stildawn
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KSP2 Release Notes
Everything posted by stildawn
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Cannot Warp While Under Acceleration
stildawn replied to stildawn's topic in KSP1 Gameplay Questions and Tutorials
Nah I think its just that for some reason they extended the no warp thing out to 1000kms for Jool only or something. -
Cannot Warp While Under Acceleration
stildawn replied to stildawn's topic in KSP1 Gameplay Questions and Tutorials
Hmm I'll check again I'm sure I was out more than 1000 though Nope just checked it's below 1000 that causes it -
Cannot Warp While Under Acceleration
stildawn replied to stildawn's topic in KSP1 Gameplay Questions and Tutorials
Then why can I still not warp when I'm out at 1000+ kms of Jool? -
Cannot Warp While Under Acceleration
stildawn replied to stildawn's topic in KSP1 Gameplay Questions and Tutorials
No, whats that? Never heard of it before? -
Hi All So on my first ever Jool mission (which looks to be a catastrophic failure as it looks like I grossly underestimated the amount of fuel required). I'm trying to aerobrake (which is much harder now that atmospheres make your rockets blow up) in Jool to bring my Ap down etc. But every time I aerobrake, the game seems to think I'm under acceleration or something, and I can't warp anymore, the only way around it so far is to quick save (as normal saving doesnt work), then go out of the game, back in, then go to the space center, watch my Jool rocket, and use warp there, then when I need to do a burn or something, click "Fly" going back to the rocket, do the burn, then rinse and repeat? Whats going on?
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Hi All Seeing as the Nuke only uses Liquid Fuel and not Oxidiser is there any specific tanks for LF only? Or a way to set up a rocket to use Nuke engines by not carrying about useless Oxidiser? Cheers
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What are these fairings people are talking about? Where do I find them? It would be better I think if the heat shields were slightly more wider at each size point, so that they actually create a "shadow" for externally mounted parts to hide in. In regards to the parachute, I just activate them manually now, it seems that the staging thing some parts just don't stage right randomly.
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Hi all Firstly thanks again for the awesome mod. Used it back in. 24 and again now that I'm back into KSP after the 1.0 release. So anyway I don't know if the issue I'm having is a bug with the mod or just the new game version etc but basically I have a rocket that works and is stable when I fly it myself, however when using mechjeb accent pilot, well for some reason it does a flip (a complete flip) when it starts the turn (gravity turn? The first turn right after just accelerating upwards). What is more odd though is that more often than not after its random complete flip it settles back on course and continues on as if nothing has happened. Sometimes it will do two flips then go back on course, and very rarely it will just flip uncontrollably until I revert back to launch pad. It's an epic waste of fuel these flips, and often messes up the circle burn as well because of it. So any ideas on what's going on? I find it very odd that this happens randomly even when I'm using the same rocket each time (in this case my standard mun lander rocket). Also the inclination thing seems very odd, I took some "put satellite on this orbit" missions, set the correct inclination in mechjeb, but the resultant orbit is wildly different to the goals orbit, often times the opposite. I had tried doing a bunch of maths to figure it out but no luck. Anyway cheers for any help with this, can provide rocket to test etc if required but I might just be doing something wrong. Edit: just read that others are having issues also, although they mention losing control, my issue is hardly losing control the flips look perfect as in that they are done on purpose and the fact that it seems to easily put the rocket right again 9 out of 10 times seems odd to me.
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Yeah it was just the Stayputnik, I changed to the hex ones and its been fine.
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Man this is hard now lol Sorted the heat shield problem but now I have two more: 1. With the side mounted parachutes, one of them I get this message when deploying: "Cannot deploy while stowed" and it wont open 2. I'm trying to get the Stayputnik into polar orbit, but the thing just explodes all the time the log says overheating, but its ages away from any engines? I have even tried putting a heat shield in between but nothing works?
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I found the same thing, went from .24 to 1.0 haha and its super different. Loving it though.
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You guys must be super quick with the mouse to be able to actively monitor parts with them lol.
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Ah ok got it so the air will break you enough at 30km to do the actual landing. I have to say I'm liking the added difficulty even though I was late for work this morning getting my craft safely back on the ground. If I read the notes on the release correctly, then adding nose cones etc actually matters now correct?
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When you say "aim for a window of 30,000 meters" What do you mean exactly? I don't know much about space terminology, in the old versions it was simple as nothing ever happened on re-entry, so I would just decelerate until the Pe hit the earth then coast on down lol. In the past I have used air breaking (might be the wrong term) to reduce speeds/bring Ae down from inter planet/moon returns, where you "dip" into the Kerbin atmosphere to lower your Ae to either slow down or get a stable low orbit with no fuel used (useful for when I wanted to link back up with a space station). But what is this window you talk about? I read about the fix in regards to the physics for the heat shield part, will be doing that tonight, though I still read that getting a science module down is still hard?
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I got it on a summer/winter sale for 12 I think. Still its worth the 40 or hell even 60+ in my opinion, compared to other games you get now a days for much much more. Its odd how that works, EU another one of my favorites is similarly priced low, but if you count the hours/enjoyment up, they far far far exceed all the AAA 60+ ($100 NZD for me) games.
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Ah ok yeah I thought I was doing it wrong (mainly due to the shape of the part). So it should be right next to my decoupler so that its the rear of the rocket on the way down. And it should protect everything behind it in this orientation? Does this one heat shield work for all re-entries as long as things don't stick out? Or do I need better ones etc for more high speed entries? Or should I just use Kerbin to air break a few times round before actually going for the landing?
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Hi All I tried looking for a quick answers thread for this but no luck. So I played the game heaps back in .24 I think, then I went on holiday and when I came back I had lost the enthusiasm to get back into the often times fustrating (in a good way) game. Anyway, steam main page advertised that its been officially released so I have downloaded again and I'm back into it. So heat shields, back in my day they werent needed but now re-entries are deadly as hell (at least for me). So assume I have no knowledge of space or KSP, how do I use these heat shields correctly and to prevent burn up. I put one on my Mun explorer, and this morning I managed to get it back to Kerbin, but only after multiple attempts (quicksaves lol) using air breaking to get the speed down and down, was still a close call when it finally did make it. This is how I set it up: ^ - Aerodynamic Cone (top of initial rocket) ---- - Heat shield / \ / \ - This is my one man capsule | | - Science Module So I was going nose down on the reentry. Would love some professional insight into it all.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
stildawn replied to ferram4's topic in KSP1 Mod Releases
Ah, basically what I was trying to avoid is my landers which are attached via the first docking port in career mode (cant remember the name, something like clamp tron?) from wiggling like crazy from a small burn. So there's no value I can change to fix this?- 2,647 replies
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- kerbal joint reinforcement
- kjr
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
stildawn replied to ferram4's topic in KSP1 Mod Releases
Hmm now I'm thinking I don't have this installed at all, as I kept cranking the figures in config but nothing seems to be happening. This is what I'm trying out now, and the vessel still has heaps of wiggle and joint movement: <float name="angularDriveSpring">9000000000000000</float> <float name="angularDriveDamper">1000000000</float> <float name="angularMaxForceFactor">-1</float> <float name="decouplerAndClampJointStrength">-1</float> <float name="breakForceMultiplier">10000000</float> <float name="breakTorqueMultiplier">10000000</float> <float name="breakStrengthPerArea">60000000000</float> <float name="breakTorquePerMOI">6000000000000000</float>- 2,647 replies
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- kerbal joint reinforcement
- kjr
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