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Kasuha

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Posts posted by Kasuha

  1. As far as flying, I like to rotate the camera around (or just turn the ship) until left and right are left and right, and then try not to rotate the ship.

    I tried that too but it usually makes me facing the wrong direction.

    I guess I'll try to add a down-facing decoupler below the crew module and try controlling from there during landings, that may allow me to use chase camera and have a little more control over things.

  2. Also, if you ever want to save a quicksave permanently, just rename the "quicksave.sfs" file. Later on, you can just rename it back to "quicksave.sfs" and then hit F11 to reload it.

    Oh I didn't know it's possible to load the autosave using F11, now that's useful!

    Apart of it I had to discover that just holding F9 is not enough to load the quicksave on my machine. I need to press it, release, then press and hold.

  3. Landing at bottoms of craters has one major problem: I can see where the bottom is on my screen, but I can't see where it is on my navball and which controls do I need to use to get there. I can hunt the retrograde vector on the navball using my controls as they correspond to each other but I have issues translating that to the real terrain I can see.

  4. Sure enough I am a newbie in KSP and I am having serious issues whenever it comes up to landing. I have no problems with docking ships in orbit but when it comes up to landing my ship almost always either crashes to the ground (that's less often) or falls over (almost always).

    I mean landing without using parachutes of course. I have no problem deploying parachutes and waiting till it safely falls down.

    And without using mods. I know there are mods that can land for me but that's not what I have on mind.

    I understand the general rule is to "kill horizontal velocity" in sufficient height and then brake the fall until I am on the ground. But I never manage to kill that horizontal shift well enough. I usually kill most of it using my main engine, then aim upwards and try to get the rest using RCS. But I never manage to put my own aim exactly at the center of the navball and the main engine thrust always adds some acceleration in random direction which is usually not visible when my vertical velocity is more than 5 m/s but is enough to make my ship fall over when I touch the ground. Also the main engine thrust never matches the gravity, I am always accelerating either down or up, which makes me "bunny hopping" all over the place as I never manage to kill all velocities at once.

    Landing on slopes (which is almost anywhere on Mun now) is another story as I can't see the slope gradient on my navball, I found chase camera completely useless for landing and the fact that my ships are usually symmetric mean that I have no idea which direction should I be driving on navball to make it up slope.

    Is there some kind of trick to it or do I just need more practice?

  5. Is this forum compatible with Chrome? When I click on "Reply with Quote" or "Reply" it displays some animated circles over that button and my mouse cursor turns to hourglass and nothing else happens regardless how long I wait.

    Anyway.

    Thanks for the hint, Render Quality Level indeed affects the distance from which shadows are visible. The minimum setting to have useful shadows is Good (I was using Simple). Unfortunately it also affects whole lot of other things, making my GPU temperature jump up 10 C right away.

    I wish the shadow setting was separate. I don't care how nice my shadow is, if it was just a dark blob on the ground I'd be happy if only it was visible.

  6. I have similar problem. I can see shadows, but only from really up close, a few meters above the ground.

    On the other hand I am really afraid to overload my graphics card as it crashes my computer if it gets angry - which used to happen a lot with KSP. I really wish there was some more detailed description of what each of the settings does.

  7. Well, most of the super heavy lifters seen here are, really, just a whole bunch of those strapped together. But somehow now that they are actually attached to each other a magic force makes it less aerodynamic?

    Actually yes, with just one barrel the air does not have to travel very far to get around it, but sticking many barrels together makes it much harder for the air to pass around or through.

  8. Thanks for your answers.

    Actually I remembered the action is a little bit more complex - it shuts down all "forward" engines and activates all "backward" engines to pull the rest from the escaping module. I don't know if it plays role.

    Hitting X is not an option because I need my escape engines to pull me out of the mess. I even wish there was an action to put throttle to the max because now I need to be at full throttle for the abort sequence to work correctly. Looking for two keys to press in sequence in tight situations is not very comfortable either but I guess it's the best I can get. And using custom action groups to manually perform the last two stages is probably good idea.

    I will try to collect and post my craft file when I get back home because I really wonder what I am doing wrong. If it works for you it should work for me, too.

  9. I have three problems with using Abort sequence on my ship.

    Things I have put into it are: deactivate all main engines, undock the last stage, and activate engines on that last stage. My problems with it are:

    - when I execute the Abort sequence, the disconnected stages don't disappear and to disconnect from my escape engine and deploy the parachute I need to go through all stages in order. I can even hear how these stages are executed on the distant already disconnected ship. This takes priceless seconds as sometimes I need to deploy the chute really fast.

    - it does not deactivate main engines although they are still connected to the ship. Apparently it goes to undock the last stage first and then it cannot deactivate those engines because they're not connected anymore. I tried to change order of actions in the Abort action group but the game seems to insist on setting up the order on its own.

    - my abort sequence includes activating four engines (added through 4-fold symmetry). When I disconnect the bottom part of the ship in VAB and connect it back again, the abort sequence gets screwed up and only one of the four engines activates, making the situation even worse. The matter is, this is a cargo ship with crew module at the top, lifting stage at the bottom and the cargo in the middle so I need to disconnect the lifter every time I change the cargo.

    Is there a way how to get rid of disconnected stages?

    Is there a way how to set up correct order of executing of abort sequence actions?

    Is there a way how to avoid getting the action group screwed up?

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