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Spark Plug

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Everything posted by Spark Plug

  1. I live in the Philippines and was able to observe the partial eclipse tonight, starting at about 7:45 pm Philippine Standard Time (11:45 UT, is that a correct cnversion?). After barely one hour, the shadow of the Earth was almost completely gone from the surface of the moon. Some clouds appeared at this point and so I had to pack up my stuff. It was wonderful and amazing! This is my first eclipse, as far as I can recall. I also made sketches of my observations for the first time, after owning a (amateur and low-power) telescope for some 5 years now. Maybe I'll scan and post those sheets later.
  2. It's really one of the highlights of this community, as I've observed.
  3. Cool beans! They've developed their own hive mind! @v@
  4. I lower the Plexiglas visor of my helmet and survive the blow. Then I build a SPACESHIP!!! out of LEGO bricks and blast the next poster with plastic missiles.
  5. I don't think so. With stock parts and no plugins, the only thing Kerbonauts can repair on EVA are busted rover wheels. Shattered solar cell panels are gone for good. What I would do is pack an extra set of emergency panels, in case of accidents on the mission. Gee, that's two replies regarding solar panels. One more and you could maybe consider me an "expert," haha.
  6. Not quite... I know that the OX retractable panels, the ones without a protective case, can't be picked up by a Kerbal. You can't right-click on the base once the panel shatters. But I think the SP panels, the ones that do have a case to store them, can be repacked and grabbed again if they get broken.
  7. Pardon me to ask for a quick clarification: are you looking for a way to change your bound keys? Or are you having a problem with your keyboard and the bounds that you already changed? If it's the first one, then you can change your key bindings for 'next camera' and 'previous camera' by editing the settings.cfg of the mod. Just navigate your Kerbal Space folder to \GameData\HullCameraVDS\Plugins and then open the .cfg file that you find inside there. Once you open that file in a text editor look for this section of code, and change the values for 'primary' to whatever key you want the function bound to. CAMERA_NEXT { primary = Minus secondary = None group = 0 switchState = Any } CAMERA_PREV { primary = Equals secondary = None group = 0 switchState = Any } CAMERA_RESET { primary = Backspace secondary = None group = 0 switchState = Any } But if you're having trouble with your hardware (the QWERTZ keyboard) then I'm sorry to say that I can't really help you work around that issue. I'll admit my lack of experience when it comes to hardware
  8. Works great for me! I don't have Connected Living Spaces installed yet, so at the moment I can transfer my Kerbals 'by wire' when two of my landers are docked with a KAS winch.
  9. Those dome parts of yours are wonderful! I'm a fan of attaching radial engines to my landers, and they work great to top off my fuel tanks. They will definitely come in useful to my later craft. Plus, the girder segments work well when the normal-sized girder is too heavy, and the cubic girder is too small. This really is a good mod that fills in little gaps that the stock parts have, and I agree that it needs more attention.
  10. If you don't mind, I'd like to see even a single screenshot of your contraption. It piques my curiosity. Plus, I'm a visual kind of guy and would understand these equations better with a diagram of sorts.
  11. Alright, I checked out that thread and then edited my persistent file as instructed/recommended. It worked just fine and Neldon is safe back in the capsule with his crew!
  12. This is Neldon Kerman. Three hours of mission time ago, he was happily driving his rover across the Far Eastern Munar crater. 30 kilometers out from the lander craft, the rover ran into trouble with the terrain. After flipping over several times, Neldon ragdolled in his seat. And when he got up again, he was lodged into the command seat, as you can see below. He's not frozen in the T-arms model position, as I could still move him around with WASD, and even jump with the spacebar. I could also activate his RCS pack, and after wiggling around a bit he finally fell forward off of the rover. But then the vehicle flipped again and continued down the Munar slope without him. From that moment on he was, according to the vessel labels, a piece of debris from his rover. As expected with a piece of debris, no controls worked. You can see him just standing there in the first photo with his pack still active. Is there some sort of fix for this? If there isn't then I plan on just leaving him for dead and chalking up the loss to "Mun dust induced paralysis" (that's me using the videogame cruelty potential there)
  13. Here's me dorking out over the rocket exhibit at Miraikan (a Japanese science museum).
  14. I stumbled upon this mod in the Spaceport a while back and only quickly skimmed through its features. I thought it pretty cool then. Now I see this mission log and my jaw just drops. Your post perfectly showcases the functionality that the mod can bring to base-building! Sure it's meticulous work, but whoever said that setting up sustainable structures in space would be easy? I'm eager to see how the rest of it turns out
  15. 'cause if that is the case then here's a trailer I think you might want to see. https://www.youtube.com/watch?v=uCdhAr3VBBc
  16. I'm planning for one of my existing crew on Minmus to set a flag down where I want the next ship to land. Other than that, he can just stand where I intend to land, then I take his coordinates and punch those numbers into the autopilot. I know this is true but I find it a little risky to rely on RCS thrust to move my ship laterally while my landing engines keep my vertical velocity steady. But if you're talking about a quick burn to make a low parabolic arc to my target, I can consider that as a potential plan. Thanks for the reply, you two! I've seen video demonstrations of MechJeb at work, and your advice regarding target markers helps assure me that this is a viable procedure.
  17. I'm attempting a base on Minmus by launching each module from Kerbin separately and then landing them next to each other. Ideally I would like each lander to end up within 50 meters of each other so that I can link them up with winch cables (for resource transfers, but mainly to give the appearance of power lines). Anyway, I want to know whether the MechJeb mod is currently capable of such precision. I have a general idea of what the mod is meant for, but I've never actually made use of it. Is MechJeb really able to land a craft on another moon/planet at a specific location? I'm reading up on the mod and watching tutorial videos now, but I'd like to hear some testimonies or experiences from someone.
  18. And here I thought that this was the smallest that rovers could get in KSP: I've been proven wrong about the possibilities present in this ingenious game.
  19. Alright! I've got my things in working order now. Thanks to all those who replied with tips and links to further reading!
  20. Hi there I started out playing version 0.22 of KSP and have continued for about half a year and only now am I considering an update. I'm wondering now whether I should update the files of the mods that I make use of BEFORE updating the game through the launcher, or install the game update patch and update my mod files after that. I suppose I'm concerned about what happens to the files in the GameData folder when the patch installs. So which of the two is the "better" thing to do?
  21. Hi all! I'm a college physics student from Manila here. Hoping to someday get into robotics or rocketeering I've been playing KSP since the middle of last year. It had me hooked instantly! I took a short leave to prioritize my acads, but then got back in the game when summer started. And now I'm finally settling into the forums Looking forward to the community!
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