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tutike2000

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Everything posted by tutike2000

  1. I've landed a pretty heavy lander on Duna and used zero ablator on my 3m heatshield. I did land at very high altitude, though. Retrograde burns on descent were necessary, the craft did not slow down enough on its own to allow parachutes to be used, not even drogues.
  2. According to Squelch: "The cause of the parachute log spam has been identified, and is now in the process of being fixed."
  3. Yup, most European countries use this sequence.
  4. Ok, hype wore off. Yeah, it's probably some PR stuff that Squad will be pulling for Asteroid Day, nothing ingame.
  5. sounds... nasty. Try creating a new sandbox game, and import your broken craft there. See if that fixes them
  6. Class F,G,H asteroids? 'Asteroid' is now a biome ? Asteroids in new places (like between Duna and Kerbin)? Asteroid impact missions (asteroids are on impact trajectory, stop them! or asteroids aren't on impact trajectory, start them! ) ? New asteroid shapes?
  7. Screenshot of craft, reentry angle, F12 debug menu of your chute getting hot would help
  8. Yep, is already logged in the bug tracker http://bugs.kerbalspaceprogram.com/issues/5169
  9. Not sure if this is possible in KAS. Even with struts you need to use the 'special' KAS struts. Can you right click the fuel duct once it's attached? of not, then it probably doesn't work.
  10. It's stable for me as well, but I've fond that radiator parts attached via KAS don't seem to do anything. I'll have to test some more to be sure, though.
  11. The problem isn't that my rovers flip, they don't. They just slide at 45-90 degrees relative to the direction of movement. It's like Tokyo Drift all day every day on Minmus. Either that, or it takes half a kilometer to break from 20 m/s. Is wheel traction directly proportional to the amount of weight on top of it? Or is it a fixed value, and you can 'cheat' by adding a whole bunch more wheels ?
  12. Hi there, I'm currently a bit annoyed by a couple of things: 1) Let's say you're on Minmus or the Mun, go on EVA, then bump your kerbal against something and he ragdolls. If you're on a slope, he'll just go sliding down and down for (possibly) several kilometers. Is there a mod that will make kerbals more 'sticky' ? Or one that will make them recover faster from being hit? 2) Driving a 4-wheeled rover on Minmus (or other low-g worlds) is like driving on ice. Is there anything that will allow me to move around, break, turn etc at 10-20 m/s ? Apart from downward thrusting engines, that is. A mod with sticky wheels/tracks ?
  13. As of 1.0.3/1.0.4 drogue chutes, heat shields, air brakes are actually useful/needed. A craft composed of pod+tank+engine only will not have enough drag to slow itself down enough in order to use regular chutes. (At least not in a steep reentry) Either add more drag, burn retrograde, add heat shields, add air brakes, or anything else you can think of to slow yourself down.
  14. - Scene changes (KSC - VAB - KSC - Tracker - Flight etc) take foreeever - Memory leaks / crashes
  15. Haven't tried them, but I suspect the airbrakes will be a lot safer than drogues. Ever since Squad added airbrakes drogues have been a bit obsolete.
  16. Drag seems to have been decreased, so you don't slow down as much. And chutes get destroyed at lower speeds than they used to, so you need to slow down more than you did before. Flying straight up is kind of suicidal now.
  17. Looks like his chute didn't deploy at all, even after staging and after clicking Deploy; Seems like a bug. It did not 'arm', did not semi-deploy
  18. From where do we start? LKO or launchpad? If launchpad, how do we measure delta-v in orbit, given the varied ISP?
  19. You don't need to add any parts with KER. In the VAB you'll see your TWR, mass, Delta-V, etc. There's also a setting to allow you to continue using KER even without adding any parts to your ship. You can probably delete the part files from your mod install if you don't want to see them in your part list.
  20. You can probably start two instances, but what you do in one instance will not happen in the second. So if you launch a craft in instance A, you won't see it on the map in instance B. When one of the instances saves the game, it overwrites/erases whatever the other instance saved.
  21. Hi all, Would it be easy to make a mod that shows whether the parachutes in your next stage can be deployed safely? (Now that Squad added the 'safe?' indicator to chutes) If so, that would be a nice/cute mod to have. Similar to how Deadly Reentry does it, perhaps ?
  22. Maybe the docking port is broken because of this. Try using node attachment only (hold down alt when plaving the part). MechJeb's SmartASS will continue to hold orientation even if you switch to a different craft. A very easy way to dock is to have MJ on both craft set to Target+, and target each other's docking ports. Don't forget to set 'control from here' on the ports.
  23. Yeah, you'd have to transfer 1-to-1, that means no landing/deorbit until you run out of fuel in the big tanks, Otherwise you end up with a lot of torque mid-burn.
  24. You mean that the ingame part editor doesn't allow multiple connections. I'm pretty sure that the game engine itself does. Will need to create a bendy craft to prove whether this is actually true or not.
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