosity Rover surpassed over 35.8 miles of travel since landing. Bah!, if they had let one of us drive it we would have been around the planet twice, and flipped it at least a dozen times!
  23. looks like it could be fun, downloaded, will try today.
  24. The Quantum strut mod works well, but also I would suggest staying away from the senior docking port.
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