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SignalCorps

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Everything posted by SignalCorps

  1. I got it figured out, and finally rescued poor Jeb. First off I was wondering how the hell they were in a polar orbit, but 90 degrees to the west of the space facilities. Then 1st grade science hit me. The planet rotates over time. That mystery solved, it was on to making the rendezvous auto pilot work. I was getting in to much of a hurry, and punching the 5 five options on the rendezvous planner. Don't need to do that. Just select target and engage rendezvous, and let the autopilot do its thing. Don't need to hit any other buttons.
  2. Since I updated to the newest version, it seems like I've been having more problems getting parts to attach to other parts. For instance, the newer pre-built Kerbal X rocket has 6 liquid fuel boosters with the NCS nose cone (the one with fuel in it). The cones only show up on 5 of the boosters, and if I try and add it to the missing one, it keeps trying to attach sideways. If I flip the part around to the correct orientation, it doesn't want to 'click' into place, rather tries to embed itself in another part, rather than attach. I've also noticed this problem with the advanced nose cone part. And not just on the preloaded craft, I've also started one from scratch, so as to not have any existing errors in production, and have run into the same problem where sometimes nose cones (and other pieces) keep trying to attach sideways when they are obviously at the top of the part, and there are no other parts close by that they could be getting confused by and trying to attach to. Either they refuse to attach (correctly anyway) to all the similar parts, or (in the case of a rocket with two boosters) will attach just fine to booster 1, but not 2. Is this a known problem, and is there a way to fix it, or am I just doing something wrong?
  3. I am using KSP ver 1.X, and the latest version of Mechjeb (the one that doesn't say it won't work with the current version). I currently have Bill and some other pilot stranded in a polar orbit, out of fuel, and poor Jeb, he tried to spacewalk his way home and also ran out of fuel and is just drifting amongst the stars all alone. It's not the polar orbit if you lifted straight out of the launch facilities and went north, but more like if you went west for a quarter of the planet and then entered a polar orbit. Quite frankly, I forget how I got them there, but I would like to have back, as it's not good for the moral of the other Kerbs to just leave them up there to drift among the stars like Bender, only without a candelabra. Anyway, I am new to Mechjeb, (and fairly new to KSP. I've made it to the Mun, [without mechjeb]but so far not managed to make it down in one piece, let alone get back with the lander module) and I got the ascent auto pilot working nicely (though I am unsure as to how the inclination degrees work....I know 0 is right along the equator, but how do the other degrees work exactly?). What I'd like to do is set a rendezvous autopilot right from launch to ensure I take an optimal ascent path, but from the pad, the rendezvous autopilot seems non functional. I got to a equator plane orbit at 100km, but when I start the first part of the rendezvous autopilot (match planes. Am I correct in assuming I go in order from the top to bottom option?) The autopilot adjustments put me back into the planet, like it has a path it wants to take, but it's trying to go *through* Kerbin. Is there a way to autopilot a rendezvous from the pad, or a way to figure out an optimal ascent path to take? And also, what am I doing wrong once I am out of atmo? Am I just not high enough? And it seems to lake a lot of fuel to match the plane I need to be on. If I start at the equator orbit and head 'north' it burns a flying f-ton of fuel (literally), and if I go straight to polar orbit, I am exactly perpendicular to the orbit I need to match, and that seems near impossible to match then. Any advice is appreciated.
  4. I don't want an ending where you discover warp drive, and the Vulcans show up to make first contact and wipe out the Borg and then the credits scroll and the game ends. I'd just like to see a final mission where you pull off the greatest feat of Kerbal engineering ever seen, save everyone on the planet (all 15 of them?) and they erect a statue for you. Credits roll, and then you go back to doing what you were doing.
  5. In the Android (and others) app Simple Rockets, you can see the size of the sphere of influence for each body as a shaded circle. Like the moon will have a circle that once you enter, you will be subject to the moon's gravity, and if you zoom further out, you can see the Earth's SOI (which of course envelopes the moon) and then if you zoom into different planets you can see how far out the SOI extends for each of those. When plotting courses in KSP (for example) to the Mun, I can see the icons for where I encounter and escape it, but I really don't have any idea of how big the SOI is, so it makes it a little harder to plan. Also in simple rockets, it shows how gravity affects your flight path. Like you are flying right on a path to the moon, but then the line curves to show what happens when you enter the SOI as you close in. In KSP I can see the flight path to the Mun, but no representation of what path my ship will take once I get there. Is there a way to see this, or am I not understanding what the game is already showing me?
  6. I like the idea of re-entry heat, but would that be a selectable option? Like in the difficulty options so you can turn it off if you've not gotten that good yet? A way to start in orbit to test certain vessels. Obviously in career mode you'd have to do it all yourself, but in sandbox I'd like to be able to put a spacecraft directly in orbit at X meters above planet Y to see how well it performs a function (seeing if I can easily go to the Mun, putting a lander in orbit around a far away planet to see if it's a good design before I actualy attempt to go there, placing a large spacestation in orbit without having to send up many missions to assemble it like it is a base I already had, ect) Modless autopilot for noobs and people that can't math. "Okay I got to orbit, computer get me in stable orbit around Minimus, make it so" A indicator of whether or not I can do something. Like in the Android app "Space Agency" it will tell you what percentage of the flight to orbit each stage will take you, and if you will even make orbit with your design. Maybe a thing like "I want to go to planet X, will this design allow that?" And of course a lot depends on you flying correctly and doing the right burns, but it could indicate "It's physically possible if you do everything right, not very likely, or you'd be lucky not to explode on the pad" Anyway that's a few ideas I had. Sorry if I missed something on the 'already suggested' list or if someone has already suggested it in the forum - - - Updated - - - Oh, also I'd like to see more signs of civilization on Kerbal. Kind of hard to believe the entirety of the species lives at one space station. It would be cool to see cities as you orbit and see patches of lights from the populated areas during the night side. It would be even cooler to get news reports of how you rained flaming rocket pieces all over downtown New Kerb City when you jettisoned a stage.
  7. I'm playing in x64 Win7 Pro. Seems to work pretty good for me. Steep learning curve, but I'm getting better. (Actually got to the mun today. But I ran out of monopro and got a little freaky with the SAS and the lander crashed stranding poor Jeb on the Mun ) So far I've been happy with it. Had a few wonky physics issues at 3 and 4x physics speed. And been having some issues with wobbly rockets if they get too tall with stuff you'd think would be stable, but over all, it's an awesome game.
  8. In Minecraft, it eventually became possible to 'beat' the game, by going through the special portal and killing the ender dragon. Is there any sort of 'end' to career mode, like you've discovered all the planets and saved Kerbal from an Armageddon style asteroid with a Steve Buscemi type (crazy eyes, even for a Kerbal) Kerbal? Like something that says "Well, you did everything and you are a hero. You now have a statue in your honor, but you can keep playing if you wish"?
  9. Okay thanks. I guess the problem was that I was using a touchpad which only had the basic drivers installed (new laptop). I need to get a regular mouse or update with the actual drives that allow me to scroll. Thanks.
  10. I am trying to reach the Mun, and I built a booster/main engine then a command module to get to the Mun, and then a lander that seperates, lands, and then the accent module docks with the command module for the trip home (sort of like Apollo). I've got about 9 stages, and they've gone off the screen. Once I get a lot of stages going, how can I view them all?
  11. I am on ver .90. In flight, or anywhere outside the hanger, I sometimes have a problem with information windows being in a bad spot. Like trying to manualy control the thrust limiter on one engine while another goes, so that I don't start cartwheeling (bad problem I have, and as fuel drains from one tank, I have to keep adjusting my engine) but the nav ball gets in the way of the window. Or If I am trying to transfer fuel from one tank to another nearby tank, the windows overlap, making it hard to see the numbers. I can swing the camera around, but if the tanks are right on each other, it doesn't always help. I tried clicking and dragging the windows, but it doesn't seem to help. Thanks
  12. I've been having a little problem getting my spaceplanes off the runway. I have been following a basic design of a Mk2 cockpit, followed by a Mk2 bicoupler, a couple of fuel tanks, a radial intake body and a couple of basic or advanced turbine engines. I slap on some wings so that the center of lift is near the center of the plane, and add some elevators to the rear of the wings. I'll then maybe add a fuel/ox tank to the middle of the each wing and add a stage two rocket for space flight. Trouble is that my plane doesn't want to be a plane. It wants to be a backhoe. Before I take off, I'll check the elevators/alerions to make sure they, in fact, do move up and down. I go to full thrust and get rolling down the runway (yes on landing gear). I get up to a decent speed of 150m/s+ a second, and hold down S, but the place doesn't seem to want to pitch up. Usually if I make it to the end of the runway without tumbling and catch air that way, the plane will actually respond to up/down pitch fairly well, but just not while it's on the ground. What am I doing wrong here? Also the default plane, the Stearwing D45 seems to have flight issues. When returning from upper atmospheric flight (and switching to jet engines, it doesn't want to fly anymore. It just begins a gradual decent downward, pitched downward at about 10-15 degrees. Same if I switch to rocket engines in the lower air. Even with decent airspeed of 200m/s it won't fly level or raise up. Any suggestions?
  13. I recently got KSP and have been having trouble with my space planes. I am have been following a basic format of a Mk1 or Mk2 cockpit, followed by a Mk2 bicoupler with a few fuel tanks, a radial intake body and either basic or advance turbines. I then slap some delta wings on it near the middle so that the center of lift is nearish the middle of the plane, and put an elevator and alerion on each wing (I assign one function to each set). Then I'll center some liquid/ox fuel tanks in the wings and add a rocket engine for space flight. Trouble is that my plane doesn't want to be a plane. It wants to be a backhoe. I'll hold down the S key on the runway and see the elevators lift up, but once I get rolling, it doesn't seem to want to pitch up. Sometimes if I make it to the end of the runway, I can manage some level flight, but not much up flight. (plenty of down flight though). What am I doing wrong? Also one of the default planes The Stearwing D45 doesn't seem to fly well when I transition to the jet engines. If I make it out of the atmo and back, it won't fly once I hit air, just a gradual decent into terrain. (that's if I am holding the S key the entire time. If I let it do what it wants, it dirt darts. If I drop the jet engines in the air and switch to rockets, it also won't fly anymore, even if I have decent speed of 150m/s, just does the slowly drop thing. I'd appreciate any suggestions.
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