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Algomeysa

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Everything posted by Algomeysa

  1. so, from the above that hinted that the magic boulder around Ike may be back in 0.25 (but probably not), I'm in orbit around Ike. Do I want to be in polar orbit? What altitude? My assumption is that the magic boulder isn't back, but a comment above mentioned a squadcast that implied it might be back....
  2. Well, my friend pointed out that the 2013 Dragon Con Kerbals have a page where they detail How They Did It. In short, paper mache around a 75cm exercise ball. So I will try that!
  3. I'm thinking of going as a Kerbal to a Halloween party this year. As a template, these Kerbals at Dragon Con 2013 are pretty good: http://i.imgur.com/XBryUCr.jpg (As I live in Atlanta, I actually saw these folks in person at the convention). Although they're a little too green, or maybe they just photographed that way. Kerbals should be a bit more yellow-green, not quite Despicable Me Minion yellow, or Simpson yellow, but less green than that. What's throwing me a bit is how to do the helmet. I can get an orange jumpsuit, I can make the gloves and astronaut boots and alien head, but the helmet needs to have a manufactured look, solid curves rather than just some makeshift thing. Any suggestions?
  4. So an obvious thing I noticed in 0.25, the monolith nearest the KSC, in Default Terrain mode, is now about 3/4ths underground (in 0.24 it was fully visible). The other monoliths on Kerbin seem unchanged, as well as KSC2, Temple. The Mun Easter eggs seem unchanged (well, the 6 I've been to; I haven't been to the flying saucer or southernmost monolith). The Duna easter eggs seem unchanged; face still there, curiosity-cam visible on terrain HIGH, and the south polar pyramid still isn't emitting SSTV.
  5. Ok, thanks. That time I found it. I was about 645 meters off. And with terrain detail changed from DEFAULT to HIGH I can see it.
  6. Any idea why I'm not seeing it? I'm at 30 21 10 S 28 40 58 W
  7. I tried malfunction mike's suggestion of reversing the coordinates, but it wasn't there either. So, getting back to the S 30 21 08 W 28 40 58 position for the Curiosity-Cam That Doesn't Seem To Be there. If anyone wants to try my saved game and look for themselves, here it is: https://drive.google.com/file/d/0B5Jujeq-iKKvS045WFNoM2F0dkE/
  8. Heh, elsewhere I was given the tip that it wasn't visible unless terrain scatter was enabled, so I turned it on. That didn't seem probable, but I tried it. I'll try it again disabled. And I'll try looking for it in the flip, -28.66 south, -30.3 west, But I don't believe that's going to do it either; Kerbalmaps.com is usually pretty accurate on the coordinates of anomalies, and they have it at -30.3525 south -28.6828 west which specifically boils down to SOUTH 30 21 08 WEST 28 40 58 from the Kerbal-eye view. I've got Jeb there with a flag planted nearby and his rover parked about 250 meters away, and I can't see anything. Somewhat mysteriously, even though the slope of the hill doesn't seem that great, I can't seem to park a rover on those coordinates, it always, even with brakes on, slides down the hill about 250 meters.
  9. Well, someone else can't find it either, see the tail end of this thread. I'm wondering if this one vanished in an update (or, maybe like the SSTV one, is still there but "underground" where it can't be reached.
  10. Hmmm....I wonder which update this went away, if it's indeed gone.
  11. So I'm trying to find the Curiosity-Cam on Duna. You've got the coordinates here as Curiosity-Cam (-30.3 , -26.8), which differs by almost 2 degrees from what kerbalmaps.com has, which is more like -30.3, -28.66 (-30.3525 : -28.6828 to be exact). But I can't find it there either. I've got resolution set to full. Any idea what I'm doing wrong?
  12. Ok, like Mulder, I want to believe. I edited the settings.cfg file (there's no way to change this in game?) I changed PLANET_SCATTER = False to PLANET_SCATTER = True When I restarted the game and restored to my save, I see some distant rocks around. But still no robot arm sticking out. PLANET_SCATTER_FACTOR = 0.5 should it be something else?
  13. Well, darn. Similarly, I'm now at a spot where supposedly there should be a Mars Curiosity camera arm sticking out of the sand, and I don't see that either --- is that gone too?
  14. So, I'm Easter Egg hunting; I'm in Duna's south polar region, I'm at the area where there's a white-ish pyramid-shaped hill... (Yes, everything white-ish in the ice caps, but it's more so, the surrounding hills are more pink-ish). It certainly looks more unnatural than the surrounding hills, but not so unnatural that it looks like an artificial structure. From what I've read on the Internet, I was expecting to climb this hill and have the SSTV signal audio blast into my speakers. But it never does. What am I doing wrong?
  15. Thanks again for the help, all. As a result of...eventually...digesting all this, I got a lot better at orbital navigation, docking, and modifying .craft files. And I got my unmanned probe within 2 kilometers of the Kerbal Sun (Kerbol), but above the point at 1.3 kilometers where it vaporizes. I did notice ---- at that close to the Kerbal Sun orbits decay a bit each orbit, until the vaporization point. I wondered at what solar distance you had to be where your orbit wouldn't decay. Seemingly 3,270 kilometers is the sweet spot; below that, ship orbits decay a bit each time until you hit the Sun vaporizing point, above that, orbits remain unchanged by the approach to the Sun.
  16. Thanks again for the help, all. I succeeded in getting a space probe within 2 kilometers of the Kerbal Sun (but above the 1.3 kilometer point where it vaporizes). I did notice that orbits that close to the Sun degrade a little each orbit until spacecraft hit that vaporization point. I wondered how high a solar orbit needed to be until it was stable and would not decay. After a little experimenting, it seems 3270 kilometers is the sweet spot --- below that, solar orbits decrease a bit each time, above that, they seem to remain the same distance.
  17. Thanks all. It took me awhile to grasp this, but now I understand. I installed that SelectRoot Plug-In, and now I can make subassembles out of .craft files, and so decide which of two craft files to keep as the main one and make the other a subassembly. So.... in this instance, I'm using somebody's lifter rocket. I've installed a decoupler, and attached my space probe. The problem now is, there's a certain point in that lifter rocket's design where spacebar releases the final, empty stages... unfortunately, it insists on also firing my decoupler at that point, making my space probe depart in low kerbin orbit. I didn't even realize that happened the first time, I fired up the next batch of engines and escaped Kerbin into solar orbit, did some maneuvering, was about to release my space probe and....hey, where'd it go? How do I tell it to save that decoupler firing for later in the proceedings? right now, it's got various stages that release before that, then step 1 spacebar triggers final release of empty stages (this is where the space probe decoupler also fires, which is what I don't want) step 2 The next spacebar causes the "real" engines (not stages) to fire up. So ideally I want to make that decoupler firing step 3. Or even better would be to take it out of the spacebar sequences altogether, I can always just click on the decoupler and hit release.
  18. ok, I guess that's my difficulty. So far, the only subassemblies I've been able to create consist of one part. Say I've got my ion probe loaded in the VAB, got a decoupler under it. I'd like to save it all as a subassembly, but I don't understand how. I'd expect some sort of SELECT ALL or GROUP ALL. Instead, any attempt to drag the whole thing over into subassembly just results in that particular part over there, usually pulling that part out of the rest of the craft, like I'm playing Jenga....
  19. I guess I'm still not getting it. Let me try this example. I load a KerbalX rocket. I pop the parachute off the top of the capsule, because, hey, they don't need a parachute. I add a decoupler there instead. Now, I want to plop the saved craft ion space probe atop that. Basically, how do I bring two saved .craft files together?
  20. Let's say I have completed craft like a rover or, for example, the small ion-powered space probe that comes with the game. I want to launch it into orbit. How do I throw it on top of a launch vehicle? If I have the payload (rover, probe, whatever) in the vehicle assembly building, and I go to load, and load the lifting rocket, the payload is no longer there. I would have thought maybe that was what the sub-assembly section was for...you'd drag and drop it into there, then load the lifting rocket, then pull it out of the subassembly section to plop it on top of the rocket, but that doesn't seem to work.
  21. yeah, I've been quicksaving. Actually, I just found the named quicksaves (Alt-F5 named quicksave, alt-f9 named restore). I think I figured out my problem though: when you dock with a refueling tanker you become one big ship, and I had previous to that chosen "control from here" on the tanker's grabber port. When I separated, even though my Kerbal was in the ship, not the unmanned tanker, and the thrusters worked, it seemed to keep control of the navball on the other ship, the unmanned tanker. Or something like that. When I chose CONTROL FROM HERE on the Kerbal's capsule, I regained control.
  22. ok, so, I've successfully docked with a refueling tanker, I've taken on fuel, I undock --- in this case, I'm in a orbit closer to the Sun than Eve, around 8.3 million kilometers from the Sun ----and a strange thing happens. I seem to be stuck in orbit. As in, I'm no longer orbiting. Apoapsis is 52 days away, and even when I speed things up 100,000 times or whatever, it never gets any closer ---- although the planets are revolving in their orbits as they should. It's as if the program has gotten confused that I am an orbiting object, and it just makes me a fixed object in the orbit, unmoving. What the heck is going on?
  23. Ok, that time I did manage to get into the other module while on jetpack EVA. Possibly because I turned on CAPS LOCK for fine-tuning ---- although it's hard to say, like a lot of things in Kerbal, I'll assume that the CAPS LOCK fine-tuning affects the EVA controls, but that might be an erroneous assumption.
  24. My ultimate goal is to skim a Kerbal over the Sun here at about 2 kilometers, right above where he'll vaporize at 1.3 kilometers. I was hoping maybe there was some way I could slingshot around Mun into solar retrograde.... It's going to take a lot of fuel in any case even without solar retrograde; I placed a refueling tanker between Kerbin and Eve, but after refueling so far the closest I can is 1.1 million kilometers to the Sun. so, a little off topic, but, for the first time, I'm trying to move a Kerbal between what's more or less the command module and the LEM. I see that apparently I can only do this EVA, but, as soon as I hit space to let go and then hit R so I can EVA, I'm almost instantly too far away from the ship to ever get back again. Is there some trick to this?
  25. Perhaps you could provide a link?
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