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  1. I'll check with scansat - but I do believe that the waypoint is borked and I seriously hope that its not my terrain detail setting... I started out this playthrough trying to use the paralax mod to make everything all purdy, but I couldn't get it work, so I removed that mod. I really hope that didn't bork terrain height markers now
  2. Basically, its a "go fix this rover on the mun, then move it to this location" As you can see on the nav-ball, and the small bit from the map, then I am right on top of the damn point... but the mission isn't registering it. I can drive back and forth on the location, nothing happens. What is happening? is the location set "too low" in the terrain or something? Is there a way to fix this bug? Do I have to do something special with the rover? I attached a pilot seat and a solar array on it, so it could be powered and driven to the location in question, which was 2km from where the rover originally was (where you can see the lander on the map screenshot) Please advice
  3. I figured it out! Its a time thing You have to leave the setup and then just speed up time. It'll gather science on its own - and transmit it back to earth in 10% increments (which also means it wont generate science forever...) the mission is just about getting 50% of the total possible science sent. This also means that you need, as a minimum, the controler, three power units (solar or whatnot), the deployable ground goo thing and the communotron deployable to make it work. On the plus side, it means you can have your kerbals just leave the setp and go home once its deployed.
  4. I'll have to test that uhm.... its not good - but I can't tell if that's because of tweaking the config I made a rover with a sky-crane assembly - and simply starting that up on the launch pad resulted in it wobling from side to side. It never stopped. So I would consider rovers broken for the time being, until a fix to the rover wobble becomes a thing but again - this mainly seems to be an issue when there's a lot top-heavy weight on the wheels. when the sky-crane came off on minmus, the rover behaved far more normally, albeit still a bit bouncy. No scratch that, bouncy as all hell...
  5. I had a go with this first up, with a Mk1 lander can and 4 x LT-2 landing struts. The bounce ended very quickly, less than a second. This was good With a giant fuel can on top: there was a tiny amount of bouncing, much less than before (it used to go from 0 to 0.3 m/s just from bouncing on the launch pad) - now it never got to more than 0.1m/s and stopped in less than a second I'll have to do a final test with a lander on minmus to check: ok - there was a bounce.... one - and this was with an 11 ton lander - but it came to an absolute halt on the second landing, and the LT-2 struts didn't bottom out at all. They seemed to be have quite normally.
  6. Just to test things, I started a fresh 1.5.1 sandbox game and experimented: first up I took a mk1 lander can, and 4 LT-2 struts around it - launching that, there was no noticable bounce on the launc pad. Then I added a big ol' S3-14400 (the biggest 3m fuel tank) on top - launched that, and that setup bounced for a good 5-6 seconds on the launch pad before it came to a halt. There is 100% something wrong here.
  7. I'm on 1.5 - I still get all the bounce. Landing on Minmus, or any very low-gravity location, is really tricky now. I need to add RCS just to hold my landers down initially
  8. I'm having issues with excessive bounce as well - both when using LT-1 and LT-2 landing struts ...what can I do to reduce it?
  9. I don't trust my own modding skills to pull that off I was hoping that someone had already made a mod for it with a new item or something - I'll be quite surprised if there isn't something like this already made
  10. So... I have an idea: I want to make a probe, shoot it at an asteroid, then have it launch a science sample box back to Kerbin - and of course that should include a soil sample! ...but there's no gizmo that allows for remote soil sample collection, at least not in vanilla KSP AFAIK. Are there any mods that allow for this?
  11. aww damnit... from what I can tell I bought the game three months too late to get the DLC free
  12. aww poo do you know if the current version works in 1.2?
  13. Jand - are there any plans to update the mod for 1.2???
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