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Posts posted by MerlinsMaster
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Okay, I've used this tutorial before, and it worked well. But today I'm trying to put three satellites into equally spaced in a 600km orbit. I started in a 200km orbit, and raised the orbit of the first satellite to 600km at 0 degrees longitude. I raised the second satellite at 120E longitude, and the third at 120W longitude. But they are not equally spaced at all. In fact, two of them are very close to each other. Is there some important step that I'm missing? I've tried this a couple of times with the same result.
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A lot of really great advice from everyone so far! This gives me a bunch of great strategies to use. I think I'll leave this as "unanswered" a little longer, because I'm loving everything that's coming in and don't want to stop the momentum.
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Open "Persistent.sfs" in Notepad.
Find "funds = " and add an extra few zeros.
Find "sci = " and add a few extra zeros.
Squad should never have nerfed science gains into tediousness.
It's tempting.
But I like the challenge. I just want to figure out how to do it more efficiently.
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Hey guys,
I started career games a couple of times recently, and I'm realizing that the beginning part of career mode is this really unsatisfying period in which you have to grind your way through some really silly contracts to unlock the upgrades and technologies to do anything interesting. I don't have a problem with the idea that you have to build up your space program, but I want to get to the point when I can upgrade the VAB, launchpad, and tracking station up one level and have two meter parts as quickly as possible.
So my question is, which things do I want to do first, and in what order, to get the farthest in the shortest amount of time, to get through that grindy phase of career mode, or as I've heard it refered to by some: the "potato phase".
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Right click the panel and see what it says. It could be possible that your part is blocking the sunlight (even if visually it seems receiving some)
Thanks. It's possible that may have been a contributing factor, but I think the primary cause was that whatever parts I had using EC were using it faster than the solar panels could replenish, and it looked like they weren't charging. Also, the Remote Tech flight computer had the satellite pointed in a certain direction, and as a result I couldn't turn it. But I wasn't aware parts could block sunlight, so I will definitely keep that in mind going forward. Thanks.
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Hey guys,
So I just launched a satellite into orbit, and it ran out of power. I have solar panels, which are getting sunlight, but the batteries are not recharging. This is the first time this has happened to me in the current game I'm playing. And before anyone says it, I'm am not running the Kopernicus mod.
Please help. Thanks.
False, alarm, everybody. It appears .48 exposure wasn't enough to get the batteries to charge.
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Hehehe, and this is why I do not at all like the existing class system. Every single in-game task that Kerbals can perform is just menial labor. These tasks certainly don't require you to have graduated 1st in your class from MIT after an arduous childhood education. In fact, they can be taught to illiterate indigents via short training videos while they're en route to Mun:See this big T-shaped button on the instrument panel? Push that to engage SAS. Congratulations, you're now a pilot.See this sausage-shaped Goo cannister? When it's open, pull out the used cartridge and insert a fresh one. Then stick the used cartridge in this slot inside the lab, push the START button and wait for the timer to count down. When the timer dings, push the SEND button. Congratulations, you're now a scientist.See this broken wheel? Stand next to it, wave your magic wand, and it will be fixed without even needing to wrestle with a spare tire and jack. Congratulations, you're now an engineer.
I see no reason why even the most brain-dead of Kerbals can't be taught to do all 3 of these things. Nor do I see any justification at all to pay them more than minimum wage. Thus, the ridiculously huge prices for recruiting TOTALLY UNSKILLED Kerbals is just broken, and the need to bring multiple Kerbals to do all 3 of these simple tasks just increases the size and cost of rockets for no justifiable reason.
That sounds like a mod request.
Think of it. A mod that gives kerbals skills. Fix a wheel, conduct a goo experiment, have SAS certification, etc. New kerbals would already start out with the basic skills, as well as the basic skills specific to their occupation. New skills can be "researched" at the Astronaut Complex by each kerbal, and with each level of XP they gain, they are more effective at said skill. Fixing a broken wheel at 0 XP will probably result in failure more often than not. Conducting a science experiment will yield much less science at 0 XP than at 5 XP. The more you do each thing, the better you get at it, similar to how skills work in Skyrim.
Oh, and the candidates in the Astronaut Complex could have varying levels of skill, effecting their hire price. Less skilled kerbals can be hired for less, but you have to train them before they will be very useful. Highly skilled kerbals will cost significantly more, but are ready for those important missions you don't want to screw up.
I think it's a winner. If I could code worth a damn, I'd make the thing myself.
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I actually think the entire union shop, craftline-based character class system is unfair. My games are set in a right-to-work, open shop, free market universe where all Kerbals with such socialist ideas as to start trade unions are immediately fed to the Kraken. So yes, it's totally unfair.
That's an interesting interpretation, but I'm not sure I share it.
It seemed to me that by the time the Kerbals are candidates for the space program, they have already had years of training in aviation, science or engineering. But I don't think they are assigned these roles at birth or anything. I like the fact that you need a scientist for some things, and a pilot for other things. I do, however, think that something as simple as fixing a tire or repacking a chute should be part of their entry-level experience. Or a pilot being able to point the craft prograde or retrograde. They should not need additional experience to do the most basic things.
Also, it is my opinion that Jeb, Bill, Bob and Val should all start out with a couple stars at the start of the game, since I get the impression that they are an analogue of the original Mercury astronauts, who in my opinion were one step away from being super-human.
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Hey guys,
So I noticed that ever since 1.0 came out, my planes take FOREVER to slow down once they touch down on the runway. I lock the brake, hardly any effect. I even increase the brake torque to maximum, nothing. It was not like this for me pre-1.0. Is anyone else noticing this?
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That Bold part is mostly aimed at Other Mod-ers who want to include CBK in their mods or make changes to CBK for their mod.
For you own use you are free to edit the file to get the results you want for your game.
MelinsMaster: example here.https://github.com/KSP-RO/RP-0/blob/master/GameData/RP-0/CustomBarnKit.cfg
Thanks, guys!
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Does it seem unfair to anyone else that an engineer has to be level 3 to repair a wheel?
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Hey guys, let's say I've damaged one of the wheels on my rover, and I have no engineers that know how to repair it. Is there a way to repair craft that are in storage? If there is no repair option, then I am requesting one now. Thanks.
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To change the config value DO NOT edit the content of the default file but use a ModuleManager patch in your mod folder.
At the risk of sounding like the derpiest noob on the planet, how do I go about doing this?
Better yet, is there any tutorial I can find that will explain in detail how to use and make the most of this mod? Thanks.
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Hey guys, I seem to be having significant issues trying to use the "recover active vessel" function. Whenever I try to recover a rover that I was using to explore the KSC, it will just flip over and/or explode, and more importantly, NOT go back to storage.
What am I doing wrong?
edit: I think I figured it out. My kerbal was in a command seat. When I removed him or put him inside the craft, it recovered fine.
Did I discover a new bug, or is that already known?
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I'm pretty sure you can't set a target in map mode until you've unlocked patched conics at tier 2 (Although you are correct, the wiki doesn't mention this).
I'll double check my understanding when I get home from work in a couple of hours, and post the results back here.
Good to know, thanks.
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Okay, this is bizarre. I was able to double-click the ship, and I got the set target/focus ship options, then the next time I loaded the game, I couldn't get it any more.
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Have you tried restarting the game? That has helped me with these sorts of weird problems.
That worked. Thanks.
I can't recall whether you can right click to set a target, but try double clicking instead.You do have to upgrade the tracking station before you can set targets in map mode, though.
I didn't see anything about setting targets in the list of tracking station upgrades in the wiki, except maybe "unowned object tracking", but that's at level three, and I'm still at level one, and I was able to set a target (after restarting KSP, of course).
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Hey guys, I'm trying to complete a contract in which I have to rescue Fredbal Kermin from orbit. The problem I'm having is that I can't select "Fredbal's wreckage" and set it as a target. I tried right-clicking on it a million times to no avail. I can right-click parts of my ship, so I no it's not that I can't right-click anything.
At first I thought that the ability to set a target was something that needed to be unlocked or researched, but I see nothing in the KSC upgrades.
Could this be some kind of bug? Please help.
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Hey Starwaster, would you be willing to get this picked up by CKAN?
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Hey man, I'm not sure if this is what you guys are talking about, but when do you think 3.0.1 might get picked up by CKAN? Right now it's got 3.0, and I'm having trouble with that "probe report" thing. Thanks.
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MerlinsMaster: no, you just missed a step (the final one): you need to enable the addon in the user preferences panel.
Awesome. It works now. Thanks, man.
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Hey taniwha, I just added this addon to Blender, but I'm not getting a KSP mu import or export option.
I downloaded the zip from github, extracted it, and put the folder into Blender/2.75/scripts/addons, and restarted Blender. Did I do something incorrectly?
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Absolutely not at all whatsoever. Do I need to give you permission or anything?
Technically, no. But it's prefered. Anyway, I made the edit, and now, at long last, Musicmute is available on CKAN once again. Huzzah!
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Hey spioner, since the 1.0.4 update, this mod is not showing up on CKAN. Would you mind at all if I updated the meta data so that it does?
[Tutorial] Geostationary Orbit Constellations for Dummies [MechJeb]
in KSP1 Tutorials
Posted
Yeah. That does make sense. Thanks for pointing that out.
So are there any ways that you know of for positioning satellites at specific orbital positions on orbits that are different altitudes? I see lots of people with perfect-looking satellite constellations, and I'd love to know how to do that.