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rsparkyc

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Everything posted by rsparkyc

  1. One thing I've noticed that that if I have a 1kN engine hooked up to a hydrazine tank, and then disable the tank (to prevent RCS from firing), if I try to run my 1kN engine after reenabling the tank, it stays in a flame-out state. I've tried cycling the engine state to no avail. Is this intentional?
  2. @NathanKellLooks like the staging issue was the culprit. Thanks!
  3. @NathanKell yes, I just forgot to take a screenshot of both missions after the timer expired on each of them, but I stayed in orbit for the full 4:30 before EVAing. Would EVAing reset my timer, causing "Human Orbital (1/LEO)" to fail?
  4. Anyone have any ideas as to why I can't complete these two missions? I feel like I've done everything right. All the details are in the screenshots. EDIT: one thing I noticed was that my mission timer reset when I jettisoned my last engine. I think that I may have flipped my root nodes around, maybe that's why the missions aren't working?
  5. I found out that I had my terrain detail not set to maximum. Changing that fixed a lot of the launch sites for me.
  6. Facepalm. While I downloaded the right version on EVE, I still used CKAN to install it. Looks like I'm making progress, since now I have clouds on the welcome screen.
  7. I have a question about the realism of the tonnage limitation of some of the avionics packages. It would seem to me that if it's just a computer system, why does it care how much mass the vessel has? I did some reading on the Saturn V avionics package, and the only time it mentioned a mass limitation was when it said it needed to support the weight of what was above it (IIRC). Is having tonnage limitations just a game balancing mechanism? Also, it seems that MechJeb can work around it. While I can't turn on RCS or directly control steering inputs while the craft is "locked", I can still use MechJeb to change my orientation, and even use tie my RCS ports to the throttle.
  8. So in all these screenshots that other people have posted I'm seeing clouds, yet have yet to see clouds on my system (as you can see in the pictures of me flying over the north pole). I'm running KSP 1.0.5 on OS-X, but am using the unity 4.6.4 framework which lets me run 64 bit (no memory issues, woot!). Thus, I used the Linux64 branch. I have the latest version of Realism Overhaul (installed using CKAN an Mono), EVE, scatterer, and have even made sure to remove the clouds.cfg in the BoulderCo folder. I've scanned through the OP and didn't see anything about missing clouds, any ideas?
  9. Question regarding FAR and 1.0.4: One of the big reasons I wanted to use FAR was to have nose cones and fairings actually do something other than ADD mass and drag to my crafts. I saw in a video from Scott Manley (though it was several versions ago) where a simple rocket without a nose cone would outperform a rocket with one. I decided to do my own testing now that 1.0.4 is out and have confirmed that nose cones and fairings do have aerodynamic benefits. While the rocket without a nose cone (or faring) will initially outperform the one without, the one with the nose cone will eventually overtake the one without since it has better aerodynamics. I don't know if that was the case in other 1.x releases. It seems like this test pretty much nullifies the first statement about FAR: I haven't done any testing with wide vs. thin designs, but wondered if anyone else had any input on what benefit I'm getting from FAR in that regard.
  10. It would be great to see this with the FAR mod active.
  11. I was able to complete that mission with 2 pods, but that doesn't explain why when I put a pilot back in the pod (when I had one) it still wouldn't let me launch.
  12. I just started playing KSP today, and have made a sub-orbital ship. I tested it with a pilot, and now have a tourist that want's to ride. However, when I reopen the file and try to launch it with either the tourist or the pilot, it says "Warning: No Control!" Am I doing something wrong or is this a bug?
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