Invader Jim
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Docking ports: just how do they work???
Invader Jim replied to jeancallisti's topic in KSP1 Gameplay Questions and Tutorials
See http://forum.kerbalspaceprogram.com/threads/85063-How-to-change-Unanswered-to-Answered for instructions. -
Docking ports: just how do they work???
Invader Jim replied to jeancallisti's topic in KSP1 Gameplay Questions and Tutorials
I had this happen once. See http://forum.kerbalspaceprogram.com/threads/125115-Can-t-dock. My solution was to edit the persistent file because the port was stuck on "acquired" when it should have been "ready". Instructions are below. 1) Open your persistent.sfs file for your save game in Notepad (TextEdit in Mac or your text editor of choice - but not MS Word). 2) Search for the string "state = Acquired". 3) If you come across this string, change it to read "state = Ready" 4) Save the file. -
I just did it to see if I could. My ship: Mk1 command pod Plus parachute, TR-18A + FL-T100 (10) T30 TR-18A RT-10 Hammer booster TR-18A RT-10 Hammer booster It wasn't pretty and I bet there are better ways but this rocket exceeded 2500 m/s and the pilot could return home safely. I shut off the top 4 T100s before liftoff to help keep it top heavy and the turned them back on when the lower tanks were empty.
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What is the most efficient way to leave if you want to go home? Point a certain direction (which one?) and full throttle until your path includes an escape? Where should the escape SOI point be relative to the the bodies involved? Sometimes I have left the SOI but get caught back in the SOI again and then thrown into and orbit farther from Kerbin.
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Refuelling station for dummies
Invader Jim replied to Clear Air Turbulence's topic in KSP1 Gameplay Questions and Tutorials
One more thing - sometimes I create a small refueling station by accepting a satellite contract, build the satellite larger than it needs to be and include a docking port(s), and then go complete the contract and leave the satellite in orbit. Some day a ship in the vicinity may need more fuel and it is nice to be able to divert the satellite instead of creating a whole new ship to solve the problem. -
Refuelling station for dummies
Invader Jim replied to Clear Air Turbulence's topic in KSP1 Gameplay Questions and Tutorials
I had a refueling ship docked with a science station orbiting Minmus just because I could. One day I had a ship that burned too much fuel while gathering science on the surface and it was able to get back into orbit but would never make it home. I had the refueling station rendezvous with it and then it docked, refueled and went home. You can do all you need without refueling in space but I like having a back-up in place just in case. -
Can't click on landing gear
Invader Jim replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
Ship file may be downloaded from - https://iu.box.com/s/xj7fsr86y8jabs5iruoe7gmzzicjh5kn -
Can't click on landing gear
Invader Jim replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
I sat on the runway and moused over them from many angles. They don't light up green like the do in the hangar. It is simple in the hangar but they don't seem to exist outside the hangar. -
I have a contract to "test" landing gear in flight. I can click on the gear in the hangar but when I am on the runway or flying I can't click on them. It is like they don't exist so I can't click and select "test" to complete the contract. I can raise and lower the gear and the brakes work too.
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Kerbin's Third Moon
Invader Jim replied to OpenWorldAddict's topic in KSP1 Gameplay Questions and Tutorials
That's no moon....it's a space station. -
science lab change 1.03?
Invader Jim replied to icarebecozudo's topic in KSP1 Gameplay Questions and Tutorials
I have a science lab and it has one scientist inside. It produces science. Maybe I should add one more and see if that improves output. -
The port on the first ship was bugged. I built another ship and docked in record time. The magnetic pull in the new ship was as I remembered it. The new ship was essentially a clone of the ship with the bugged port. I will have to learn how to fix it in the persistent file. - - - Updated - - - MODULE { name = ModuleDockingNode isEnabled = True state = Acquire dockUId = 3008933975 dockNodeIdx = 0 I changed "Acquire" to Ready. I will see if it works for that ship now since it is close anyway. Update - Docking gets easier every time. With the change in the persistent file I docked as expected.
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Here is a pic - http://steamcommunity.com/sharedfiles/filedetails/?id=459359906 This is the second ship I tried to dock with. There is absolute no "pull". Even without perfect alignment these two ships should be pulled together by the magnetic ports.
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I bet one of the ports needs to be "reset". I have docked successfully several times. The two ships in question had previously been docked together. The alignment was really good. Even if it had been slightly off there would have been the magnetic pull. The was absolutely no pull.
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Am I forgetting something? My alignment is really good. The two docking ports are really close (less than 1 meter). The magnetism between the ports seems to be absent this time. As close as I am the ships should be pulled together. I have tried to dock this ship with two different ships with no luck. The first attempt was with a ship it had previously docked with. Is there a bug that makes a port forget it is a port or am I forgetting something? The ports have come together several times but they won't join.
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Estimated burn time not displaying
Invader Jim replied to Shotza's topic in KSP1 Gameplay Questions and Tutorials
Do a really quick engine tap on and then off and that usually will make it display time. I bet you could even use RSC thrusters to do it if you don't want to use the main. -
The second ship that blew up was not attached to an asteroid. The claw had never been deployed.
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Both exploding satellites had a claw.
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A little while ago one of my satellites blew up. I don't know why. It was attached to an asteroid at the time but I was in the space center at the time. For the second, I was just tinkering with a maneuver node for another satellite when I heard an explosion and when I went to ship view there were pieces everywhere. Why are my ships blowing up? They were in orbit around Kerbin.
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How do you move asteroids?
Invader Jim replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
That worked perfectly. However, I ran out of fuel before I could get it into a Mun orbit. Then I did some time warping and I may have entered the Mun's SOI again on time warp. When I stopped the time warp my orbit around Kerbin suddenly had a periapsis of below the ground when it had been 400K. Also, my grabber-satellite was in many pieces and the asteroid is now two asteroids, not one. I don't know what blew up my ship and split the asteroid in two. -
I captured a Class B. With RCS and SAS for stabilization I was able to get it into a high elliptical Kerbin orbit. Once the RCS fuel ran out every time I would turn on thrust the asteroid would just spin. The contract requires I get it to a Mun orbit. I disconnected several times and grabbed the asteroid in a different place but still all I do is spin. Would a bigger ship work? Add tons of RSC fuel? The asteroid is clearly larger than the ship.
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Good Steps To Reach Orbit?
Invader Jim replied to CaptainApollo's topic in KSP1 Gameplay Questions and Tutorials
One mistake I have made for a long time is creating a top stage that is too big. I might use a T400 fuel tank when a T100 or T200 is enough. I also might use an LV909 Terrier engine when a 48-7S Spark will work. I use Kerbal Engineer Redux and recommend it. It makes it easy for me to see the difference in DV from one engine to another or one fuel tank to another. It also allows you to see the difference in DV at different altitudes on various planets. Some engines produce a huge amount of DV in space vs at sea level. Others, the DV difference isn't huge between sea level and space. Sometime I am going to design the absolute cheapest thing with orbit capability just to see what it looks like. -
Help Jeb Survive Re-Entry, Please!
Invader Jim replied to CaptainApollo's topic in KSP1 Gameplay Questions and Tutorials
How to change http://forum.kerbalspaceprogram.com/threads/85063-How-to-change-Unanswered-to-Answered -
Help Jeb Survive Re-Entry, Please!
Invader Jim replied to CaptainApollo's topic in KSP1 Gameplay Questions and Tutorials
You could: 1) Leave it 2) Get Jeb into a capsule and then have him EVA back to it. Once he gets in a ship his jetpack will be refilled. 3) Blow it up from the Space Center. - - - Updated - - - Too bad Kerbals could not tether together. -
I launched a science station into Kerbin orbit for a contract. There was plenty of fuel left so I sent it to Minmus. I collected some science and put it in the processing lab but I don't have enough power to run the lab. I have two OX-4W 2x3 Photovoltaic Panels but they can't keep up. How do I know how much I am generating and how much I need? I turned off all the lights and the SAS but the lab needs a lot more power than I expected.