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Spheniscine
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Everything posted by Spheniscine
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Orbital clutter; what to do with it?
Spheniscine replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
lol Is it cheating then that I actually delete debris manually... -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Spheniscine replied to Arsonide's topic in KSP1 Mod Releases
I find rover waypoints kinda difficult to work with... the navball points skyward, and the "correct" position for the waypoint ends up being at the bottom, hidden by the heading indicator... -
Orbital clutter; what to do with it?
Spheniscine replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
Thank you; I guess that's as good a workaround as any. Setting to answered. -
Orbital clutter; what to do with it?
Spheniscine replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
I'm not worried about crashing into them. The problem is that they clutter up the map view and get in the way of my maneuvers ("no I don't want to target you, go away"). And I actually want to keep them around... I'm playing the Fine Print mod and want to see the solar system get slowly colonized as I complete satellite and station contracts (not to mention the stations have kerbals in them, so deleting them will kill my reputation) Bakanando's suggestion about hiding them works somewhat... but there are two problems... one is that they hide by type; if I do want to target a probe but don't want the other probes to get in the way... well... the other problem is that if your own ship is a probe, hiding probes also hide your own ship's icon. >.< -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Spheniscine replied to Arsonide's topic in KSP1 Mod Releases
I think they have to be connected as one craft, whether it is built that way or docked together. The mission points are separate but must all be fulfilled simultaneously; they uncomplete as soon as your active vessel doesn't meet the criterion (similar to part testing missions). -
Took the stock Aeris 3A design, swap out the jet engine for the turbojet. Proceed to tear across the landscape at >1600 m/s (getting reentry flame effects), and even managed to circumnavigate Kerbin (ran out of fuel about 7/8 of the way but coasted past the KSC. Landed in the ocean beyond; the plane didn't survive but the cockpit did). Later attempted using it for a Fine Print mission that required me to search another continent. Worked pretty well, except that it's impossible to turn at top speed; had to throttle down before slowly turning, then throttling up as soon as I want to "lock" my heading.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Spheniscine replied to Arsonide's topic in KSP1 Mod Releases
You can already sort of do that. Just place a pod on the launch pad, EVA, then walk down the tracks to the crawlerway (make sure EVA report/sample makes the change official, as the Launch Pad is cleared everytime you launch a new vessel) and plant a flag there. You can use time accelerate and shift + arrow key (run) to make the walk go faster. Oh and I found a bug: http://gyazo.com/4226d105abf0e57af982513f42a0cef6 (note it says zero kerbals and nine kerbals) -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Spheniscine replied to Arsonide's topic in KSP1 Mod Releases
I think when asking "when to unlock", Kerbin should be first priority, since if you're considering doing surveys on other planets you probably already have a higher tech level. Not to mention Aerodynamics is just a very useful node if you want to go down the spaceplane route (and not so useful otherwise ) -
What to do with a back-heavy plane
Spheniscine replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
Also, fuel lines didn't seem to work; it still eats the front ones first... (yes, I made sure the direction is right) Looks like I have two options available to me... either pump manually, or use a mod to do so. I guess that's fine, since it only happens when fuel is running low anyway, and you may note that this plane isn't designed to land in one piece . -
What to do with a back-heavy plane
Spheniscine replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
This is too close? (side view) How do I do that? By adding ballast to the front? (by the way I wish there was proper ballast in this game) There aren't that many options for wings in the tech level I'm aiming for. -
What to do with a back-heavy plane
Spheniscine replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
How do you do that? Do you need fuel lines? (trying to keep it low-tech, and the fuel lines don't seem to connect anyway) Pictures: full, half (front pair of tanks gone), empty -
I am trying to build a low-tech UAV (nothing required beyond Aerodynamics), however, the Stayputnik probe is pretty light, and I end up with a back-heavy plane, whose muzzle starts to climb when it gets low on fuel and becomes extremely hard to control (can't lower altitude except by turning the engines off, and it takes a really long time to glide toward the ground this way). I tried moving the center of lift back, but that's only by bunching the wings up together, and if I move it too far back it makes ascension while nearly full on fuel difficult.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Spheniscine replied to Arsonide's topic in KSP1 Mod Releases
Funny - I got the missions the very moment I researched Flight Control. In fact that is what I was complaining about; that these missions are basically impossible without Aerodynamics (jet engines and useful control surfaces), so they shouldn't unlock until then. Altitude isn't the main issue; range is. Liquid fuel engines don't last very long constantly burning in an atmosphere. Did I get stuck with an outdated version somehow? Cool, thanks for that -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Spheniscine replied to Arsonide's topic in KSP1 Mod Releases
I'm having quite a bit of fun with this mod (crashing unmanned drone planes into the ocean ). That said I think there needs to be a few tech tree requirement changes to the mission types: From what I can tell satellite missions require docking parts (Specialized Construction) to be unlocked? (all I know is until I research it all I saw was aerial surveys and part tests) It should unlock much earlier; Flight Control Electrics perhaps, since the Stayputnik probe solar panels (oops forgot about those) unlock then, and you're not actually required to undock your vessel from the satellite. And it's one of the easier missions, if you know your orbital mechanics, and have a rocket with enough ÃŽâ€v. Speaking of which, aerial surveys should unlock at Aerodynamics; it is possible to build planes without jet engines, but liquid fuel engines don't nearly have enough range to complete even the closest missions. (yeah I know I already brought this up... but that was before I learned how to design a low-tech plane suitable for it, and learned to fly it.) Oh and just to confirm: Does "newly discovered asteroid" mean you have to track a new one from the station after you accept the mission, or does it just mean that you've not touched it before? I found one close by Kerbin and just tracked it out of curiosity; turned out to be in a stable orbit; would be a shame if I can't eventually use it... Edit: Oops, didn't see this post: I guess I was just unlucky with the satellites, and perhaps should've researched electricity earlier (I kept running out of power on my Mun landing attempts, serves me right for hoarding science points) -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Spheniscine replied to Arsonide's topic in KSP1 Mod Releases
Hm one suggestion; perhaps delay the aerial survey missions until aerodynamics is taken? Sure Stability has wings... but they're mostly meant for rocket stability. I tried building a plane using only tier 3 tech and I couldn't manage it x.x (I have no idea how the "wrong brothers" challenge playthrough did it...) edit: Ah maybe it's flight control. I got it because I really like the Stayputnik for part testing missions (if you couldn't already tell) -
It appears that if you attempt to save with a name that is identical, except for capitalization, with an existing SFS file (e.g. test and Test), it silently fails. Additionally, there really needs to be an overwrite warning.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Spheniscine replied to Arsonide's topic in KSP1 Mod Releases
I don't see why this is a problem; you turned over the ship to the company; hopefully the rewards are much more than what you spent to complete it. It's like those "suicide" unmanned parts testing missions like burning solid boosters in orbit; I'm not gonna bother bringing those things back, and in fact delete them right after... (I've also not gotten far enough to do parts testing in the vicinity of other bodies, but if I do I'll also make them suicide unmanned missions, with enough fuel to get there but not back...) I guess constructing a station piece by piece may actually involve more work though, and I guess I can see why just having that disappear may not be ideal... Though perhaps if possible, just leaving them in the tracking station might be a good idea; a player can then view their handiwork, or stop tracking them to free up resources, depending on how attached they feel to it. Wait, does that mean that once you do a station mission for, say, Minmus, there'd be no more generated contracts for Minmus, ever, in that game, and not just that they can't be there simultaneously? I mean if the old ship is still operable, wouldn't it be too easy if a new mission appeared in the same location... -
Save crew count with ships
Spheniscine replied to Spheniscine's topic in KSP1 Suggestions & Development Discussion
Edit to add that the problem is worse than I originally thought it was. Turns out that if you go to the crew in VAB, empty the cabin, and then make any changes whatsoever to the craft, Jebediah would sneak back in again >.< . I think I'll just have to launch any rescue missions from the Launch Pad instead of the VAB; that way I get a good look at the crew roster before leaving. -
Problems with orbital transfers
Spheniscine replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
Oh so that's how it works. I really thought I was doing a hairpin turns on hundreds of meters per second, and really hated how unrealistic and unintuitive that felt Unannounced SOI flips are still annoying though, but I guess I'll just deal with it since it usually puts me back on an escape trajectory, and maybe I should plan my maneuvers so that it doesn't put me near the would-be-Lagrange point. -
Problems with orbital transfers
Spheniscine replied to Spheniscine's topic in KSP1 Gameplay Questions and Tutorials
I probably should have mentioned that I was getting time down to 1x - and also have used that mod to help (really useful mod) - but as soon as the SOI changes the trajectory is still widely off. Also another problem occurs when I'm on the edge of, say, the transfer orbit back to Kerbin, but suddenly got caught by the Mun's SOI again without any warning whatsoever. No way I'm slowing time down to 1x all that way... -
My orbit seems to change seemingly completely randomly whenever I transfer from one sphere of influence to another, and not matching the projected trajectory at all. This is especially annoying when it happens multiple times, switching between one SOI and the other... am I doing something wrong, perhaps not avoiding the would-be Lagrange point enough, entering at too shallow an angle, something? Also yeah to add to the whole n-body physics debate... perhaps add a "buffer zone" outside each body's SOI, where n-body physics would be calculated and time warp restricted. Of course the downside is that placing a satellite in the resulting Lagrange point means you're locked out of high time warp forever... but I just want these sudden unpredictable SOI flips to stop x.x
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[1.0.3] Editor Extensions v2.12 - 23 June
Spheniscine replied to MachXXV's topic in KSP1 Mod Releases
Would be nice if you could change the key bindings (could make it read from a file if creating a UI for keybinding would be too complicated). I use the Dvorak keyboard (regular physical keyboard, but typing in Dvorak; thus I have to rebind my keys in games that assign shortcut keys based on position, like KSP) and am worried that it might clash with some of my rebindings (doesn't as far as I can tell, but now I gotta hit a different key than I'm used to), and even those who don't may have rebinded some of their keys out of preference. -
It would be helpful if the crew count can be saved with the ship designs. It is really annoying that Jebediah keeps stowing away on my rescue ship (with a Stayputnik probe and a Command Pod) when I'm not looking, and I don't realize until the hapless kerbonaut "can't enter a full ship".