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thereaverofdarkness

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  1. I thought Kerbol was an F-class star. It certainly looks like an F-class when viewed from up close.
  2. I think there should be a radar altimeter module that you have to attach to your craft to get a reading from it. Some landers, like the Mk. 2 Lander Can, may have an altimeter built-in on the inside.
  3. I love everything that is happening to KSP thus far. The new aerodynamics overhaul for stock that came with the full release was overdue but extremely welcome in my opinion. It comes with its issues, however, and those will just have to be worked out with time, trial, and error.
  4. I haven't encountered any of this in any versions of stock KSP, however I did experience a strange bug the first time I used FAR in which it would devote torque on the vessel toward trying to spin out of control. People said I just didn't understand the aerodynamics, but I discovered that my vessels would work much better if I disabled torque and RCS completely and relied entirely on lifting surfaces and control surfaces to determine my orientation. When I tried FAR again on a different computer and different version of KSP (both times during alpha) it worked fine.
  5. it won't let me select the correct prefix KSP Version: v1.0.0.830 Windows 7 Service Pack 1 (6.1.7601) 64bit What Happens: When a Kerbal is forcefully ejected from EAS-1 external command seat, they count as debris and cannot be operated. You cannot move them or return them to the seat. Mods / Add-Ons: All Stock Steps to Replicate: 1) Make a rover with wheels and an EAS seat that can go pretty fast 2) Put a Kerbal into the EAS seat 3) Get the rover going about 10m/s and roll it 4) If you roll it right, you can eject the Kerbal from the seat due to the impact without destroying the seat or the Kerbal 5) An alternative way to eject the Kerbal is to invoke the Kraken by putting a reaction wheel on the rover and attaching the rover between separated stacks on a craft, with barely enough room for the rover. Detatching the rover can cause it to get stuck between stacks and cause phantom force from the torque force, possibly separating parts of the rover such as the Kerbal from the EAS. I provided a craft file plus instructions in the bottom section. Result: Sometimes when Kerbal has been ejected, that Kerbal cannot be operated and is listed in the map screen as debris. Fixes/Workarounds: - avoid having EAS-1 receive impacts - avoid using EAS-1 - save frequently and re-load if Kerbal is ejected from EAS-1 Other Notes/Pictures/Log Files: Here I will provide a craft file that can easily demonstrate the phenomenon: https://www.dropbox.com/s/x8om1blo46leyi2/Rescue%20Mission%20%235.craft?dl=0 - load the craft file and remove the SRBs from the bottom - empty all but one set of fuel tanks, and set them to 10% fuel - make sure there is a Kerbal in the command pod - on the launchpad, with throttle at full and holding down the W key, you can tip the craft over - take care to bring throttle to zero once you have tipped it far enough for it to continue falling on its own - have your Kerbal get out and climb over the top of the craft (hold W to walk against the edge of the X200-8 tank to make F cause the Kerbal to step over it), then enter either of the EAS seats on the rover - decouple the rover - use the QWEASD keys to twist the rover out of the craft and onto the launchpad - this action alone may detach the kerbal - if Kerbal is still attached to rover when it is freed, disable the reaction wheel's torque and get the rover moving up to 9m/s, then re-enable torque and push W to flip the rover forward, which will slam the Kerbal against the ground The explosion sound is from the forward OX-STAT panel being destroyed Images: The first time I tried it, I managed to eject Jebediah from the seat and have him able to walk around. Apparently it doesn't always turn the Kerbal into debris, I'm guessing it does this at higher impact velocities.
  6. Autosaves seem basically useless because quickload only loads quicksaves, and exiting the game causes an autosave to happen, so you can never load any autosave other than an exit game autosave unless the game is quit due to an unhandled exception. There should be a way to load autosaves.
  7. I think it'd be great to have a bunch of trivial info listed in the engineer reports. After all, the key lists an icon for such benign reports, yet I have seen very few of them pop up. Most of my rockets get caution reports only (usually things that are actually fine because I know what I'm doing). Also, I think the icon for the clamp-o-tron jr should be changed to better differentiate it from the regular clamp-o-tron as long as they are going to look alike. I'm an expert at this stuff and I had to memorize their position to tell them apart quickly because I simply cannot tell by looking at the thumbnail images which one has the rim. It isn't very apparent in the thumbnail. Another cool feature would be the ability to sort parts by the size that they are or the size they are built for. For instance, 1.25m size category could include all 1.25m cylindrical parts along with anything that has a 1.25m attachment surface (like engines and adaptors), modular girder segments, medium landing legs, AV-R8 and AV-T1 winglets, etc. Then anything that's meant for any size, like small science equipment or a lot of the radial-mounted utility parts, would also be listed. - - - Updated - - - From a top-down angle which obscures the rim on the medium, it looks almost identical to the small except for the size difference. The color of the basin is not a defining factor because it appears different at different lighting angles. The rim on the medium can easily make it have the darker basin.
  8. I'd like to have two decouplers for each stack width, one thin and weak with barely any ejection force, and the other thick and powerful which sends your stuff flying apart. Then it'd be nice if there were stack separators with this new functionality in which you can decouple it from one side, and then the other side later. It'd be nice to have a second type of stack separator that would be composed entirely of a dissolvable adhesive, which when triggered would destroy itself, gently severing both sides with no ejection force and leaving no debris.
  9. and here I thought Kerbals were supposed to be chimpanzee analogs. Occasionally I feel like a rocket of mine is safe enough to put in crew who aren't expendable!
  10. I don't care for the option to warp, but the apoapsis icon needs to show when you're still deep in atmosphere because that is a useful tool for launching to orbit.
  11. Thanks! =] I like shoving the materials bay inside in the center, then kind of arranging everything else small enough to fit around the materials bay. I also installed lights on the top so it's easier to see in there.
  12. I didn't get that many rescue missions, but there was never a shortage of new crew until I filled up on non-rescue contracts that I wasn't completing and new contracts stopped showing altogether.
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