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THX1138

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Everything posted by THX1138

  1. The game tells me how much delta V I need to expend to complete my next manoeuvre node but what about the one after that and that one after that?
  2. I can't stop at Bop because I don't have enough fuel to reverse my orbit. I'm looking into using the other moons' gravity but I'm not sure I can get them to flip my orbit. The best I'm getting is small reductions in the size of my orbit. If I keep doing that, surely I'm still going to have to come up with the bulk of the energy myself. I don't see how I'm going to get orbital velocity from a single encounter and I can't do it over the course of multiple encounters because somewhere in the transition I would surely collide with Jool. I knew some kind of interaction like that was possible and the basis of gravity assists but I never knew what the rules were exactly so thanks again. Are these rules reversed if the body you encounter is travelling in the opposite direction?
  3. Thanks a lot. This has been an expensive lesson! Franklin's five-year trip to Bop has been a waste of time and money! (fortunately I have plenty of funds to waste).
  4. I didn't notice the Jool encounter. Why on Earth am I having a Jool encounter when I'm already orbiting Jool?
  5. I think that sometimes I end my hohmann transfers in prograde and sometimes retrograde orbits. I was thinking maybe this is because I sometimes make my transfer orbit overshoot my destination planet and other times I make it undershoot. I was hoping someone could tell me whether that is what is happening. Maybe I always end up in a retrograde orbit and just haven't noticed it because I rarely go to the moons of anything.
  6. Why does the orbit path of my craft sometimes stop after a single encounter? (click to enlarge) Incidentally, how do we increase the path beyond the normal encounter limit (which I think is two encounters).
  7. I've got 9926 points and rising. I'm hoping the tech tree is expanded (to include bigger solid rocket boosters) so I can spend them.
  8. How many times do you have to press G for the landing gear to deploy? It takes me two or three presses for landing gear and landing struts. I don't think anything else reacts in this annoying way.
  9. I blame the game for this. It's stupid that the VAB is genuinely eager to clip docking ports into each other. It should be coded to quit doing this.
  10. I can't find that setting. In any case, right now I have a situation where in three days I leave the SOI of Eve in 86 days I enter the SOI of Kerbin. Leaving the SOI of Eve is of no interest to me whatsoever. It does not require my attention. Entering the SOI of Kerbin requires my attention. When I try to add an alarm, the plugin wants to remind me three days that I'll be leaving the SOI of Eve. How do you fix this? The only way I can see is to time warp three days and then add the alarm but that's surely not the intended operation.
  11. Maybe I misunderstood what this plug-in is supposed to do but is there a way to automatically import all of my manoeuvre nodes so it can tell me what's next or do I have to manually inspect each vessel and copy the time over?
  12. Are you running an old version of the game? You seem to have no runway lights.
  13. Edit: It's not a bug. It was due to the symmetry mode being changed. I was assembling my latest crapmobile when this bug became apparent. Compare both outer engines in both photographs. The engine is on top of the left wing but below the right wing but the landing gear appears in the correct place on both sides, apparently floating in midair on the left wing. (click to enlarge)
  14. What's the thing (and default key binding) which reduces input control sensitivity and turns the pitch/yaw/roll needles blue?
  15. I have a probe glider over Eve that I would like to use to transmit data back to Kerbin. The problem I have is that it takes a lot of energy to transmit that data and this depletes that batteries, switching off the computer which I need to control the glider attitude. If there was some way I could either limit transmission to short bursts or pause and unpause it then the solar panels could charge the battery between transmission bursts. I can't be the first person to have encountered this scenario so I'm hoping there's already a way to deal with it!
  16. This game's quirks are so confusing! After attempting to solve the problem by editing saves and failing, I went back to the original save (the one I posted above) and while the engines were on while they should not have been, no part of the ship exploded! There's obviously more to ships exploding out of time warp than what is contained within the save. My computer was also switched off since yesterday so that's uncontrolled-for.
  17. I like this idea. (I'm not sure whether we're meant to comment just to show support for suggestions)
  18. I made an Alt + F5 quick save before using time warp. I entered the time warp on a different vessel so I could warp faster. When I came back to my vessel of interest the engines were on and when the loading finished the engines were suddenly off. At that moment part of the payload exploded (the wings on some attached gliders) and an explosion happened in space where there wasn't even any vessel or (known/expected) object to explode. When I go back to the pre-time warp quick save, the exact same thing happens. Engines are on and then switched off and stuff explodes. I uploaded the quick save to my dropbox account in case that helps.
  19. I have the exact same problem but my debug log doesn't give a craft name. It says: Edit: I found this post by Claw where he recommends removing all the craft files and copying them back a bunch at a time so I did that. I haven't finished the job but I got what I needed to keep playing at least until I came up against the next bug
  20. I see. Thanks. Does it not make sense to set Kerbin as a target when you're orbiting the Mun? I was trying to optimise my return and a forum post was talking about the pink marker.
  21. Am I supposed to be able to set Kerbin as target (because I can't...)? Right click on it does nothing except give me the option to set some debris as target (which doesn't interest me).
  22. Apparently he didn't use the word 'parachutes' to do so because the forum doesn't return anything when I search this thread for that string. Perhaps the first post would have been the best place to explain this unorthodox placement of parachutes considering the lander itself is intended to be left behind? Edit: having returned to Kerbin I can now report that parachutes are clipped into the MkII command pod. Incidentally, another problem I have is that there seems to be 45 units of fuel left in the lander that I can't get out. Because the tanks are all clipped into each other I can't select this tank which has my last 45 units of fuel. Fortunately I was able to finish reaching orbit just using RCS and monopropellant of which there's plenty.
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