Simes
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Everything posted by Simes
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Last Pilot stuck in orbit
Simes replied to Allan Thompson's topic in KSP1 Gameplay Questions and Tutorials
If you wait a few days, new pilots will become available for hire. You can also send up a rescue ship controlled by a probe core in order to retrieve your pilot. -
Kerbal Controller with No Name (with apologies to America)
Simes replied to hakan's topic in KSP Fan Works
Oh wow, now I want to do this but with a four- or six-line LCD panel for diagnostics. -
There seems to have been a big reversion of the index today for some reason - a lot of my installed mods no longer have current versions listed in "available" and are showing "X" or "*" in "list". e.g. SpaceY-Lifters is showing 0.6.1 and I have 0.7 installed, ShipManifest isn't showing as available at all.
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I didn't have any difficulty keeping things on course once I'd turned the gimbals off on all four engines, but I did have to do it individually on each one. However I did just remember a problem I had when prototyping the vessel, which was accidentally clipping one of the hexagonal fuel tanks (45t when full) entirely inside another one so that the CoM was decidedly out of place. I had been carefully placing things with symmetry so didn't check the CoM before launching and could only work out what the problem was after I dismantled the ship and found an extra fuel tank somewhere it shouldn't have been. You've been flipping and scaling stuff a fair bit, from the look of things, maybe you've got something extra clipped inside part of the craft. Do any parts flicker weirdly when you mouse over them in the VAB? The framework's from Freight Transportation Technologies, another of Roverdude's mods. The ASAS discs are actually 3.75m discs from Modular Rocket Systems which have been tweakscaled to 5m. A bit of a cheat perhaps, but I'd spent a very long time on trying to get the ship working thanks to the above problem and so as soon as it was working OK I said "done!"
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It is entirely possible to run stuff in a puller config: This craft has a tug attached to the front and the rear section splits into three, each of which is landed separately by the tug on the Mun to drop off the components. I did not launch from Kerbin in a puller config, so I can't say how well that works, but towing from LKO to the Mun and landing on the Mun is definitely doable. I did, however, have to turn off the gimbals, as others have mentioned. Even with the two big reaction wheels the ship was drifting off course otherwise.
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[1.12.x] Freight Transport Technologies [v0.6.0]
Simes replied to RoverDude's topic in KSP1 Mod Releases
If you can get something that bulky off Kerbin and landed safely on the Mun, I wouldn't say that you're doing it wrong. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Simes replied to RoverDude's topic in KSP1 Mod Releases
Finally getting my Mun colony ready to deploy! -
[1.12.x] Freight Transport Technologies [v0.6.0]
Simes replied to RoverDude's topic in KSP1 Mod Releases
Honeybadger control modules hold 750 monoprop and 4000 electriccharge, which would seem to solve both of the problems you're having. -
New radial probe core is great! I don't have the 2.5m probe cores unlocked yet so the radial one goes really well with a 2.5m SAS unit.
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Rover wheels clipping and stuck
Simes replied to DrD's topic in KSP1 Gameplay Questions and Tutorials
It looks like you've rotated the wheels so that the suspension is horizontal rather than vertical. I don't think the wheels in KSP work properly if you do that. Edit: Ninja'd -
Any advanced sub assemblies mod?
Simes replied to JebThrillMaster's topic in KSP1 Gameplay Questions and Tutorials
There's also SelectRoot, which allows you to change the root part of a craft within the VAB/SPH. You can then save it as a subassembly as you normally would. -
[1.12.x] Freight Transport Technologies [v0.6.0]
Simes replied to RoverDude's topic in KSP1 Mod Releases
Issue logged! -
[1.12.x] Freight Transport Technologies [v0.6.0]
Simes replied to RoverDude's topic in KSP1 Mod Releases
Are you removing the wheels after positioning the modules? I'd really much prefer to do that but I don't have a handle on how. Are the girders KAS-detachable? -
Engine Test Contract Not Completing
Simes replied to Xyd's topic in KSP1 Gameplay Questions and Tutorials
Well, it means pressing spacebar to activate it when it's not currently staged. It doesn't operate any differently to staging to the engine under normal conditions, the contract specification is basically "stage to this engine when the conditions are met". So if you've already staged to it, pressing space will indeed not stage to it again. I mean, if they'd wanted to be really picky about testing the engine correctly, you wouldn't be able to run the test on the exact same engine you flew up on... -
[1.12.x] Freight Transport Technologies [v0.6.0]
Simes replied to RoverDude's topic in KSP1 Mod Releases
The HoneyBadger reminds me of the Eagle from Space: 1999. Also, how about one of those hexagonal cans for transporting Kerbals? -
can't do engine tests in flight
Simes replied to Ski's topic in KSP1 Gameplay Questions and Tutorials
You can also, upon reaching the correct conditions, use the stage buttons to add an extra empty stage at the bottom, then press space a couple of times to re-stage to your engine. -
Understanding navball yaw
Simes replied to GroovyMike's topic in KSP1 Gameplay Questions and Tutorials
It's like Kryxal says, when you're on the pad, you're looking straight up. When you're using a compass with a map, you're looking "down". Try this with a map and compass if you like: look down at the map, with the map oriented in the usual way. Which way is north relative to where you're looking? Now, without moving any other way, look straight up. Which way is north relative to where you're looking now? -
What is this memory consumption issue in KSP?
Simes replied to JackCY's topic in KSP1 Gameplay Questions and Tutorials
I'd argue that it's probably better than a delay when playing when the craft you're piloting approaches one whose textures aren't loaded yet. I'd also point out that it's version 0.24.