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gazzareth

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Posts posted by gazzareth

  1. I had this problem once while using 1.0.3.

    However if i went into the game folder and started the game exe, rather than using a shortcut, the problem did not appear.

    If you remove the Physics.cfg KSP replaces it with a broken copy, you can find a link to the 1.0.4 Physics.cfg [here].

    You can also have issues if you start KSP via a shortcut on the desktop, as KSP can look on the desktop for the Physics.cfg, fail to find it and run with incorrect values.

    Thanks for the help - you're bang on. Had started launching through Jebretary instead of STEAM - gone back to launching through STEAM and all seems good again !!

    G

  2. For some reason I have lost all effects relating to re-entry heating and it appears that the craft are not heating up since no matter what speed I come in at the ablator value never decreases. I did have mods installed when I first noticed the issue, but have since removed them all and started a new game to test and it has made no difference what so ever. Have tried reloading physics.cfg and that has made no difference either...

    Any suggestions would be much appreciated.

    G

  3. I have landed quite a few Outposts on wheels, which have vertical thrusters so they can descend and move around. Never wanted to take them off again, although my first thought would be to make it in two parts, Rover (and lab etc) attached to a landing / takeoff stage via large docking port, try and make the whole thing VTOL capable on Duna. Then you land, disconnect, do your science and then return and reconnect to the lift stage to leave. Should be possible, you can always test the thing on the Mun first !

    G

  4. Have you left Kerbin's SOI? I have been wanting Ike or Duna contracts and have canceled literally dozens (if not over a hundred) station/base contracts on Mun/Minmus. But nobody has left Kerbin's SOI yet.

    And to misquote Jay Leno from before some of you were born, refuse contracts all you want. They'll make more.

    I got an Ike outpost contract before I left Kerbin's SOI, from memory it was something like 700k advance and then 1.7mil for completion. Well worth doing and not nearly as hard as I thought it would be..

    G

  5. I tend to use Kerbal Alarm Clock to tell me when to go and Mechjeb to tell me how much dV I have. Then I tend to overbuild ridiculously, normally everything with nuclear engines as well. I suspect someone who is better at saving dV than me could have taken my Duna lander from Kerbin, landed at Duna and Ike and made it back to Kerbin. I sent it there attached to another ship and left it in orbit around Duna, and I had enough fuel left in the mothership to fully fuel the lander and make it back to Kerbin with enough dV left to visit Minimus if I felt like it.

    Ridiculously overbuilt, currently working on adding more fuel to the mothership for my next run - why i don't know - sure the design has more than enough - it would probably do Eeloo...

    G

  6. What I really appreciate from MechJeb is the rendezvous autopilot... matching orbits by hand is painful and tedious.

    At the start of the week I would have agreed with you, making upwards of 10 burns to get within 10k and then going direct (what can I say I am still a noob). Now down to 2 burns to start and end the transfer and I am normally within 300m, unbelievable how much difference it has made.

    G

  7. When you have watched so many internet video's showing Asparagus staging that you try and use it on every rocket, spend hours trying to build one to get a 200t payload into orbit, fail. Then spend 20 minutes making a "traditional" rocket which works perfectly first time and looks 100x better.

    G

  8. Don't pay that much attention to launch costs at the moment, although I know my current design is heading well past 500k, but it is a mega test bed for something like 8 equipment tests, so if I can stage at the right time I should get millions back.....

    Edit: Total of 4 million returned, with 1 test missed...

    G

  9. It's funny how many times people need to say 'the claw needs some speed to attach properly' before they realise others have already said it... Do people not read previous posts or something? :/

    One thing with the claw: Were you controlling the ship that had the claw? The claw won't work if it's mounted on an uncontrolled vessel which you're trying to dock to, it has to be on the controlled vessel...

    Worked for me mounted on an uncontrolled vessel, other than there being a ridiculous change in orbit once connected.

    Although shortly after I was attacked by the Kraken, don't know if it could be related?

    G

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