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Everything posted by Claw
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No, you just have to look at the pictures to infer his question.
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I thought it would be nice to make something like a procedural probe core. Something that you could add more battery power, torque, etc... (up to some max) and it would scale mass automatically. Same sort of idea with a science module. Something that allows the tweakable inclusion of the small science parts. Sort of gets around the balance problem while still forcing design choices and mass considerations.
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I'm guessing you brought the rover over from the SPH? I haven't seen it quite like this before. You can try to exit out to the menu and back in (or a complete game restart) to reset the symmetry. Also, you can move the rover between the SPH and VAB by making it a sub-assembly. That will help keep the file from retaining the "SPH" tag. If you want to just edit the file, open the .craft and change the "SPH" to "VAB"
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MJ counts some parts and not others. A lot of the parts listed above changed in the last version (0.23.5). I'm also guessing it's to help with balance. Although my thought is that the mass of things like science parts is so light, it doesn't really effect big designs anyway. And for small probes, part of the challenge is to manage placement of those small pieces. So having no weight makes designing small probes almost a non-consideration.
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There are different size classes, and variable weights in each class. The size is generated in game and the model is scaled to match. So I wonder if impact tolerence is scaled too...
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Hmm. Well I don't use B0 or Procedural Wings, but since nobody has responded yet I can try to help. You might get some quicker answers posting directly in the B9 or Procedural Wings threads. In any case, my first question is are you able to build/fly stock airplanes? As goofy as it sounds, perhaps your flight controls seem backward because your keybindings are messed up. Pushing the up arrow key should cause your nose to go down (trailing edge of the elevator down). When you say "ailerons are inverted from the elevators," Do you mean that the ailerons go trailing edge up when your elevators go trailing edge down? I'm not sure if there's a tweakable to invert those, but you should be able to simply tell ailerons to not deflect at all when pitching. And tell the elevator to not deflect at all when rolling.
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How are flags oriented when planting them?
Claw replied to ArmchairGravy's topic in KSP1 Gameplay Questions and Tutorials
So I went ahead and gave this a try myself. Although I don't have any fancy pictures like Kasuha... I planted all my flags around the starting launch point on the runway. Every single one of mine was pointed North-East (30 to 45 degrees) or South-West (210 to 225 degrees). It did not seem to matter where my guy was around the ship or which way he was facing. Sometimes he would turn left, sometimes right, but always to within that 15 degree window. -
How are flags oriented when planting them?
Claw replied to ArmchairGravy's topic in KSP1 Gameplay Questions and Tutorials
hahahaha Anyway, I have noticed what Kasuha pointed out, where the kerbal plants the flag away from himself. Although they sometimes unpredictably move, I find that the flags don't always go north/south. After a try or two, I can usually get the pointed the right direction. Although upon looking at your picture a second time, I do find it odd that the north/south is consistent between the two locations... -
If you're using the numeric keypad, then that's exactly your problem. However, in case it wasn't exactly clear in my post, you can actually still use the numeric keypad. After you remap the keys as I listed, turn OFF the NUMLOCK on your keyboard. Then you can use the numeric keypad for 90 degree rotations, and SHIFT + numeric keypad for fine rotations. (You're actually remapping to the arrow keys, but when you turn off NUMLOCK, you're telling the keyboard to use the arrow key part of the numeric keypad, instead of the numbers.) If you have any other parts of the UI mapped to the numeric keypad (such as docking or steering), you might want to remap those too. That way you don't have to keep turning the NUMLOCK on and off when you leave the editor.
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[spoilers] What the heading to the second KSC?
Claw replied to goldenpeach's topic in KSP1 Gameplay Questions and Tutorials
Yes, head about 290 to get there. Tex is also right about great circle routes, but it's confusing till you have to deal with it. That's why I thought it was easier to just hand over a picture. -
This was posted before and has been reported as a bug. However, the post below clams it's an easter egg. I beg to differ, but it hasn't been addressed yet. http://forum.kerbalspaceprogram.com/threads/74760-Parachute-bug?p=1068642#post1068642 edit: bug report http://bugs.kerbalspaceprogram.com/issues/2326
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[spoilers] What the heading to the second KSC?
Claw replied to goldenpeach's topic in KSP1 Gameplay Questions and Tutorials
Here, this may answer it for you. The west end of the blue orbit line is where KSC2 is. Heading is on the navball. -
Usually when I see lefties post about remapping the keyboard, they are putting WASD on the numeric keypad arrows. If that's the case, it doesn't work so well in the editor. I think windows (or maybe the keyboard itself) treats holding SHIFT and pressing the numeric arrow keys as if you're using the regular arrow keys. So you're actually inputting arrow keys, instead of SHIFT-Numeric Keypad. Unfortunately, you can't remap the SHIFT-ROTATE function in KSP. At least not as far as I've been able to find in the settings.cfg. (Maybe there's a plugin?) What you can do is remap rotation to the regular arrow keys (instead of the numeric keypad) and the roll rotation to HOME and PGUP. Then turn off your NUM LOCK and enjoy. (You might have to shuffle a few other key bindings depending on what else you did.) EDIT: I forgot, you can also remap your numeric pad arrow keybindings with the NUM LOCK off instead of doing the arrow keys. That will make sure sure it's taking the correct keys. For example, your VAB / SPH keybindings should look like: Pitch Part Down: UpArrow Pitch Part Up: DownArrow Yaw Part Left: LeftArrow Yaw Part Right: RightArrow Roll Part Left: Home Roll Part Right: PageUp You'll have to remove PageUp from "Scroll View Up" in that same section.
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My ships rip themselves apart in orbit???
Claw replied to Kennedy988's topic in KSP1 Gameplay Questions and Tutorials
Pictures would be incredibly awesome. You can use an image hosting site like imgur.com To take a picture, press F1. Then go to your KSP/screenshots directory and drag/drop the picture into imgur. When you click on the picture, copy the one called "BB Code" (surrounded with IMG tags) and paste it into your post here in the forum. Also, you can put your craft files up on pastebin.com -
10 million threads .... one question
Claw replied to Evilredqueen's topic in KSP1 Gameplay Questions and Tutorials
You are correct. The order doesn't matter. The rest of my comment you quoted was about debris. What I was meaning to say is that components that broke off as debris (such as goo containers) can still be recovered and yield science. If you terminate them, the science is lost. -
Space Plane Reentry issue
Claw replied to Redwizard000's topic in KSP1 Gameplay Questions and Tutorials
But don't forget that completely full or completely empty may not be your worst case (most aft) CoM location. You can also get creative with fuel lines, or lock out certain tanks from feeding during flight to control the CoM. There's also a fuel balance mod call TAC Fuel Balancer. I've not used it, but I know several people have. I don't know if it's 0.23.5 compatible. Parachutes and Zeppelins are also an approved Kerbal solution. -
This is probably the most "appropriate" solution and will likely work even if the aerodynamic model suddenly changes. Just about any of the other suggestions would work as well. As Maximus said, reality dictates you should gradually do your gravity turn. However, KSP doesn't yet force that on you. That being said, if you have a lot of wing surface up top you'll want to avoid large, sudden pitch changes. Especially if you have control surfaces (and not just wings) up top like those canards. There's a bug with the control surfaces that causes their lift to get absurdly high with excessive AOA. So if you only put wings at the bottom, you'll still have a lift imbalance when you put AoA on the rocket. You'll want some control surfaces down low too to balance it out.
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Extracting ship(s) from SFS
Claw replied to problemecium's topic in KSP1 Gameplay Questions and Tutorials
Rescuing ships from save files by hand is possible but rather difficult. Unfortunately you can't just copy and paste the section from the persistent.sfs. I've done it for smaller ships, but if your ship is complex it will take a long time. I'm not sure if there are any mods that can do it... Because he doesn't have the save file but wants it. The ship was launched and is not only in his save file. He said he built and launched another ship. So his autosave has been rewritten. The only other easy option is if you happened to save it as "Untitled Space Craft" -
Space Plane Reentry issue
Claw replied to Redwizard000's topic in KSP1 Gameplay Questions and Tutorials
Welcome to the world of space planes. -
10 million threads .... one question
Claw replied to Evilredqueen's topic in KSP1 Gameplay Questions and Tutorials
This also works for debris that has landed on Kerbin. The only difference is that you'll have to turn off the debris filter in the tracking station to see it. (Move your mouse to the top and click the left most button.) Also, if you have a science vessel that crashed and scattered parts, recovering them (not terminating) in the tracking station will also recover the science. -
Backspace should focus on your ship in flight. Unless you're in the tracking station, then backspace recenters the view onto Kerbin. Also, if you're trying to "Switch To" a craft and can't click on it (because of the same problem), you can simply double-click on it and the game will switch-to.
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Hah, that's really funny. I found that by mistake but always thought it was some sort of debug system. I was always too afraid to actually save/load using it. Thanks!
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You're not the only one. Give it some time to sort itself out.