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airelibre

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    Rocketry Enthusiast
  1. Thanks Claw, I just changed it to Available and everything was fine. They lost all their XP but I'm happy with that, I would feel like I was cheating if they came back as if nothing at all had happened.
  2. I think I killed Jeb and Val for good. On the missing kerbals page I clicked the x by their names, not knowing what that would do. I didn't click it for the other kerbals that were lost, and eventually they came back, but Jeb and Val have been missing for a very long time and I think I basically said that I don't want those Kerbals to come back. Although, I would have thought that the main 4 kerbals would always come back sooner or later on normal difficulty mode in career... Anyway, I looked at the persistance file, but it doesn't seem as simple as changing "Dead" to "available", because they also have flight records and their last flight obviously says killed. I don't want to change anything unless I can be sure that I'm changing everything I need to and won't be damaging the save file. Thanks!
  3. Thanks OP! I'm only just getting the hang of getting rockets to orbit again, despite being a fairly long-term player (over a year), but it feels good that at least I haven't experienced many of these problems in a while. Once I manage to wobble my way out of the atmosphere the old magic of the game comes flooding back
  4. Can't believe no one has done this yet. Val at Vall:
  5. Has there always been Tundra near the KSC? Seems a bit strange, considering it's on the equator...
  6. Incredibly easy. Nowadays I'm lucky to get past 5km without flipping over or losing control.
  7. Is there any point downloading this at the moment, if stock doesn't work? Does it just predict inaccurate trajetories, or are the problems more serious? I loved this mod before 1.0, hoping I can continue to use it.
  8. How come KSP runs straight away when I download the appropriate folder, whereas most games I have played require download and then a subsequent installation? (As non-technical as possible please, I don't know much about computers )
  9. Fortunately, when I reopened the game today, it worked fine. Maybe I should use the "turn it off and on again" rule before asking here in future.
  10. I'm pretty sure I could turn it when I launched it and set it up for a close swing-by of the sun. I left it for ~70 days and now when I've opened it again 8 days from periapsis, I can't turn the craft at all. When I'm not touching any keys it says that there is not enough electricity, when there clearly is: http://i.imgur.com/nCOx8Al.png and when I am touching one of WASDQE it says the reaction wheel are running but nothing happens: http://i.imgur.com/MKcWVfN.png Any ideas what has happened, and if there is a way of solving the problem? (Also the probe is facing the wrong way so I'm actually nearly 180 degrees off of the target. It's the only probe body in the craft so I doubt there's a way I can fix that)
  11. Is there any possibility of an asteroid coming into a kerbin orbit via a gravity assist from the mun, with no human/kerbal intervention? Would it be possible on rails or would you have to focus on it?
  12. You guys, ahem, if you look at the "craft" from the first post, you will see that it is a single piece, so no clipping or leaving the engines on! And again, losing speed due to the drag from the air was the point, I had the piece marginally in the atmosphere and I wanted it to drop down over the course of a night, but I believe that its orbit didn't drop as much as it should have​ because of the constant increase in periapsis and apoapsis which can only come from physics inaccuracies or a bug.
  13. Thanks for the answer, it clears up a lot in relation to my question. One more question, if there were a way to detect gravitons, would it be possible to detect gravity directly? I know next to nothing about particle physics, so humour me!
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