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Khazar

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Everything posted by Khazar

  1. Yes, that's it. I have switched to base just before arriving craft entered physical range and there was no explosion. Thanks for the info.
  2. Yes, that worked perfectly. Thanks for help. I didn't know that such a file exists. Are there any drawbacks of this solution ? Are these old parts just added or do they replace some of the new parts ? Something blows up my mining station. When I tried to land a ship next to my mining station, it blew up every time I reached 2,3 km range. The game lagged and when it resumed entire base was gone. Every time. Flight log said that every part of base had overheated just before explosion. Starting form core unit. The station consisted of several smaller modules and one spaceship all connected with KAS pipes. Could it be possible that using old parts causes the explosion ?
  3. Hi, I have recently updated my KSP version to 1.05 (form 1.02), and all installed mods as well. After loading save from 1.02, I got message "part kas.pipe1 is missing" (or something like that), and my most of my ships are deleted. (also most of ma crew perishes and most of my designs). I believe that with KAS update, parts got changed ( I think that what was 1 pipe in older version, now is split in two new parts). What can I do to prevent this from happening ?
  4. I think that I found a solution or workaroudnd to this bug. 1. Set throttle to 0 2. Activate engine manually 3. Separate stage after engine is activated I tried it couple times and it worked every time. I have couple vehicles that I know for sure that they get "engine stowed thing" if I separate stages regular way and they work if I use method I have described above.
  5. I find this music perfect for this game, I have played for hundreds of hours and still cant get enough of it. And if I got cut off from KSP for couple days I start to listen to track 03
  6. What is your speed when you lose control ? And what alt ? How many reaction wheels do you have ? Also have you checked what torque do you have at each stage ?
  7. I had my tourist land their craft on they own once, due to design/pilot fault. The reentry capsule stack got broken in two due to stress and lack of struts. Luckily both parts had their chutes activated and they deployed properly. Despite no fatalities have occurred, the "fly real spaceship by yourself" option have been withdrawn from offer for untrained civilian tourists for safety reasons.
  8. I usually land almost dry, can't resist temptation of bringing some more stuff instead of securing some extra fuel reserve for safe landing.
  9. I use landing gears in almost every craft I build. During landing I have my craft stop just over surface in vertical position and then flip to the side, using vernors (with help of ant engines pointed downwards in case of most heavy crafts). This way I don't have to bother landing exactly where I aimed, I just turn in desired direction and roll towards. I use this both at Mun and Minmus, to brake more efficient I pull up and down or turn sideways if needed. Also its even easier to land at hillsides
  10. I finally have landed my well overpaid ship on Minmus mining site
  11. Those are pipes available via KAS mod : http://forum.kerbalspaceprogram.com/threads/92514-0-24-2-Kerbal-Attachment-System-%28KAS%29-0-4-8-Fixed-for-0-24-2-x86-x64-%29
  12. I have successfully brought my flag mining ship/base back into Munar orbit. After long refueling operation and minor tasks it is time to go for Minmus and after refueling there I hope to bring that whale to other planet.
  13. I don't even overwrite saves, I keep them all just in case. Hopefully I won't have to use them yet.
  14. Thanks for answer. So if I have some kerbals on eva, and I'd bring another ship and put those kerbals inside would they get cloned ? If I would dissconnect all vehicles will kerbals get cloned when entering them ? If I would transfer crew between every ship, and then disconnect them and connect again, would that fix the problem ?
  15. Was your craft very large ? Or was the site crowded ? Crew hatch obstructed ? Any idea what could be the reason ?
  16. Other vehicles elsewhere don't have this issue. I can get in and out and won't get cloned. At this site however any Kerbal using any hatch gets cloned. Now I'm bringing ferry to take crew away, hope they will be able to use new craft. Then I will try to separate vessels and see if this help. If not, I will try some orbital bombardment. There is hell lot of fuel to explode, and I like Minmus more then Mun anyway
  17. Haha I didn't thought about all those nukes. Thanks God I haven't brought her back to Kerbin yet. Otherwise she might have brought back something more than just experience
  18. So i have managed to clone Valentina twice, but I doubt there is any limit. Did this happened to anyone ? All I have to do is to go Eva, then enter crew hatch and I get one copy inside and one holding to the ladder. I can repeat the process ? Can anyone tell me why does it happen and how to fix it ? This is the craft that it occurs at : It is massive and has many parts, it is also connected through pipes to 3 other crafts. In the largest craft. crew hatch for the MKIII cockpit is obstructed, but science lab and passenger compartment aren't. It doesn't matter which hatch would I chose, cloning occurs every time I get inside. Disconnecting pipes doesn't help either. Any ideas what to do ?
  19. Here are screens from my first mun landing of my newest craft :
  20. Nice idea. And its perfect for my plans. I have established mining base exactly at mun's equator. I wonder how would it work with minmus as it has such a nice low gravity, flat surfaces and its farther from the Kerbin, so the effect would be greater. I wonder if it would outweigh the inclination issue.
  21. Do you use precise maneuver nodes mod ? It really helps to set good and efficient node. It allows you to move back and forth already placed node. When you place maneuver node, get the encounter you can then change its position. If you consider only dvs cost, then enter mun SOI in front of it and get into retrograde orbit. Doing opposite is almost twice as expensive ( I belive its around 250 vs 450), and have your mun's periapsis lowest possible (around 6k to be sure you would not hit any mountain), then burn at periapsis to circulize. After lnding, take off eastward to benefit from muns spin, (you will have prograde orbit) and when you get to point where you are between mun and kerbin burn prograde.
  22. I had this happend to me without even having cargo bay. I had craft designed like that : Red squares are small fuel tanks, blue one is LV-N engine and the green one is large fuel tank. The large fuel tank is top of main rocket that carried rest of the craft into orbit. The lv-n engine was covered with fairing that is placed when decoupler is attached t engine. When I decoupled, this fairing splat in half and started to shake those 2 bottom most small fuel tanks. After it got away engine was stowed. Is there something I can do about it or is my craft useless now ? Is this caused by those fairing pieces made engine disconnected from the rest of the craft ?
  23. I am using calculator from this link http://alexmoon.github.io/ksp/ but I am willing to send small probe that would start scanning and mapping Duna before I will send larger crewed craft. I am aware that 34 day isn't best day to launch for Duna. I designed simple craft that has various scientific tools and scanners and using single LV-N engine and set of fuel tanks, I have 10k dv after getting to LKO. In this case I want to save time not fuel. I was able to set a node that would allow me to get to Duna for jusr 2k, but it would take 190 days. I was hoping for shorter, more expensive trip. I will try both ways, dropping periapsis after launching from mun, and raising apoapsis in regular steps. If something will go wrong, well it's only a probe...
  24. Thanks for the answers. 2. I meant eliptic orbit that would be pointed in "right" direction. I have low twr and I would like to get to Duna as fast as I can. I have 10k dv to spent and I'm aiming for 5k dv ejection bur. I will take some time do perform it, so I thought that if I would stretch my orbit first, I would be pointed in the right direction for longer part of the burn then if I would start from circular orbit. Is it true ? And if so would it be noticeable difference in efficiency ? 3. What are pros and cons ? If I'm supposed to eject from Kerbin orbit at certain angle, wouldn't I get same effect If I would eject from Minmus, when it is at that angle ? How long does it take for Minmus to circle Kerbin ?
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