Conbadicus
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Best Way To Match Plane From Pole
Conbadicus replied to Conbadicus's topic in KSP1 Gameplay Questions and Tutorials
Ok, Thanks! -
Best Way To Match Plane From Pole
Conbadicus replied to Conbadicus's topic in KSP1 Gameplay Questions and Tutorials
So basically you're saying to burn my AP way out above what my fuel ship is located at, because the speed there is much lower so i can change planes for less delta V? This is more fuel efficient that changing the plane at the target height? Hmmm This around the mun btw at about 15-20km -
Best Way To Match Plane From Pole
Conbadicus posted a topic in KSP1 Gameplay Questions and Tutorials
Hello everyone, I landed at a pole by my orbiting fuel ship is orbiting on the equator, whats the best way of linking back up with it? I launched like, directly perpendicular then matched the plan when the orbits crossed path. But that took a lot of delta V. -
I know you can sort by size, and I know most of you know the parts so well that you automatically know which parts are 2.5m or 3.5 or 5 or w/e but, at a glance everything looks relatively the same size so I find myself clicking on several things just to see if it will fit with my 2.5m rocket design. Would be nice it would sort them by rocket diameter size, or if for example 2.5m parts had a blue background or what ever. I know we can make a custom menu, but I have no problem with the other tabs and that means going into the custom tabs each time. I dunno I'm weird! Would this be difficult to do?
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Mun slopes are still slippery, I landed a base and it is slowly but surely sliding down a very slight incline. Isn't there some plan for friction?
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[1.11] RemoteTech v1.9.9 [2020-12-19]
Conbadicus replied to tomek.piotrowski's topic in KSP1 Mod Releases
Having an issue. I have 4 sats set up at 2.863mm around kerbin. Each sat has a C-32 and they all have green lines to each other, 1 of them is keostationary and linked to the ksc. They each also have a large directional dish, the largest one that is activated and target set to Active Vessel. So then I launched another ship with another omni to keep it connected as it travels out past these relays and it also has another large directional dish. When it gets to the omni's limit, i switched it on and directed it at Kerbin. According to the guide, this should mean it should link up with any of the 4 relays that are pointed at the active ship. But it doesn't seem to make the connection. What am I doing wrong? -
Can't seem to attach certain parts... I had it like 10 minutes ago but then i changed something and suddenly there is no attach point. http://postimg.org/image/k28mhbgsr/ Clearly there is an attachment point there http://postimg.org/image/4e7vtwi4r/ Now it is gone
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Why is it that when I land on the mun, with landing struts, my lander just slides all the way down the slope. I mean, I understand its a slope, but this doesnt make sense and I dont remember it doing this in .90
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Pretty sure you didn't read my post(s) or you wouldn't have made your final statment.
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ooooo, i see
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Surely there must be some kind of way to manage the amount of thrust coming out of RCS to ensure that RCS accurately translates. Placing RCS at the center of gravity or at equal distances from it work for as long as the fuel is balanced, but... you know we use up the fuel. Surely, computer systems should be able to account for this to stop rotation when trying to do a translation?
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Got it, Thanks!
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Well, how do I do that? I thought there were a lot of complicated config files with each piece?
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Any suggestions for better decoupler/sas modules that are more streamlined/less bulky/ugly ? I used a mod, Stock Revamp and I liked it a lot but I don't like all the additional stuff. I feel like the current decouplers are too thick.
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Lol. HAPPY NEW YEAR KSP FORUMS
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Haven't tried that personally but something like that is far easier than some of these contracts. So, missing your point.
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Thanks I tried what you said, however it only shows one category listed, but the part is still in 2 spots. Maybe sub category?
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Question, is it possible to go into the folders and move parts around so they appear in certain tabs but not others? I know you can create custom tabs, but I'm familiar with the stock tabs. So, for example, I have the robotics mod and it has its own tab for robotics, Great! But it also puts its parts into the utility folder. Anyone know how to do this myself? Again, the in game custom tabs is not an option.
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Its 1.0.5, but infact there was no impact in this case. Like, if I just set down on the surface its like he takes off skiing down the slope. In the case, not even tumbling. But the game im sure is registering it as a tumble, compounded by the speed...