Darth Pseudonym
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Curious George
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The only docking I've done on this particular ship is with things newer than it -- I launched an interplanetary drive section, then a crew cabin section, and at some point after docking, the ship became invalid as a station. But what's weird is I can go back to a quicksave I created earlier, and it still shows the ship as being unqualified. ETA: Oh, hang on, there is one thing. I used an engineer to glue an external seat to the thing, and that seat came from a ship I launched prior to the contract. I bet that's what did it. ETA again: I unglued the offending chair and the ship returned to being considered 'new'. So that's a thing.
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When I load a game, sometimes -- not always, but sometimes -- the game seems to forget which ships were built after I accepted a station/base contract. When I first launched the ship, the "Build a new station that has an antenna, a docking port, and can generate power" requirement was checked, but after several reloads, it mysteriously goes away, and I can't get it to come back on. The vessel clearly has a the three parts needed, so it has to be that the game thinks the ship is older than the contract. I haven't been able to identify what specific scenario makes this happen, but it's making it virtually impossible to complete complex station contracts without the cheat menu. Has anyone else seen this happen? Any advice?
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I saw a thing a few pages back that sounded like this, but I didn't understand the fix or whether you were ever able to reproduce it. It looks like it's new as of the 1.3 update, that KAS connector ports are not specified as crossfeed-capable, so they don't work to transfer fuel if the "Resource Transfer Obeys Crossfeed Rules" setting is on. I don't think any of my other mods would be impacting this, but if you want the full list of what I'm running, let me know and I'll write it up. (Mostly it's visual enhancements, the Near Future mods, and some contract packs.) I can also provide a sandbox save game where the problem manifests. While I'm at it, what is the purpose of the Plug, Unplug, and Pump Here connector port buttons? I can't tell that they do anything, unless they're meant for interfacing with some other mod pack.
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SAS goes AWOL
Darth Pseudonym replied to AeroGav's topic in KSP1 Technical Support (PC, modded installs)
I think this may be a manifestation of something I've seen the last couple of days (after not playing for a few months, so no idea when it started). All my longer ships are now spontaneously pitching down for no apparent reason -- in deep space, SAS off, time warp, they should be dead-still when they come out, but after a few seconds, they all start to slowly nose down (or up?) and if I leave it alone, they spin faster and faster.... The SAS seems confused about what's happening, if I turn it on. It shows the arrows symbol that means it's trying to slow my spin, but the needles on the left side show they are not producing force in any direction. I can manually stop the rotation, but it'll start right back up, so that hardly helps. Edit: Okay, update, I uninstalled KSP and reinstalled, and now the anomalous rotation seems to have gone away. I have a sneaking suspicion that it might've been the gamepad control configuration that I was using was inputting a slight nose-down signal all the time, but I'm not sure. -
I used to use the Thud radial-mounted engine a lot, but now I almost never do. Mostly it's just because I've learned how to weight-balance my rockets better, so I usually don't need the excessive gimbaled thrust to keep them from flipping; to a lesser extent, it's because I've learned to use smaller, more efficient engines for the final/interplanetary stage, so I no longer try to take Thuds to the Mun or what-have-you.
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I just installed PBS (via CKAN) into the most recent version of KSP. It seems like my PBS components are getting some anomalous acceleration going -- like if I have a base hub in orbit with time warp on, and then bring it back to normal x1, the hub immediately starts to rotate, and the rotation speed increases over time. Is this a known issue, intentional, etc? I'm having a heck of a time landing a starting base on Minmus just because I can't get the dang things to stay pointed upright. If it makes any difference, in this particular case I've got an RC-001S remote attached rather than a kerbal pilot. I also noticed that turning on the SAS didn't seem to have any effect on the spin, and the dials didn't show it putting any force on the capsule to even try to stop the spin. Edit: Never mind, I'm seeing some of my other ships from before I installed PBS doing the same thing. They're just bigger so it wasn't as obvious at first.
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I don't think there's a way in the core game to have an action group change the current "control from" part. Is there a mod to do this, perhaps? Specifically, I have a ship with VTOL capability, but while I have an action group to lower the gear, kill the main drive, and enable the vertical jets, I have to manually switch control to the dorsal docking port so the engines will align with the retrograde marker, and then remember to switch back to the cockpit before trying to take off.
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Is there anything the game lets you do that you won't?
Darth Pseudonym replied to Red Shirt's topic in KSP1 Discussion
I don't like folding parts inside the ship. I will very occasionally nudge a part to hide a particularly ugly piece inside a fuel tank or crew section (aeroshell bases are a big one there), or slide a wing slightly into the body for aesthetics, but having overlapping body components is a big no-no for me. -
Craziest Ways Your Kerbals Survived An Accident
Darth Pseudonym replied to Program Kerbal Space's topic in KSP1 Discussion
I pulled up too hard and accidentally ripped the wings (and, consequently, the engines) off an airplane while at ten thousand meters. Somehow I managed to glide to a hard water landing using only the tail fins and whatever lift a mk1 body tube can provide. The impact destroyed virtually every part of the plane except the mk1 cockpit, and Jeb survived what should have been a fatal crash. -
Can't transfer fuel ksp 1.2
Darth Pseudonym replied to Blocker44's topic in KSP1 Gameplay Questions and Tutorials
Thank you! That's what was doing it to me. Crud... I'm going to have to completely rethink my docking port layouts.- 7 replies
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- fuel transfer
- 1.2
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