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Karretch

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Everything posted by Karretch

  1. With the death of KerbalStuff, could we get an alternate source? At least until its replacement SpaceDock has stabilized.
  2. No idea. As far as I can tell nothing else messes with these stats, but who knows if I overlooked something. Maybe it was just a craft or install conflict, but as soon as BBT was removed RT autopilot worked.
  3. There's an issue with compatibility between this and RemoteTech's flightcomputer, you might want to have a talk with the people over there to sort it out. The issue is that node execution using the flightcomputer is burning after reaching the node instead of half before/half after as it should.
  4. CKAN has an issue with it not being "updated" and giving "module not available" reports trying to install an unrelated mod. If this still works, can we get a kerbalstuff/CKAN compatible-with-version update?
  5. Apologies if it's been answered before but search functions suck. How does AI combat in space work if at all?
  6. I figured remote tech would be separate but thank you very muchly.
  7. Apologies, but I'm a bit confused as to which download link to follow if I want all the things; color, tilt, plu-kha. Is that the "full download" one? Sometimes it's hard to know when you always second guess things and have to be dead sure.
  8. That visual really helped. Also ksc123's explanations helped with the way I take info in. Still having trouble with constant pitch bouncing w/ sas on and nose diving with it off
  9. I know what the numbers mean (roughly), thanks, and I'll have a look. I was asking along the lines of "what have I done that makes these numbers good"
  10. I think something was lost in conversation. I gave that high alt thing as saying I've never gotten a plane above atmos ever so I don't know the advanced tactics for building. I'm not trying to go for height at the moment. I just want to be able to make a simple one engine plane that can fly level and take off under 100 m/s. I want to know how to build these planes but the interface is so user unfriendly for me that I can't make heads or tails except green is good. WHY is green good? What about X placement of Y makes the planes work? I want to have more challenge (or ease depending), but this is like asking a fish to sing for me
  11. Yeah, but I'm playing a hardish career, I've only unlocked the mk 1 fuselage, and I can't afford to keep crashing and killing pilots
  12. I have before I posted here. It still doesn't help. To explain my severe lack of experience and knowledge, for all the stuff I've seen and watched, all my play time has never taken me out of the Kerbin system and I've never made a plane capable of reaching and staying over 20km stock. I'm sure I'd enjoy this mod for all the benefits it has (which is odd because I have used this before long ago with little trouble), but there's so little easy to find step-by-step explanations for those that have trouble just reading numbers and graphs and their correlation to the plane.
  13. I tried this, I can't handle it. New career mode, can't for the life of me make a small plane just to do surveys that won't nosedive or bounce. I have no idea where to put wings, no idea where my CoL is, and I have no idea how to read most of the charts.
  14. That debug thing'd be useful if I could zoom in further with a higher resolution.
  15. For those not in the know, landings and splash downs in any biome give different science. Onto the question: Anyone know precise locations to get water landed science? Pictures would be preferable but if good directions can be given that's fine.
  16. KerbMav, if you look at the picture of the original post you see that I have two different entries for surface samples and ground EVAs. The two surface samples have separate diminishing returns. Therefore, while possibly a relic accidentally left in, there is more science to be had and I want to know how to accomplish both as easily as possible as I can't figure it out.
  17. I understand that all, the point being I'd like to milk this for as little as it has, being two separate fields the game recognizes. For the two times only I hit the water it gave me a different surface report so there's still stuff to get from each. I just don't know how to replicate how to get the different kinds as I've not had the time to play much the past few days. I came here hoping someone knew and shall hope still someone does.
  18. From what I see, and I've apparently done each one, there IS a slight difference in science yield. And since both are separate sciences (possibly accidentally left in) to be able to do both to full potential would be nice but I don't know how.
  19. No, I mean the waters of Kerbin have a landed and a splashed version both. Not splash only on water.
  20. Shouldn't have forgotten about this. What I mean is that in the science archives there are two types of surface sciences that can be done, landing and splash.
  21. What's the difference and how are they achieved? (splash is a bit obvious but still) Edit: What I mean is that in the science archives there are two types of surface sciences that can be done, landing and splash. Edit 2: Kerbin's water has both a landed and splashed surface science. Not landing on land vs splashing in water. Landing and splashing both in water. Edit 3: Picture showing what I mean. If you look closely, good example the last two, it shows 2 surface sciences. One from splash down and one from "landing" in water
  22. Is there a min and/or max altitude for doing certain experiments? For example, in both my .23 default and modded games (I may have screwed something up in making folder copies and modding but that's why I'm asking this first) what should give results flying low over grasslands says "flying at Kerbin" or whatever the non-biome specific message is, specifically the materials bay for the default and both goo and materials bay for the modded.
  23. Are we both talking about pure rotation, as in the q and e key type? Because I'm not sure I said that properly. If so, I'll accept that my limited understanding was wrong.
  24. While I use 3x as well, I think I can probably explain better what that person meant. Imagine a triangle. Everyone initially imagines the axises landing dead through all of the points on the triangle. However that's not always the case. Depending on how the rocket is assembled and oriented, assuming the usual 90 heading it is possible to have 1:2 ratio falling on one side of the rocket. First we have to imagine that first triangle with a cross super-imposed over it, the center of the cross on the center of the triangle. For simplicity sake we'll only focus on the vertical line which for this example will always represent gravity. Rotate the triangle 90 degrees either way and you see the problem, you have two points on one side of the vertical line. I've experienced the problem since I'm relatively new and don't think about it when building but when performing the gravity turn in at least atmosphere the craft rotates and makes it harder to manually correct heading. Careful planning, however, won't leave you with the problem tho if you align the triangle to have one point with the gravity axis during the turn.
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