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chd

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Everything posted by chd

  1. I've found the landscape textures in 1.11 to be quite a bit more glitchy than in previous versions, and in most places, not just around KSC.
  2. I hadn't thought of using the baguettes like that - good idea! I did make one *really* wide by putting the landing legs on the ends of girder pieces attached to a 2.5m stack - that worked but it was draggy. I even tried to make a version of that where the long legs supported folded up for launch using some of the robotics hinges, but those proved to be not nearly strong enough. That was before I started using KJR, which I am now, so maybe that changed. It's mostly an issue for 2.5m rockets that are especially tall, like when a contract requires a science lab or something.
  3. I've done that before too, and it works, but it's usually pretty draggy at launch.
  4. That is an excellent map, which I did not know about -- thanks!!
  5. I've been playing for a long time, but I've never really figured out a good way to find spots that are actually flat and level to land on, especially on the Mun. Does anyone have a good technique, other than bring enough extra fuel to be able to skip around for awhile once you get close to the ground?
  6. My impression has been that the game will not generate a contract that requires parts that you have not unlocked in the tech tree yet (career mode). Am I right about that? I got one for a surface outpost that requires a viewing cupola, but I haven't unlocked that yet. However, I do have access to the smaller but similar-looking porthole from the Stockalike Station Parts Expansion Redux mod. It's not described as a cupola, but maybe it's considered one for purposes of the contract? (I haven't tried to build it and land it to test yet.) Thanks!
  7. So, how would something like this arise, do you think? Well, let me tell you. :-) So, this started as a rescue-bozo-from-Eve-orbit contract. I built the rescue ship with a klaw (jr) since I've gotten contracts where there was no hatch on the target capsule. I get there, meet the target, and grab it with the klaw. (Which was stupid, in this case I could certainly have just EVA'd the rescue guy over, but hey, it takes like a year to get to Eve and we were almost out of Scotch by then.) Now the interesting part -- as soon as the klaw connects, my rescue ship final stage decoupler fires! All my engines and fuel and whatnot for the return trip are now drifting away, and I'm left with this sad configuration. So -- what happened?? My best guess, but it's just a guess, is that when you dock two ships together the "control from here" point may change in ways I've never really looked into, and in this case it changed to the to-be-rescued capsule, which had some state of "all stages fired" and revised the entire state of everything to be "all stages fired." Is that a thing that makes any sense, or could happen? Or if anyone else has seen something similar, what's behind this? Thanks!
  8. Probably just a little overbuilt... :-) This was originally an orbital comm relay, temporarily repurposed to deliver some parts down to Gilly.
  9. Turns out, Gilly's gravity is so weak that as long as you don't fall over too fast, even the entry-level 1x6 solar panels will hold up your ship... :-)
  10. Wondering if anyone has seen this before; it feels like a bug to me... I'm having intermittent problems transferring fuel between tanks after docking two vessels together for refueling. Typically I can make around two transfer operations, emptying a source tank into my being-refueled ship, and then further transfers don't do anything. I can select the tanks I want, but when I click "IN" on one or "OUT" on the other, no fuel moves. Sometimes the button will change to "STOP", but no fuel or oxidizer actually moves. If I switch to the KSC and then immediately switch back to my ship, now it will work -- for another two or three tries, then it sticks again. Switching to KSC and back again fixes it again. Just wondering if anyone else has seen this? Thanks! Mod list:
  11. It looks like the inflatable habitation modules are not recognized by missions that want to you build something "supporting n Kerbals" -- is this a known issue? Sorry if this has been asked before; I did skim through the thread first and didn't see it. (And yes, I did make sure it was actually inflated :-) ) Thanks! EDIT: nevermind -- restarting the game seems to have fixed it.
  12. As the subject says -- career mode, picked up a mission to fly by 6 bodies with one ship; most are moons so they should be easy, but the other two are Eve and Duna, so is it generally more efficient to hit Eve first, or Duna first? Or does it just depend on where they happen to be?
  13. What do most of you do as you work through career mode and you accumulate more and more stations, bases, etc.? Ultimately I expect it's a performance issue, but more immediately it makes the list in the tracking station annoyingly long. Do you just terminate bases and stations that you don't need anymore (after making sure no one is on them)? Or do you let them pile up as evidence of your expanding dominance of the universe? :-)
  14. Does KSP penalize you for rear-facing flat surfaces, which in the real world would be a significant source of drag? In this example, are my two side-pods draggy in KSP as shown, or no? I can certainly put reversed nose cones on them if need be, but why spend the money if the game doesn't model it... :-) Thanks!
  15. Hm, ok - thanks! Not having tried this before, I had noticed the "same vessel interaction" option for some parts, and kindof assumed that if I toggle this to the correct value I could get my extra klaws to attach to the asteroid even after it's considered part of my ship... maybe not. Thanks!
  16. What do you all think of this, or something like it, for catching larger asteroids? This idea is to grab the asteroid with the center klaw, then line up with the center of mass and lock the pivot. Once that's done, the four outer klaws (which are mounted on extending hydraulic tubes) can be extended to also grab the asteroid and add rigidity. They were added one at a time, without using symmetry, so I should be able to extend them differing distances to accommodate the asteroid surface. I'm thinking the center klaw needs to extend farther ahead of the others; the hydraulics extend farther than I thought, so that wouldn't be a problem. The other problem I haven't figured out yet is delta-v; fully fueled, that has about 6600 m/s, which will drop to like 300 when you grab a class D. So many fueling runs. Maybe used Nervs or Cherenkovs (have NFA), but oh so expensive in career mode. And a related question; I don't see any real way to put any kind of fairing around the whole girder construction for launch; any suggestions for reducing drag? Thanks!! :-)
  17. If I want to re-install a new, clean KSP install but then move a saved game into it to use, what all do I have to copy? It looks like the folder from that game, and within that folder probably the "persistent.sfs" file and "persistent.loadmeta" -- but everything else in the folder seems to be backup copies (or ships, which I'll rebuild). Do I need to move anything else too? Thanks!
  18. This applies equally to auto-struts, I assume?
  19. Ok, so, going to capture an asteroid, per contract, to build a station on. Found one, tracked it, rendevouz'd with it, grabbed it with a claw, and now the (not) fun begins. How the F do you control the thing??? It's class D. I know about setting the target as the center of mass; doesn't seem to help. Any time I try to make any control input, my ship starts flapping back and forth as though it were made of silly putty, and so does the asteroid, acting like it weighs about a pound. I can set the asteroid CoM as target, but then if I tell MJ to point T+, wild oscillation. At this point this is no longer fun, and barring a fix I'll just decline all contracts involving an asteroid go play Fallout instead...
  20. Has anyone tried making a ship that uses the Breaking Ground robotic parts -- rotary servos in particular -- to mount engines that swivel? I should just try a couple, I know, and I'll do some testing, but just wondering if they are strong enough and can feed fuel. I'm assuming the stock fuel lines are not flexible once placed. The long-term goal is to make an asteroid catcher where the engines are at the back, but once I grab the rock I can rotate the engines 180* to make it into a puller configuration...
  21. Thanks, I have ZeroMiniAVC installed now. Still seeing random crashes, but not too frequent, and I don't think KAC is involved at this point. However -- a "how to use this" question, since I'm fairly new to it; it seems like it doesn't play all that well with Mechjeb's ability to "execute next node" or worse, "execute all nodes" -- which is very handy, except when an alarm pops up in the middle of the process. KAC kills the warp as requested, but if I'm not really on my toes, Mechjeb says "auto-warp checked? Yes! Fire it up again boys!" and suddently I'm five days past my maneuver node. I don't blame KAC for this; having more than one mod trying to manage the state of warp (or anything else) at the same time is bound to be problematic. How to deal with this? It seems like I have two options, but open to suggestions. One, as soon as an alarm comes up, disable auto-warp in the most convenient MJ window (but be fast enough!). Or two, as soon as the option shows up in KAC, "jump to ship" (which I assume kills the execution of all remaining nodes for the ship that just lost focus? Not 100% sure about that.) but remember where you came from and what you were in the middle of so you don't forget to come back to it. Tips? (I apologize if this has been covered before; there are 103 pages of posts in this thread to go through...) Thanks!!
  22. How do you guys handle long burns? I have an ion-powered rescue ship meeting up with someone in need of rescuing from solar orbit, and one of the burns to get there is 55 minutes. Can't warp, can't switch away... boring. What do you guys usually do? Go make dinner or do a crossword puzzle until you can play again?
  23. As the title says -- can someone recommend a good mod for more radial-mount engine options? None of the stock ones are very satisfactory, and needing to stick to axially mounted engines on the end is cramping my station-building options since I can't dock anything to that end. Thanks!
  24. I'm sure that's true in this case. When I was landing part one of the base, that requirement was checked as complete; later, after landing part two, it became un-checked for some reason... Interestingly, when I'm focused on the lander, the contracts window there shows all the requirements complete except the first one, "build a new ..." But when I look at that contract from mission control, none of the requirements are complete. It's really confused.
  25. Yes, I have this installed now, and it was installed in the context of my most recent crash. Thanks!
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