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Claw

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Everything posted by Claw

  1. Hi, and welcome. I hope that you enjoy your time on the forum.
  2. Hi Arron, and welcome to the forums! Hope you enjoy your stay.
  3. These are all valid points. Well, I suppose the comment about looks is an opinion, but engine concerns and cround collision is a concern given the size and flex that may be encountered. Actually, quite the opposite. High mounted wings are inherently more stable (even in KSP's basic aero model) than low mounted wings. In fact, if they are too high then the aircraft can be overly stable, making it hard to maneuver. If you look at something large and high wing (like Fred the C-5 there, or a C-17), the wings are also angled slightly down (adding instability) to offset the high wing. While if you look at a low wing large plane (like a 747) the wings are pointed slightly up.
  4. Hmm. I think I am inclined to agree about the dV calculations. While it was initially fun to build a spreadsheet and calculate some dV for my ship, it lost some appeal after a while. Especially when the build starts getting complicated. I did find it fun initially to flail around a bit, attempting to build rockets with enough fuel to get anywhere. But I certainly felt like I needed to understand dV calculations a bit better to actually design with a purpose. But that's just me. While I proved to myself that I CAN do the calculations, I find it more enjoyable to spend my time on other aspects of my gameplay and let MJ sort out my required math. I think if this data were available in stock, I would uninstall MJ. (Although the auto-ascent is nice after the 10th launch of the day. )
  5. If your ship had plenty of fuel to land on the Mun and make it back to orbit, then you can comfortably launch a second one as a rescue ship. Just make sure the capsule is empty and that you have a probe core attached somewhere, with enough batteries and/or solar panels. You can always jettison it after rendezvous and Kerbal transfer. If your Mun lander has science on board, then make sure you grab that when you transfer your kerbal over. Right click and "take data" from all your experiments and the capsule.
  6. That thing looks like it has plenty of engine, power, and torque to dock without any RCS help. Give it a go! Looks fantastic for a first craft.
  7. I will probably download it when I get my computer back, but in the mean time: As always, Nice Job! Are you able to upload another pic or two of just the lifting body? (Like maybe from the top front.) It's hard to see the details on the spine and belly. Again, nice work.
  8. That commentary... Haha, I watched that twice just for that.
  9. For the texture bug you guys are talking about, it's some problem with Unity not loading all the resources, and it also happens from time to time in vKSP. It happens when you come back to Kerbin from a distance away and the higher resolution textures don't get loaded. It might be worse with mods, but it might not. I don't think that has been sorted out at all. I'm not sure if that's the problem you ran into, but it's a possibility. As Streetwind said, the fix is to quicksave and quickload. You can do this high in the atmosphere or just outside of it (as a preventative), as well as down low when you see a problem. I'd say it you could quicksave/load below 160km (because that's where textures are supposed to load), but that hasn't been confirmed. Also, as Streetwind said, you need to be aware of your parachute state. However, if you must quickload/quicksave when it's already fully deployed, you can find a savefile fix that will allow you to quickload to a restored chute in this thread: http://forum.kerbalspaceprogram.com/threads/77327-20May-0-23-5-Issues-Fix-Crashes-Decoupler-EVA-Career-Save-Won-t-Start-more
  10. Yes, I can confirm Red Iron Crown's statement that it's at 0.01 atmospheres. I didn't double check the numbers but they seem reasonable.
  11. The view centers around the CoM (or something very close to it). I don't believe this can be changed in stock (not sure if there's a mod). What you can do though is the middle mouse button (as mentioned). Click and drag changes the angle of the camera. However, it doesn't reset the "centered on part."
  12. I don't like the current ordering, but I sort of like this game mechanic. If a user really cares and takes the time, the entire ordering can be managed directly. I'm not saying that I necessarily like having to rename the directories, but I like the fact that I could organize my list my parts together by size while another user could organize by type (engines together, decouplers together, etc...). Filters would work here too.
  13. This shouldn't happen with stock KSP around Kerbin, because anything below roughly 23km and out of physics range gets deleted. (Unless you are using mods or are talking about somewhere besides Kerbin orbit.)
  14. Yeah, this is what I do over time. Every so often when I'm in the tracking center, I manually "deorbit" any debris on a (what should be) decaying orbit. I've followed enough debris around the planet/atmosphere to know what happens, but some people still like to watch it come down.
  15. Nope. It's an "easter egg" called cute chutes (or tiny chutes). It happens when you quickload in the atmosphere with the chute deployed. If it's semi-deployed, it will fully deply at the correct altitude. If it's fully deployed, then you'll smash into the ground. See this thread for how to fix the save file if needed. The fix will allow you to quickload if you need to. http://forum.kerbalspaceprogram.com/threads/77327-20May-0-23-5-Issues-Fix-Crashes-Decoupler-EVA-Career-Save-Won-t-Start-more It will supposedly be fixed next update...Maybe
  16. Welcome! An unfortunate number of Kerbals have given their lives for the sake of exploration. Fortunately they are also quite hardy and will reappear when you aren't paying attention. Good luck and enjoy!
  17. Sometimes a big dose of caffine and a full night's KSP will fix you right up! (Or make it worse. I'm not sure which.) In either case, welcome aboard!
  18. Nice football game! Glad to see you on the forums after all this time. Hope you enjoy your stay.
  19. Haha. Welcome Walzak. Don't forget to tend to the family once in a while. Hope you enjoy your stay!
  20. If they have grabbed on via the center docking port, you can undock that center port. Then rotate the sections so the ports all line up (keep the whole section close). Quicksave and quickload. That resets the ports and ant the ship will redock. If you get it lined up well enough, it will hopefully multidock.
  21. Okay, perhaps I should break the problem down differently. If this is your problem, then you need to change your game resolution. In the main menu, go to settings, then graphics. Change the graphics resolution to match the aspect ratio of your monitor. If you're going to use full screen, it's easiest to just make the game's resolution match your monitor's resolution. No, a completely separate issue. If you are going to use full resolution (separate from full screen), then I recommend running in full screen OR borderless window mode. If you followed the above paragraph (match the game resolution to your monitor resoluton), then your aspect should not be all stretched when you use full screen mode. Borderless window mode can be done in windows by making a shortuct to KSP.exe, then edit the shortcut properties and add -popupwindow to the command line. So it should look like "C:/Games/KSP.exe -popupwindow" (except without the quotes). The short answer is possible graphics glitches and crashes during scene change.
  22. Yeah, Taki is getting at fixing the problem for the control orientation. The other problem is that the default rover movement keys (for the wheels) are the same as the torque controls (roll/pitch/yaw) in the staging control mode. So when you press W to move forward, you're also appling a "pitch forward with torque" command. There are a few ways to fix it, depending on your preference. 1) Disable the torque modules via the right-click menu. (My least favorite option.) 2) Use the staging control mode as Taki suggests. 3) Remap the rover (or torque) controls so that the keys aren't the same. (My personal choice.) I became used to having separate controls. What is nice about that (once you get used to it) is that you can separately control the wheels and the torque to get some amazing rover control. Other things that tend to help rover stability: - Disable steering on the rear wheels. - Disable brakes on the front wheels. - Leave the SAS on (but split the torque control from rover wheel control as discussed). These things all become more apparent under the lower gravity... Good luck, -Claw
  23. Yeah, like Taki said. You want the resolution settings. The UI setting simply changes the size of the graphics in game, but not the size of the window itself. I would also recommend that if you are going to run the game at the full resolution of your monitor, use full screen mode or borderless window mode. Running full resolution in window mode seems to cause problems with 0.23.5.
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