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Gaarst

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Everything posted by Gaarst

  1. You should probably be asking this in the RVE thread itself, or at least in the Add-on Discussions part of the forum. Anyway, RVE is not officially updated for 1.1.2 so it is not supposed to work with it.
  2. Why has a mod called me ? I swear it's not me ! It was @adsii1970 !
  3. Himalaya has a non-negligible impact on Earth's gravitational field when in orbit. If you look at a distribution of debris in GEO, you'll find that there are more of them over Himalaya, because of the gravitational pull of the mountains.
  4. ^ As Snark said, mass balance is also a big issue when making STS-like space shuttles and when flying them back home. In KSP, the mass balance of parts is far from what it's really like. Take the Vector: 4t heavy, 1MN of thrust, usually placed on 20-40t heavy shuttles for your average STS replica. Now consider the RS-25 (SSME): 3.5t heavy, thrust over 2MN, usually placed on a 70t shuttle (or a 3000t rocket but that's not the point here). Placing 3 Vectors on your shuttle can account for a third to half its mass which is a lot, and will put your CoM way at the back.
  5. Updates are stated to be free for all users who ever bought the game. Possible expansion packs will be free to anyone who bought the game before end April 2013. This post explains the things about expansion packs. And I'm sure there is something in the EULA/ToS that explicitely states that updates are free, but I don't speak Legalese so I can't decypher these.
  6. ^ This. Remember you have a "base" orbital velocity of about XXXm/s (random number here, I don't remember at all). Click on the velocity display on the navball to switch to orbital, and your prograde indicator will show the same thing as the navball.
  7. Yes, pics and a description of your ascent profile will be helpful. Space shuttles are inherently unstable so hard to make. Highly gimballed engines (Vectors for example) can cause some wobbling because SAS doesn't know how to keep a rocket pointing forwards.
  8. Find some monitoring software to see if everything works correctly (don't have an example off the top of my head but they are easy to find); and react appropriately. If something is wrong then think about repairing your laptop (make your brother pay for the repair ), if everything is normal, then you'd have to find the cause of the lag. Assuming you have Windows on your laptop, posting your dxdiag (Win+R, type "dxdiag" and press enter, then "Save all information") might help (not really sure how to extract useful information out of a dxdiag text file though, so someone else will have to help you).
  9. Some parts are very dense (Vector engines as they are heavy and compact, and ore tanks are they are just freaking heavy, mainly), denser than water, so they sink. Most of the other parts (pods, fuel tanks...) are too "light" to sink. At the release of 1.0.5 (which added the realistic-er water mechanics) there was a lot of interest for submarines as they were very hard to make before but really easy after the release.
  10. We'll recieve it, answer, and wait for at least 1500 years for an answer depending if they have FTL communications or not. Or no answer if they are extinct, a lot of things can happen in 1500 years. And there are chances that space program budgets might get a little push after the discovery, but for a few years only, as as @Findthepin1 said, there is nothing we can do on our side to create an encounter in reasonable amounts of time.
  11. I've had this since a long time, so it's not new from 1.1, was there before 1.0 and probably even before 0.90 (can't really remember this detail this far). You'd have to look at changes done to the engines alternators to find the origin of this, but it might as well be there since the beginning.
  12. Engine alternator. For some reason, they act as batteries, but with less than 1 unit. If I had to guess I'd say that engines can't spawn EC out of nowhere so it is added to a small battery inside the engine and then redistributed to other batteries/pods across the craft. Probably a consequence of some wierd engine module since solar panels don't have this.
  13. I'm afraid Squad can't do much about it as the forums are structured by IPS. So unless an update comes from IPS, or an "optional forum package feature thing that can be added" shows up, I doubt much will change about this.
  14. AFAIK, LF and Ox have always had the same masses (5kg/unit). So 200 units of LF+O would weigh the same as 200 units of LF. Though with 1.1, the dry tank masses might have been changed.
  15. <your KSP folder>\saves\<your save>\Ships\SPH or VAB, and then just copy the craft files from there to wherever you want (you can also copy subassemblies by going inside Subassemblies instead of Ships Yes Yes, you can have as many saves as you want inside your "saves" folder, just make sure they have different names or funny things may happen. Also, if you do not intend to use mods on your "old" save, try no to open it while having mods: as you remove them, your save might not work anymore (without the mods); but as long as you don't touch it it's fine Was there a 4th question ?
  16. You'll need more information for a suitable challenge, as explained in this thread:
  17. Just checked, they are available in the VAB from tier 0. But you have to click on the top left arrow labeled "Enable Advanced Mode", and the subassemblies will show up when clicking on the green-rocket icon.
  18. I guess halfway because that is the middle between going too fast (so needing more dV for the manoeuvre) and being too close to the Mun (higher angular delfection, so more dV). But I still believe that doing the inclination change at your ejection burn is cheaper in dV (thanks to keeping a Hohmann transfer and using the Oberth effect)
  19. There is a Rhino on at the top of his station. Seems a bit clipped in, but the bell is clearly visible. Might be considered as stowed though.
  20. You are in docking mode, and not staging mode. Click on the green rocket-shaped icon bottom left of your screen, and your problem should be solved.
  21. Best way to get to a polar Mun orbit is to add a slight inclination to your ejection burn at Kerbin. Plan your manoeuvre as usual, and pull normal/antinormal (purple thing on the navball) until your planned trajectory ends up slightly above (or below) the Mun instead of along the equator (focus on the Mun while moving around your node to properly see where you're going). Then play around with prograde/retrograde to get a proper polar encounter. Finally, when you arrive at the Mun, burn retrograde at periapsis to circularise are normally. I can upload a few screenshots if you wish.
  22. Are you sure you're out of time warp ? Maybe your engine is "stowed" and can't be started ? Or just a staging error ? Do you have a pilot or probe core to control your station ? A screenshot of your station could be helpful.
  23. The other big non-RO configurations is the Stockalike RF Engines configs for Real Fuels; it is directly derived from RO, but it's a standalone mod (doesn't require the whole RO package). Rebalances all stock engines (and a lot of engines for various mods) and adds real life fuels to KSP (like RO). RF is updated for 1.1 but the configs are not updated for the latest RF.
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