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Showing results for tags 'deploy'.
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For a few days now, I haven't been able to deploy solar panels. If I right click them, nothing happens. If I go to action groups and select a deployable solar panel, there's no option to deploy them. If I right click ANY solar panel (even the ones that aren't deployable), nothing shows up. HELP!!!!
Deploy those tail fins!
NewtSoup posted a topic in KSP1 TutorialsI've often wondered what the deploy function was for on winglets and tail fins. They didn't seem to have much use at all. So I've never, ever bothered binding that function to an action group. This is my current "Science Plane" - It's got an octo for stability control - a load of science bits a couple of engines and two tail fins, the reaction wheel is not necessary, I just like it for making "on the spot" turns instead of faffing around taxiing in a circle. Its ugly but it flies pretty well and it does the job. The wing section at the front is for a kerbal to stand on when they climb out of the cockpit. As long as you are doing less than 80m/s you don't get blown off the wing. Though I wouldn't recommend "let go" or "climb out" or you will disappear into the distance which is why everything can be reset from the cockpit door - no the wing is to stand on to take surface samples when landed really. Anyway back to my point - I've always had to slow down to do EVA's in flight and to reset the science stuff. This has led me to wish I had air brakes. Today though I thought "I wonder?" so I went back to the SPH and bound the deploy function to RCS toggle because I only have basic action groups available right now. Lo and Behold a PAIR, you must have 2 or things will go very bad for you, a PAIR of fins turn in on each other and produce a massive amount of drag working just like an air brake!. This resulted in my first ever successful landing at the abandoned island air field. As you can see the tail fins are turned inward this allows me to really control my speed on approach to a runway and indeed on the runway itself to aid in braking. I would highly recommend this kind of setup (2 fins or winglets ) to anyone making planes because it's just so useful. The first deployables you get are in Aviation ( Tail Fin ) and Flight Control ( AV-8 Winglet) - Obviously you need Aviation for making planes anyway but there may be a use for deployed winglets in aerobraking maneuvers.
Cant Deploy Solar Panels
crash087 posted a question in KSP1 Technical Support (PC, modded installs)Im not sure whats changed since i last played on 1.2, but i updated all my mods, and for some reason i cant deploy solar panels. I can click on them all day long and no window shows up, and even when i go into actions in the VAB and select them, theres no option to deploy them, just the panels name, zero options. Did the way the work change, or is something broken in my game?
Leg and Landing Gear: Deployment Speed
dunebugmi posted a topic in KSP1 Mod DevelopmentAnybody know how to slow down the landing gear and/or landing leg retraction and deployment? I've been trying to make a crane that is several stories high, that could roll over to and above a typical 2nd stage payload height. I resized some of the landing gears and landing legs, but noticed that their resized angular animations move at a very speed. The result is whatever they are attached to hurling through the air whenever deployment or retraction happens. For Squad's landing legs there is a parameter for landing leg deployment speed and landing leg retraction speed. However, altering the retraction speed parameter has no effect.