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Spheniscine

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Everything posted by Spheniscine

  1. Ever since 1.0.x and the aero changes, I've become too dependent on Procedural Parts and TweakScale for perfectly-shaped-and-sized rockets. (Pre-1.0 I'd just stick extra tanks and engines in a monstrously un-aerodynamic fashion if a single Swivel isn't enough, but a Skipper was too large)
  2. More Career mode weirdness: If a kerbal to be rescued spawns in a deployable part, it will first appear retracted. Scene switching, however, automatically deploys it, which can cause some trouble if you need to recover the part and only brought enough heat shield for the retracted base. (not tested what EVA does; I expect that the Kerbal might be "locked out" until the part is deployed) Workarounds: Avoid scene switching (could be difficult in long missions) Bring a bigger heat shield Bring a crew pod that you can store the kerbal safely in while keeping the part retracted
  3. Issue: Contracts don't detect crew capacity change upon deployment of e.g. the 4-kerbal habitat, greenhouse, or science lab. This also affects the auto-deployment upon vessel load if those parts are crewed. Workaround: Scene change to Space Center or another ship and back, or quicksave and quickload. May be difficult/impossible to fix, but probably worth a note as "known issues".
  4. IIRC that was actually worked on by Bahamuto; not sure what became of it
  5. You may want to ban the "Plant Growth" science point from the Planetary Base Systems mod - the greenhouse part is heavy and can be quite unwieldy for return missions.
  6. I believe that KJR might have a bug/oversight: The Advanced Grabbing Unit (aka the "Klaw") seems to be too stiff when the pivot is freed; I can hardly get it to budge so that I can center asteroids right. (On the other hand, stock klaws wobble too much when the pivot is locked :p)
  7. There was a point of time I was naming my rockets after bad puns of real-life missions, e.g. "Fastok", "Appallo"... (I was inspired by the "Stayputnik" probe core)
  8. For some reason the FAR GUI doesn't like the Pack Rat; it often "gets stuck" and refuses to update its calculations in any vessel including it, even under a fairing. The rocket itself flew fine though...
  9. Question: I installed CRP just for the USI Exploration Pack and now it adds a whole bunch of resources that I can't mine or use to the resource scan results... would that negatively affect things, like the amount of usable Ore I could mine from asteroids?
  10. Question: is there a way to increase visibility of the NavHud against ice? When flying toward the poles of Kerbin, the markers are extremely hard to see.
  11. Hm there seems to be a side-effect of this mod, where rescue contracts can sometimes spawn with Kerbals in command seats. I even got one to claw it; I'm not exactly sure if that will break anything. Will update once I find out. Guess if things do break there might be the workaround of EVAing the kerbal into a proper command pod, then clawing the seat.
  12. Great work. One small suggestion; perhaps have a special agent, like "KBI" or something... some of Nightingale's contract packs like Anomaly Surveyor and Field Research have special agents that are only used for that contract pack. Seeing the K-Files contracts offered by random companies like "Maxo Construction Toys" is somewhat immersion breaking (these things are supposed to be all hush-hush from the general public right?)
  13. I am having trouble with this mod; it was making my rover on the Mun shake slightly (making it more difficult to control) even while braked. When I uninstalled the mod the shaking stopped. I also experienced some other weird issues, like Mechjeb's position-hold going wonky, but I'm not sure if this mod is the cause.
  14. Bug: I got a contract to do a seismic scan on the Minmus Midlands, Greater Flats, and Flats. When I landed in the Greater Flats and did the scan, the contract objective for Flats was also fulfilled.
  15. Kerbin values need updating, now that its rotation speed has been adjusted so that 6 hours is its solar day, not its sidereal day.
  16. This idea reminds me of the "Conspiracy Theory Contract Pack" idea I mentioned in the IRC as a joke. "Spray chemtrails over Site OX-8" "Fake a Mun landing" "Cover up evidence of alien artifacts" (i.e. monoliths and other Easter eggs)
  17. For space maneuvers it is generally sufficient to multiply all delta-v numbers by √2. Atmosphere is more complicated and may require testing... but from my experience, launches to LKO take around 4300~4500 m/s.
  18. I dunno, never got that far in the game. I assume it'd be something like transfering to Eve or Duna in needing to wait for the right phase angle.
  19. Just eject from Kerbin orbit, and you'll be in Kerbol orbit (you may want to adjust the orbit some time after ejection to make sure that you don't cross Kerbin again after several years). Unless there is an altitude requirement?
  20. I have encountered a bug. It is possible for the "scan a new body" mission to appear alongside the "land a rover" mission. Completing the scan mission fails the rover mission for an unexplained reason. And I only discovered it after completing two other missions; I had to go through past saves just to piece together what happened >.<
  21. Suggestion for QuickSearch: have it accept quotation marks (") as well. Searching for the "Ant" engine comes out with a lot of chaff due to it being a common English letter-combination, and I couldn't remember its numeric designation...
  22. I wish to report an unfavorable mod interaction with FAR and BahamutoD's Critter Crawler. Seems that FAR is treating its claws as extended: http://forum.kerbalspaceprogram.com/threads/82341-1-0-B-Dynamics-Retracting-vectoring-engines-etc-v1-2-0-%28May-6%29?p=2204547&viewfull=1#post2204547 .
  23. Workaround found for the Critter Crawler node issue: edit GameData/BahaSP/Parts/CritterCrawler such that on the line: node_stack_bottom = 0.0, -0.5483629, 0.0, 0.0, 1.0, 0.0, 1 Add a minus sign to "1.0" so that it's now: node_stack_bottom = 0.0, -0.5483629, 0.0, 0.0, -1.0, 0.0, 1 As for the FAR thing, the only workaround I know of right now is to make fairings wider (2.125m for PF). This is of course less than satisfactory as wider fairings mean more drag.
  24. DMagic is fine as far as I can tell. They're pretty lightweight and are often requested in stock satellite and survey contracts. There's also the Universal Storage solution for those who don't like balancing them manually
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