-
Posts
568 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Signo
-
I experienced the issue mainly @KSC, usually I do not send to Eve flawed rovers.
-
I experienced the shaking just with rugged wheels and often this is tied to the rover non going straight. While driving under 10/12 m/s the rover simply tends to go left or right, after 12/15 m/s one or both of the wheels start shaking like a kraken SAS attack is happening. I had a very close look at it several times, it looks like the wheel is pushed/pulled faster and faster left to right. The faster you go the worst the shaking. In the worst cases I managed to lose the wheels during the first 50m of the ride. And really, there is no apparent meaning for the shaking cause it is not a matter of "heavy load" or misplacement. Moreover, if it then works w/o angle snap, I think the issue should be angle snap itself. I might even be able to reproduce the issue at will. I'll check it.
-
I experienced the same issue on wonderfully straight flt tanks.
-
The problem was angle snap. And I found the same angle snap problem several times while trying to stick wheels to my rovers. W/o angle snap my rovers are fine, they go straight, they are even fun to drive. So, I'll stay without it, cause it is good for Jeb's health.
-
It is not an issue of mine Not anymore, at least.
-
yes, I mean angle snap. I do not know the correct name for it (it might be something like "squared angle snap" opposite to "round angle snap") but the icon for it is hexagonal. When I used to place the wheels, 90% of the cases being the front ones, with the "squared or hex" angle snap I often experienced shakings even if everything looked perfect. Going back to the SPH/VAB and placing the wheels in the same place but with the "round" angle snap was enough to solve the issue. I hope I was clearer this time.
-
Hi, I made one just yesterday and the sepratrons angle really depends more on what the sepratrons will fire on. I incinerated the central tank a couple of times before finding the good angle.
-
I experienced some shaking too even if I had the correct pointing end on the navball and I was driving in docking mode. To me it was an issue of angle snap. With "hex" angle snap the shaking is present.
-
Hold "Alt" while placing the part. It will stick to the connection node.
-
Hi, if you assemble it in space a puller is definitely better, but if you make just one single big launch you can afford a pusher too. Moreover, the heavier the ship the less strict you are with "simmetry". I made quite a big asymmetric pusher myself where I usually have very different radial loads.
-
Hi Booly, this is my first submission for 0.90, this time with Ions, I hope you've got enough pictures to judge. It is a common KSC to KSC, nothing fancy even if the plane could go a lot farther (well, Dres being the only real body you can vertically land on and come back). It is supposed to be a "gadget" of my interplanetary transport, that's why you've got a docking port but no RCS at all, I use tugs on that; moreover that's why I had a target weight (8t) and width, to fit it on the radial pylons. Hope you like it. Data following: Sunbeam 090 - 7.337t - 1 Turbojet, 4 Ions, 1 crew - capable of double Kerbin ascent (and safe landing) and 5300+ d/v @ a lame 0.13 TWR in vacuum. Nevertheless it is a lot of fun to pilot into the atmosphere.
- 3,145 replies
-
- spaceplane
- k-prize
-
(and 2 more)
Tagged with:
-
Share your experiences with the parts hitting building bug
Signo replied to Commander Jebidiah's topic in KSP1 Discussion
Same here. I collided into the VAB while flying at 9000 or so meters but KSP was running for too long w/o restarting. -
As far as I know this Downunder one is a Mirage III.
-
Erasing strut connectors in VAB
Signo replied to ROXunreal's topic in KSP1 Gameplay Questions and Tutorials
+1 To add my little bit, if you hate them from the very first beginning they stick on your craft kill'em with ctrl+z. -
Nothing to be sorry about I think, as long as you are aware. I hope you will host a succesful challenge.
-
This sounds a little bit like a fancy "Jool-5". Did u check that?
-
Symmetry building issue with Mk2 bicoupler
Signo replied to Signo's topic in KSP1 Gameplay Questions and Tutorials
Usually I deal with this with a kind of "versioning" while building. There are times that it simply works with no apparent meaning. Well then, I'll wait for a few hours just to see if there is any other valuable option and then I'll switch the thread to "answered". -
Symmetry building issue with Mk2 bicoupler
Signo replied to Signo's topic in KSP1 Gameplay Questions and Tutorials
I tried that, the symmetry issue goes then to the wings that do not want to snap on in mirror simmetry. However I found this kind of symmetry issue dating back at least to 0.23.5 when you merge mirror and radial symmetry. I used to do that with subassemblies before 0.90 and the issue was present even if slightly different. -
Hi, to exploit the most a single launch to Eve/Duna in my current career I designed this tier-7 model that can carry 2 orbiters and 2 rovers to the target SOI spending just 75k per launch. Then you can fulfill all the "send data from" contracts, not to mention the first "explore" contract. I had a very good ROI from stuff like this.
-
I had the same issue and I solved it building with a different angle snap. With "hex" angle snap I had the issue, with "round" angle snap the rover went straight.
-
0.9 Campaign. I need tips from the pros!
Signo replied to Mister Kerman's topic in KSP1 Gameplay Questions and Tutorials
Well, based on my lonely career game (moderate), first of all I made around 90% of my launches using SRBs for the ascent to start saving. Then, the best way to me to aim for cash are sats, outposts and stations. I think the most important mission for the program until now was the first sat contract I got that allowed me to upgrade the R&D to lvl 2 upon completion. I made this one with a Stayputnik, so that's why I underline this one. It was the most challenging in terms of piloting. I did not leave Kerbin SOI until now while bringing back just one soil sample from Mun and I was able to fully unlock tier 7, so I suppose you can fully unlock the tech tree w/o leaving Kerbin SOI. I used the "r&d outsourcing" strategy at first that I soon abandoned for cash generating strategies. So, more or less that's it. All my outposts and stations are "unmanned" cause Oktos are better pilots than a freshkerb.