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Everything posted by MrDude
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Is there a solution to when MJ (latest Version) glitches during maneuver node executing? It Aims at the marker just fine, but doesn't begin the auto warping, nor does it begin the burn. (yes Auto warp is on etc etc) It happens with about 1/4 of my missions and not always from the very start, but once it happens it seems to persist with that vessel. (I read some where that manual maneuvering (spin and burn a few delta V's) snaps it back into shape... and I have had it do that occasionally but not over the last few days. I've tried re building the nodes but lately once a ship glitches it stays glitched... grrr. Just starting my bigger missions.
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Solar panels not working on Eve?
MrDude replied to SirJodelstein's topic in KSP1 Gameplay Questions and Tutorials
Atmosphere likely blocking a bunch but not nearly as much as the probe body is. Solar panels are best when highly exposed and directed at the sun. Yours are in a cave and may not point near the sun and thus are shadowed much of the time (let a day or even year pass to see if the sun aligns better. Right clicking on them gives you details like what is shading them if anything. -
Changed Antenna Launch ID from 0 to 41 which matches the Stations ID (not the service mission) since it was easier to find that ID than the service Missions ID. Worked Like a Charm. Thanks!
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- Scott Manley Discussing the tech (without KSP) http://www.naturalpoint.com/trackir/
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Some Mods allow alternative launching sites. I haven't used any of them yet, but had plans for once my resource extraction systems were up... then the Great "1" made me abandon that... So you can use it as a new launch site with Mods... same with the launch site in the middle of the other continent... and a few dozen other places the Mods can add. https://kerbalstuff.com/mod/77/KerbinSide is one such example (relies on another mod - may or may not be packaged together so check).
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Contract support please. I sent up a space station (to Min) but forgot the antenna... No problem because I have the twins KIS and KAS. So I made a service vehicle full of spare parts and an engineer. Went and attached an antenna... But it doesn't seem to want to trigger the contract component that mentions antenna. Do I need to leave the sphere of influence? I tried restarting the game. I tried undocking a part to see if that would prompt a "rebuild" of its capabilities. Ideas? PS can I suggest a Fun Pack addition? Paper Airplanes with the ability to give them a throw. Atmosphere = some lift. Low Gravity = long throw. etc. Could also make darts with a different model.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
MrDude replied to RoverDude's topic in KSP1 Mod Releases
Dual Options please! Parachute would be awesome. Maybe Nerf the Glide ability - Came down without engine block and crossed multiple land masses (circumnavigation potential?). Saw a raft command in orbit but not once landed - is it in the engine section? Are you suppose to jettison that at some point? -
DERP Escape Pod Parachute?
MrDude replied to OddFunction's topic in KSP1 Gameplay Questions and Tutorials
Change Log mentioned that the parachute was being depreciated (removed) in favor of a lifting wing design. The lift and thus duration of the descent was insane! Just glide it in, ensuring that you bleed off speed. I splashed down in excess of 100 m/s and was fine. Have yet to test a dirt landing but the glide ability is so large I passed multiple land masses with ease. I would prefer a chute or both - it took so long but was kind of neat. -
How do I determine my electricity needs?
MrDude replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
When Building you can right click on the items in the parts menu and it will give Charge units per unit time (sometimes seconds sometimes minutes). Tally up all the draws you plan to have running simultaneously (including probe cores and SAS). Once you have a units per second draw, pick solar panels up to that task with a little more for battery charging. Note that you should only count the panels that can see the sun simultaneously (so single square panels on opposite or 4 sides of the ship - only one counts). Be conservative since based on your positioning the panels may only get a fraction of their power so you want either to have it easy to align your station to the sun, or allow enough light to be caught at all angles. Then guesstimate (or research how to find) the amount of time your planned orbit will be in darkness. Make sure you have more than that time periods amount of power draw in the batteries. That way when in shadow of the planet and or moon your draws will be fed by battery, then be fed by your panels with a little extra planned in for charging the batteries. That should do it. -
Found the offending culprit by removing each one in turn based on how much it interacted with Contracts or Biomes... Then went on to most complex mods... Turned out to be DMagic Orbital Science... and looked for an update and found this issue listed in the change log as being fixed by the new update! Yeah!
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The secret to landing 2 ships near each other...
MrDude replied to DarkGravity's topic in KSP1 Discussion
I'd like to figure a way to land within the range of KIS/KAS fuel lines but not on top. Its too close for safety and using a flag the errors stack (too close and you might miss toward the ship and hit that, if you miss away from the ship your too far for easy plumbing). Fish Inferno - Love the UpGoer-5 (thought of adding it vertically to my own but then it would be huge) -
000_USITools - Has an agency Folder AirforceFlags BahaSP - Some animation thing related to Firespitter CactEye - REMOVED NO IMPROVEMENT - a Space Telescope Mod that triggers a Version Warning to use in 1.0 (Vs 1.0.2) but was reported to work on latest versions (functional but maybe glitchy?) CommmunityResourcePack ContractWindow - TESTED - Deals with Contracts CrossFeedEnabler DMagicOrbitalScience - PROBLEM SOLVED - Adds contracts - From Curse Changes Log - Updated for KSP 1.0. - Fix contracts breaking FireSplitter - Added by other Mods Flags + FuelWings KAS KerBalloons - Blimps KineTechAnimation - Unknown Suspect a support Mod animating effects used by another Mod KIS Klockheed_Martin_Gimbal - Part - suspect it is a support mod for something else (CactEye?) MechJeb2 - TESTED MK2Essentials - Parts MK2Expansion - Parts ModularFuelTanks - suspect it is a support mod for something else. ModuleRCSFX - Animating RCS thrusters? suspect it is a support mod for something else NavHud - Hud symbols projected out into space for orienting the visuals with the NavBall Nereid - FinalFrontier - TESTED - Awards and history of accomplishments - NRAP - Variable Weight Capsule for Testing Lifters QuizTechAero - Parts & Flags ScanSat - TESTED ScienceAlert - TESTED Monitors Science opportunities Squad - Stock folder StageRecovery - Monitors and credits parts leaving the physics load sphere for parachutes & auto recovers. StationScience - Parts and Science expansion TarsierSpaceTech - Space Telescope Mod - Agencies, Parts, Galaxies, Resources and I assume Contracts TriggerTech - KerbalAlarmClock TweakScale - Change Part Sizes UmbraSpaceIndustries - ExpPack, Karbonite, Kolonization, SrvPack - Parts packs for Colonizing etc VerneTech - FieldScientistPack - Science Container ModuleManagers: 2.5.1, 2.6.2, & 2.6.3 .dll - I assume these don't conflict? All TESTED results where individual removals. Ideally I want to be able to help which ever Mod or Combo of mods to improve.
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:cool:in 1.0.2 I have a moderately modded (~45 mods) game which seems to not detect certain contracts. Launch Site Engine test wont check off either of the requirements (Being on Kerbin, Proper Engine). Tourist Flyby Minmus wouldn't trigger despite 3 separate (not reloaded) penetrations of its sphere of influence. I assumed I was missing some part of the definition such as a certain altitude... I tried deleting everything from Game data (except Squad) and the launch pad contract functioned. Now I would rather not have to delete a mod, load, test, restore mod and saved state and repeate x 45 times. What rules should I follow to hit the most likely mods? Seems like those interacting with biomes, locations, and contracts would be better bets than parts kits. CactEye gives me a version warning. ContractsWindow deals with Contracts Any ideas for logically proceeding. Will try to list out names of Mods (but not all are easy to ID from folder and some Mods load other Mods so I dont recognize all of them)
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Tried it with a purified Game Data folder and it worked. Now I wonder about the Minmus Tourist Flyby failure I had a week ago. I assumed I didn't know the full definition of flyby (Ie a certain minimum range vs sphere of influence). I burned almost all my fuel trying twice more before using the Mun to get me to an atmospheric burn. After all that I just hacked the save file. HOW DO I TRACK THIS GLITCH TO THE OFFENDING MOD? I have a bunch - would it have to be a mod that deals with contracts? or Biomes (since they all seem to be linked with contracts that need a certain place)? It would take a long time to turn off each mod in turn, load the save, and test. What rules can I use to find the biggest culprits. Ones that look red flagged to me: Cacteyes orbital telescopes (because it is not technically compatible with 1.0.2) ContractsWindow - Deals with contracts Final Frontier - Awards based on biomes and activities Any other catagories of mods to prioritize? (ie I assume parts mods are ok, etc)
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Can I bring back science with a probe?
MrDude replied to mrklaw's topic in KSP1 Gameplay Questions and Tutorials
Thats the Stuff... Wonder what 1.3 means in Kode? -
Dumb I know but how do you upgrade KSC?
MrDude replied to mdungan09's topic in KSP1 Gameplay Questions and Tutorials
I've experienced glitches where the upgrade menu does not show on right click. Sometimes flying a mission helps bring back the menus but sometimes I need to restart - usually after a long sessions where I want to end with upgrades. -
KIS and KAS mods are great fun and allow you to do some repair work or upgrades in the field. Simply send an experienced engineer as part of the crew. Pack an antenna part in his seat (right click in the VAB) or attach a 2nd antenna to the repair craft). Once you arrive take the antenna off or out of storage and install it on the other craft. KIS has a PDF manual (pack one of those as a part on the flight too if you want!)
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Can I bring back science with a probe?
MrDude replied to mrklaw's topic in KSP1 Gameplay Questions and Tutorials
Probes can bring science back as long as it is not removed from the experiments - so your science lab allows you to reuse your tech but at the cost of needing another solution. Sollutions: A) manned Mission - light weight but atmospherically survivable reentry vessel (or a light weight collector that would dock and transfer the science to an atmospherically capable reentry vessel.) install a mod that allows for a "Science box" part. Try side mounting this back pack mod to a probe core: KAS Portable Science Container. or hope this 0.90 version Science Box survives in 1.0+ http://forum.kerbalspaceprogram.com/threads/90678-0-90-Science-Containers-v-08-2. OR find your own similar mod. C) Hack your saved or ship files. Find a part that has the ability you seek and copy and paste the desired code that describes it into a part that does not. Might take some trial and error or lots of code reading to make sure you have all the relevant lines of code - but I think this one is pretty easy. Thus your engineers will have thrown out some less useful probe parts (why where those in there?) and replaced them with a glove box for storing science or snacks (depending on the code you use). -
Try adding more stages (Saturn 5 (or as XKCD.com calls in Up Goer Five) was not running scaled and tweaked physics. Kerbin is not anywhere near earth sized). Your probably fighting Light Pointed Dart Syndrome - As Maximus described. Solution options: A) MORE STAGES - lock the fuel weights up front. (also try the AV brand fins) Manually manage your fuel access with the right click fuel tank menu - lock out all tanks on the offending stages with the little play icon next to the resource and stop the flow. Then starting at the tail (probably after you've gone to single stack stage {balancing boosters in this fashion is hard}) right click and open each fuel type and let that tank drain to 95%. If using auto staging be more conservative since MechJeb see's blocked fuel as empty and will eject those stages. C) Reconfigure the payload - Do the 3 probes weigh more than the capsule? Perhaps instead of Capsule - Tri splitter < 3x Probes. Try Tri-Splitter < 3 Probes > Tri Splitter Reveresed (with decouplers) and then capsule. Or if the fairings can be enlarged Hang the probes from the Capsule to concentrate the weight and then use structural parts to push that weight forward. Heck you could use fuel pipes to route fuel from a front tank for the last part of the accent and ditch it from infront of the payload when your at your desired location.
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Why is my Rocket tipping over?
MrDude replied to SultanSaidi's topic in KSP1 Gameplay Questions and Tutorials
How Many Fuel Tanks arraigned in what stages? Is it a monster single stage? Rockets should stay mostly nose heavy for stability. The larger mass tends to lead the way unless there are other forces (like Darth Gerbils Fins creating drag preventing a flip). The fuel flow logic pulls fuel towards the engine and thus empties the furthest tanks first (since if you remove fuel from beside the engine, and there is fuel further out that can flow toward the sucking engine then the emptiness starts at the furthest point away). Put those aspects together and your center of gravity will shift rear ward unless A) you add more stages thus trap that fuel mass forward until you shorten the ship. or you use the right click dialogue on the fuel tanks to click the little play buttons to cut access to the 2 fuel types. You will have to manually turn this back on (especially if you use MechJeb's Autostaging!) but you can then drain the rearward tank first. C) add fins (especially if this occurs while the atmosphere is Thick - but if this happens again at 50K or something then you need to think weight shifting or torque control systems and the associated batteries -but beware the shake caused by multiple torque systems spread out being out of sync). Its probably not that your heavier side is being pulled down unless your going REALLY slow (Vertical speed gauge at top at or above 100 is my standard) or your speed at the bottom is... well bellow a few hundred by that altitude. 1200 does seem a little low for this to happen - mines happened around 6-12Km. If this doesnt fix it please describe the layout of your ship. -
The contract window registers nothing for that contract. NOT on Kerbin!? NOT at Launch Site. It says use Staging which I have tried. It has power etc. All systems are go. But it doesn't even recognize the planet I am on. Is the launch site a different Biome than the pad and its surroundings? I have a variety of mods - relevant ones would be Contracts Window. Seems like a lot of bother when I could just cancel it but I wanted to do every Contract that was presented to me for the challenge... didn't think this one was the challenge. I just tried landing right next to the pad (within the road rings by the water towers) with a manually activated engine and deactivating it before staging it (has worked for test contracts before) but no Joy. Is anyone more familiar with the Biome names around the KSC than I am?
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Original issue SOLVED - But only by erasing all MODS. See #6 entry for latest issue. It seems Location Based Contracts are not triggering. So far I've noticed Launch Site Engine Tests with NO Green Checks, and a Tourist Minmas Flyby that didnt trigger after 3 Sphere of influence penetrations. Using 1.0.2 and the terrier engine test at launch site that I saved so I would have access to EXPERIMENTAL engine is not allowing me to complete the test. It says Test the engine at the launch site. I did so on the launch pad (or do I have to fly to the inland launch facility?) Used staging as requested and there are no other parameters. Tried probe, and crewed. Help? Simple contracts should not defeat me.
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Thanks all. I guess maybe I am usually so excited to push start that I may have missed it before. I've seen totally different scenes but I assumed that was because of version changes. Now if only some one would make a sand castle or Mun-crete mod to allow big or small structures to be made of local terrain (read textures).
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The other day I loaded KSP and was shocked to see on the load screen a sand castle next to the kerbal. Thought thats neat, I must have loaded a new version some how (since the title screen has evolved in past), but today its back to normal. What the heck?!