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Jarin

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Everything posted by Jarin

  1. Yeah, that's almost certainly an autopiloting or pilot aid mod of some sort.
  2. I just alt-f12 and mark the mission complete. I mean, you DID it, so it's not cheating in the slightest.
  3. I feel the need to re-emphasize KerikBalm's comment here. I can think of few things more frustrating than putting the whole mission together, successfully rendezvousing, only to have your lost kerbal poof from heat the instant they bail out to transfer vessels. Claw retrieval and inflatable heat shields make for a much larger craft, but may be required.
  4. Wish I could provide more details on this. All I can say is that if it's the same bug, it's been around since before last patch (thus why no save details). I had used KAS to strut some things directly to the asteroid for stability, so I sorta assumed I'd had a mod glitch and just moved on. The asteroid was more a vanity project than anything critical to my career plans, so I never tried again.
  5. I've had that happen before, but never managed to fix it, so I'm very curious if you can 'un-curse' the craft. It was also an asteroid in my case; one I'd managed to shove into an equatorial orbit in preparation for making it the centerpiece of a major LKO depot. But then with no real cause I could see, I couldn't switch to it anymore. Though you seem to be having more luck than I did - the next time I docked with it, physics went nuts, and the rock headed for Kerbin's surface like it'd been fired from a linear accelerator. Like, straight down at orbital velocity; 90 degree change in velocity vector.
  6. Tripped over his own damn feet on a munwalk and poofed.
  7. Holy five year necro, Batman! I couldn't find a mod for this, searching for "Mobile Launcher Platform", and the abbreviation "MLP" gets... other things, these days. Best I've seen is someone building their own platform, using the welding mod to turn it into a single unit, and then just putting their rockets on it manually. Raises initial launch cost, but since it recovers for 100% from the platform, it's not a big issue. No mods to actually "crawl" the rocket from VAB to launch pad. Not really feasible with the engine, I think.
  8. This is my thought. 4 minutes early notably lowered your PE at Kerbin, which increased the Oberth effect on your maneuver. Remember, a maneuver node is only 100% accurate if you have infinite TWR, and can deliver the dV instantaneously. I think mods can help here. I'm not sure if better burn time has calculations like this, but I bet someone does.
  9. Good to know, thanks. I'll definitely make sure some mod-based "Welding" docking ports are a feature of my next big station and see if that helps performance.
  10. It means you're going the same speed and direction when you come out of warp that you were when you went into it. But since planets are moving different directions at different speeds, going from (example) LKO out to Duna could have you end up going very fast relative to your destination, because of the difference in absolute velocity. This is minimized if the planets you're traveling between are in conjunction, but the speed difference is always there.
  11. I've always had issues delivering rovers, so the units I do have tend to be built on-site with EPL.
  12. That's what I was thinking of! The trailer was making me hopeful that they might have done something like that fix in stock.
  13. 18 seconds into the trailer for KSP Enhanced Edition for consoles, it shows a rocket under construction: But it uses a tri-coupler for a mid-stage, then back to a tri-adapter for the lower stage! Is this something we may be able to do in the future? Or is their poor example craft likely to be less structurally stable than they'd like?
  14. So how's that career going these days? You mentioned it going strong at 1.3.1. Did it survive, or are you on to new things now?
  15. The problem is less "not possible" and more "not going to be made by the devs, and is blocked from modding by engine hardcoding". Much like how we can't add axial tilt to custom planets because planetary rotations are hardcoded to the solar north/south axis (or... something like that? It's been a while since I dug into it).
  16. I mean, they could meet that goal by just... not fixing any bugs at all, I guess.
  17. I'm joining the vote for "upload the save to dropbox and make a challenge". Judge by distance/time with categories for single vehicle, no-parts-destroyed, and anything-goes.
  18. I've built a couple variants on the outrigger design, but that's a pretty slick example of it. The Mk2 cockpit adds some style, too. What's your orbital Delta-V look like with the pictured cargo?
  19. Yeah, that's the info I'd been working from. I haven't flown much in the way of precision-engineered craft since 1.3 though, and Aerogav has been flying spaceplanes long enough for me to suspect that something must be up.
  20. Gosh dangit, I have to relearn drag mechanics again? Thanks for the info there at least. I'd probably be wondering why half my fleet had stopped working when I went back to my SSTO game.
  21. Huh... is that new with 1.3? I don't remember the priority system doing that when it was introduced...
  22. I was rooting for the nerdy girl to get the other nerdy girl. (All aboard the good ship Chibiko!)
  23. Actually that's just not possible at all. If you try it, only one of the four nodes on the bottom actually attaches. (I recall a mod that could make this work, but it may have been a fever dream). The reason is, the craft file is a tree. Like a tree, once branches split, they can't merge back together (well, like most trees anyway). There has to be a single path from every single part through its parents to a root part. Couldn't see any couplers in the image or I'd have brought that up earlier (as would a bunch of other people, I suspect). So... probably looking at a number of issues then.
  24. That actually sounds to me like symmetry shenanigans borked your craft file. It happens sometimes when you try to symmetrically clone parts that themselves have symmetry on them (which sounds like what you've done with the quad-coupler). I've had that happen a few times before. See if there's other parts you can remove without taking the things that are supposedly "attached" to them. Sadly, if that's what's going on, your only option is "rebuilding from scratch in a new craft".
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