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*Aqua*

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Everything posted by *Aqua*

  1. Hello! After adjusting a parts position or rotation I usually try to copy'n'paste that part to attach it to another place on my vessel. Unfortunately I often forget to activate the 'Place'-gizmo again and instead of duplicating that part the translation arrows or the rotation circles appear. -> I suggest that [Alt]+left mouse click always duplicates the targeted part(s) and auto-activates the 'Place'-gizmos no matter which gizmo is active. Also when setting action groups the translation arrows or rotation circles appear on the selected part(s) when the correspondent gizmo was active before. It sometimes happen to me that I accidentally offset or rotate parts in that situation. -> I suggest that gizmos are deactivated while the action group tab is open. Regards *Aqua*
  2. Afaik all crafts which want to dock at the ISS are 'captured' with the arm. I believe the reason is that otherwise you need to use thrusters firing towards the station to slow down. Of course that's a bad idea. I wonder if they grabbed the Space Shuttles too. They were quite heavy.
  3. Looks like someone tried to photograph a carpet up close but didn't use a macro filter. ^^
  4. Why should a mod author support x64 if there's no current official release? Just because there are some players who somehow got x64 KSP working? You can't dictate mod authors what they should do. You either accept their mods as they are or don't install them. Something else will cause the mod authors to keep their mods private or only publish them to a small group of people.
  5. Did you ask him how his brother Jebediah is doing?
  6. @GrafZahl The problem is IR parts need to be attached in a specific way on a vessel. The model rework mod shows it in an easy way. The small arrows show where the base of that part is. If you dock two crafts the root part of the vessel can change. If you got into a situation like I built in this screenshot one of the joints will be oriented the wrong way and thus not work correctly anymore. Sure you could 'simply' rotate the joint in the right orientation and reattach it to the vessel in the plugin. But it's very likely to provoke the kraken that way.
  7. KER displays Earth time instead of Kerbin time in the 'Time To Node Burn'. Is there a way I can change that? Edit: Also it has problems calculating the correct TWR for Karbonite propelled engines. The number goes crazy whenever I change my orbit. I even saw values >100,000.
  8. I looked into the source code and I think it doesn't do complicated stuff. The major problem still is that there's no license. Without it only the mod author is allowed to modify anything. A MM patch definitely isn't enough to fix the mod. Unfortunately the mod author isn't active in this forum for almost 2 years. The chance is very slim that he'll return. Maybe you can ask him somehow through Dropbox to add a license.
  9. Gimbal in this context is the ability of an engine to change the direction of the exhaust flame. Gimbaling starts at about 0:40.The Space Shuttles engines could do this too. I think they have the highest gimbal range of all rocket engines. There are several factors which affect the agility of a plane: - having engines with high gimbal to increase control authority - medium to high TWR to get you out of stalls fast - lots of control surfaces to increase control authority - high wing area stabilizes flight, provides lift at low speeds (= less stalling) - low weight to improve effectiveness of control surfaces and increase TWR - CoL should be right behind the CoM or your control surfaces have to fight the plane's mass too much Control surfaces should be placed where they make sense. In most cases this only means to not place them near the CoM because there they'll be less effective.
  10. Does it care about gravity and particle type? Fine sand and low gravity would cause bigger and longer lasting dust clouds I believe.
  11. @Razhan The map doesn't need to look like the one in the game. A display similiar to RPM is more than enough. That one only shows the planet as a circle and your vessels orbit as an ellipse. More importantly it shows all the orbit data. You don't have to come up with fancy graphics! Edit: Here are some examples if you don't know RPM. If you can show some of that data on the second screen it would be amazing! left: orbit display middle: navball upper right: vessel data lower right: resources/fuel far right: altitude log white circle: ground grey circle: atmosphere turquoise ellipse: current (sub)orbit
  12. @hieywiey I believe you have to add IR parts to your vessel before you can open the IR window. @Perry Apsis You could put KAS winches + attached magnet/grabber on your IR arms. Or use the magnets and grabbers without a winch. But watch out when using winches in space! It's very difficult to not accidentally spin out of control. I think the Kraken attack when using docking ports the wrong way is a limitation of the game engine. There are other mods like USI Kolonization Systems which suffer from similar circumstances.
  13. I would be more interested in a map view on the second screen. That way I don't have to switch between flight and map. ^^ If you could can display something like a RasterPropMonitor screen (or several of them) go for it! That would be really useful.
  14. You can always install mods manually. You don't have to rely on CKAN.
  15. Why would that be hard? They all learned it in school.
  16. Try to move the center of mass a bit further to the front / move the center of lift a bit more to the back. It will cause the plane fly more like a dart (= more stable). You can also lock the gimbal on some of the engines. This will decrease control authority causing SAS to oversteer less (= more stable). If the plane wobbles use more struts. Struting the outer engines to the monopropellant tank should eliminate most of the wobble. Also remove the radial intakes. They cause too much drag compared to the amount of intakeAtm they give. Air hogging doesn't give benefit anymore.
  17. Or an inverted comma (100'000) which adds more confusion.
  18. 1.0.4 only fixes a problem if when loading a 1.0.3 vessel with a heat shield.
  19. > Rock-stable. Not a flinch. Congratulation! You are one of the few player who don't have problems with KSP x64. But there are a lot more players (like I) who can't run that without a lot of problems. > Why can't mods be released without tools to stop it from working on x64 versions? Because modders don't want to run after bugs in the Unity Engine. > Why can't you guys just say in big bold red letters: please don't ask support for x64 versions? Because some users don't read that. For example in the FAR thread you still stumble upon players which try to use that mod in KSP x64 and complain that it doesn't work, not knowing that it disabled itself. > Why the hate? There's no hate. It just that the modders feel bugged by stuff they aren't responsible for.
  20. Then send an email to the support: support@kerbalspaceprogram.com Edit: Don't do it. Read sal_vager's post.
  21. @SuicidalInsanity Do you have plans for a ramp? I always wondered how I can safely deliver stuff. Yep I could just rotate the cargo part to open downwards but that also means I have to make sure there's enough clearance. I somehow have the skill (aka luck) to make a mess by either blowing stuff up on drop or getting stuck with the gears. Also some KIS inventory parts would be nice. You could take the service compartment and science lab and change the texture a bit. No need to come up with completely new part models.
  22. @lo-fi I always wondered if we can get access to the current dev version. I've no problem compiling the source myself. I just wonder how you did some things.
  23. Are you sure you scanned the whole surface with every sensor on board? The sensors have different FoVs. Switch through all the maps in the big map window. Also I'm not sure if you can cover Kerbin's poles @ 78° inclination. That might not be enough. To make sure your satellite covers everything bring it into the lowest possible orbit (don't go too below the sensors' minimum range) with an inclination of almost 90°. Also make sure that this orbit doesn't resonate with Kerbin's rotation or you won't cover everything.
  24. I have the Steam version. And I guess every GOG user doesn't have access to 1.0.3. Just wait a few days.
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