Bogeyman
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Everything posted by Bogeyman
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Hi, would it be possible to come up with a steerable nosegear that goes in line with the medium and heavy nosegears? I understand that the very small one is steerable but that just does not match with the weight of a heavy aircraft. Chris EDIT: I just saw that somebody posted a similar suggestion a little while earlier (ARGH - sorry!)
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No real steerable Nosegear?
Bogeyman replied to Bogeyman's topic in KSP1 Gameplay Questions and Tutorials
Ah, did not see this (newbie Thanks! -
No real steerable Nosegear?
Bogeyman replied to Bogeyman's topic in KSP1 Gameplay Questions and Tutorials
Is there like a "wishlist" in this forum where you could post things like that to make the developers aware of such things? don't get me wrong, this program is A-W-E-S-O-M-E, but this should be changed. -
When using planes that have the medium or large new landing gears, you might want to have a nose gear that fits into this design. So far the only steerable nose gear is that Cessna-like toy-gear. Am I missing something or how can you steer a bigger aicraft on the ground?
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Attachment problems MK3 CargoBay
Bogeyman replied to Bogeyman's topic in KSP1 Gameplay Questions and Tutorials
I should google more: http://www.reddit.com/r/KerbalSpaceProgram/comments/2pka11/ Solution is the ALT-key -
Hi, I am planning to build a cargo plane that can air-drop stuff while flying. My idea was to have the shuttle-cockpit and then 1 or 2 MK3 cargo bays, with the bay doors facing downwards. I then wanted to connect any payload with a small decoupler to the center of the cockpit bulkhead. The idea was to fly over a certain area, open the bay doors and then "stage" the decoupler which would then let the payload drop out of the plane. Then quickly switch to the falling object, trigger it's parachutes (I dont want to deploy parachutes at the same time as the ejection because that would drag the payload into the plane) and the landing legs and let it drop to the ground on its own while hopping back to the plane and land this one home safely. Almost proud of my idea, I added the decoupler (the small white red one- forgot the name) to the green connecting ball at the bulkhead but now I cannot add anything to that. I also tried attaching docking ports, which works fine but then you cannot add anything to that docking port. Whats the sense of having this cargo bay if I cannot transport something (also to space, like a satellite) which then cannot be released. Am I missing something or do you have any ideas? See picture below of my test-construction: http://fs2.directupload.net/images/150503/8wdlsv2t.png' alt='8wdlsv2t.png'>
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Hi, just seeing that there is a 1.0.2 version already out. I just keep saving the game with F5., is it possible to just unpack the new game "over" the old one and you are good to go or should I recover the gameplay files first and copy them back into the new version? How do you guys do it? Christian
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ISRU-Converter - how does this work?
Bogeyman replied to Bogeyman's topic in KSP1 Gameplay Questions and Tutorials
I have read that solar panels also function as radiators, so if you use plenty of solar panels it could be cooled down? -
ISRU-Converter - how does this work?
Bogeyman replied to Bogeyman's topic in KSP1 Gameplay Questions and Tutorials
Ok, and, guess what? Here comes another question: Can you let the ISRU run continuously and, for example, do some other mission while the ISRU produces fuel or do you have to be with it all the time? -
ISRU-Converter - how does this work?
Bogeyman replied to Bogeyman's topic in KSP1 Gameplay Questions and Tutorials
Thanks for your answer. One more question: If I converted to fuel, for example, I guess I also need to put a tank to my mining craft into which the ISRU can dump it? -
How do Resources even work?
Bogeyman replied to dryer_lint's topic in KSP1 Gameplay Questions and Tutorials
Just out of curiosity. Does the orbit HAVE to be polar or is any inclination like just an equatorial orbit ok also? (In that case you would just map the equator area, but this is just for the sake of argument). -
Being new to the mining - How does it all work with drilling up stuff, putting it into these raw materials tanks - then it must probably somehow be transferreed to this ISRU converter who in turn makes fuel out of raw material... Right? How does the workflow go, which parts do I need? Thanks in advance Chris
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How do I get the new 1.0 version ?
Bogeyman replied to Bogeyman's topic in KSP1 Gameplay Questions and Tutorials
Don't know what you mean with "steam". I went through the "shopping cart" and bought it via Paypal. So, do I have to go "My Account", Products purchased and download the same File thats already on my list from the previous buy? - - - Updated - - - Ok, nevermind: It works like I just said (my account, download same product again). Thanks for your help anyhow! -
Maybe a stupid question. I had already bought the previous version. So now I am logged in but it looks to me as if I have to buy the new version too?? Or is this an upgrade and you don't have to pay for it since I have bought it already? How does it work? Chris
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How to transfer science results on ground?
Bogeyman replied to Bogeyman's topic in KSP1 Gameplay Questions and Tutorials
Thanks! But can't the MPL store many data? The pod can't, I know, but if I collect more data of one biome on several single trips and "dump" the data into the MPL, is that possible? - - - Updated - - - Ah found it! Reading Wiki sometimes helps "While the transmission boost is quite substantial, it cannot replace recovery of science results. The Lab has no immediate effect on data kept, but it can store an infinite amounts of scientific results. It is the only part which allows even multiple copies from the same experiment in the same situation and biome. This won't happen automatically, though: Kerbals have to go on EVA and make the rounds, manually collecting the data from every instrument." -
I have heard It's bin in the "news" for quite a while, so I wonder what "soon" means? 1 month? 1 year?
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Hi everyone, I am just becoming so frustrated with KSP. My main problem is that I cannot save my games (flights). Quicksave F5 or forced saving with ALT+F5 does not work (it calles up the save/load menu but does not accept any input there). Just wondering: I heard there will be a new version (the one with female Kerbals, and lots of other new features), where I hope that these bugs become fixed. Chris
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Wicked shimmy due to Docking magnets
Bogeyman replied to Bogeyman's topic in KSP1 Gameplay Questions and Tutorials
I have found a workaround, although I don't know why it "solved" the problem. To explain I need to explain how I built my ship (see Image below). Since that big propulsion unit was not only big but HEAVY , I just added lots of reaction wheels to the front and rears of each cylinder. It functions very well, it turns the whole thing on a dime like nothing. So, after my problem here I decided to deactivate all of these reaction wheels and it worked. But I still don't know why the propulsion unit tried to crank itself towards my approaching lander... -
Hi everyone, I am playing KSP in vanilla mode. I have assembled sort of a "mothership" in Kerbin orbit for longer planetary excursions. It consists of a core with docking nodes and crew habitats, science labs etc. At the end I have docked it with my propulsion unit which consists of a laaaarge pack of fuel tanks and LV-N motors. This thing being quite large, I had decided to connect it to the front of the ship via the large Clamp-O-Tron Sr Docking port. So far so good. Now I try to dock my landers to it which I have launched separately. Upon approaching the ship it looks as if the big Docking port gets attracted to my approaching lander due to the magnetism. It bends and tweaks the whole big assembly and it looks as if it is going to break apart. Wicked shimmy, making it impossible to dock. Is this a bug? Is it possible to deactivate this? Are there modes that correct this behaviour? Would this not happen had I used the smaller, normal docking nodes? Best regards Chris