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THX1138

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Everything posted by THX1138

  1. I would have used this already a few times. In the past I've edited the save file but it's a tricky thing to do. One problem I fixed this way was a backwards docking port before I learned which orientation was correct.
  2. The amount of heating that an airbrake experiences is presumably dependent on the extent to which they're deployed but the KSP airbrakes are either on or off. I sure would appreciate being able to control their extent of deployment to maximise drag without destruction due to overheating.
  3. Did you only do an orbital survey? You need to use a surface scanner to find out the exact concentration in the particular area you are drilling.
  4. The inflatable (disappointed it can't be deflated - it looks like a silly hat - but it makes sense since constantly folding it up would wear it out) heat shield combined with some airbrakes at the back have reduced the number of passes needed to three or four instead of about eight. In the screenshot below you can see that some of the airbrakes are only partially-covered. Is this properly simulated in the game to determine how hot the parts are? Would radiator panels allow parts to take more re-entry heat, provided the panels were in the shadow of the shield?
  5. I have a problem whereby I dock, transfer fuel or Kerbels and undock, forgetting to set my control-from-here-point appropriately before attempting the next manoeuvre. I forget every single time. I wish that after undocking, the control point is set to the front of the vessel so my engines are pointing the right way for the manoeuvre.
  6. Thanks very much for the most essential of all mods (the only one I dare to try since stock is buggy enough for me).
  7. Is it expected that new branches will be added to the tech tree? I'd like to know whether it's worth saving any science points so I can immediately unlock any upcoming extensions to the tech tree.
  8. Most of the scenarios people are describing here seem like they'd be much the same using a small LFO tank and twitch or spark engines. I don't see the point in using them. I used them to make small tugs for moving small loads around but I think I could probably have used LFO and get more miles per gallon.
  9. Have the relevant aspects of the game changed since the thread was posted? Otherwise it's as valid now as it was then.
  10. Is electrical generation via engine alternators free or at a cost of fuel/thrust?
  11. Likewise, I'd like to be able to mark a tank specifically for Venor/RCS use.
  12. Yeah, I've wanted this many times. Same thing for searching for a particular save. I think it should also work that when you press a letter on the keyboard, it skips straight to the craft and saves beginning with that letter.
  13. Is that a somewhat silly part? I suppose they're all silly parts but I thought heatshielding was introduced for the purpose of realism and an inflatable heat shield that is never consumed seems to undermine that. The one time I used it, my vehicle flipped, perhaps predictably (it came down fine engines first instead). How do you ensure that such a non-aerodynamic part stays front-first?
  14. In this screenshot is a craft I wanted to use to transfer fuel from the Mun to LKO. To save fuel when returning to LKO, I aerobrake and I thought I could facilitate the process by using the A.I.R.B.R.A.K.E. part but it tends to heat up much before the engines which I face towards the front/heat. It's a hassle to have to keep deploying and retracting them twice every orbit and I'm not sure they really make that much difference. Does anyone have any techniques I can use? I saw what I presumed to be airbrakes on video of the SpaceX rocket landing and they had holes in, presumably preventing them from getting as hot as they would otherwise, even if that makes them less effective per unit area. Perhaps a girder attached to the outside of an airbrake would behave similarly if the airbrakes were located in a more recessed position?
  15. I wish I'd known earlier that you can move the whole craft by pressing and holding shift while dragging any part. I think that's really useful to know.
  16. If you alt + tab out of the game whilst loading a save from the main menu screen then the following view is loaded and none of the buttons work. The only way to proceed is to press Alt + F4 and load the game again. I was told this is a very old bug so it should already be known and shouldn't require much further information. Windows 7 Home Premium 64-Bit, KSP 1.1.2 64-bit, Kerbal Alarm Clock installed but it's an old version and it doesn't work and I haven't bothered to install the latest version.
  17. The crashes are not random. They do not occur in most games and software that I use with the frequency that they do in KSP. They're caused by flaws in the code which might be revealed by collecting more data.
  18. Below you see the rubble remnants of some kind of storage tanks at the launchpad, presumably cause by a falling rocket booster; I didn't see it happen. What are the effects of this on KSC operations? Does it affect launches in any way or is it purely cosmetic? If there are specific effects, do they vary for other components of the KSC infrastructure and is there a list of these somewhere? Ignore the lander on the launchpad; I just needed to load something there to take the screenshot.
  19. I'm sure it's within Squad's capabilities to use the powers of computer programming to sift through information they think is irrelevant. They may even be able to automate searching for repeating patterns in the reports.
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