Pinchy
Members-
Posts
135 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Pinchy
-
however its pronounced is just a pipe dream. I have still not adventured beyond M-I-N-M-U-S-S-S-S-S-S-S yet
-
So I was really happy with myself having built a monster rocket equipped with a lab, a zoology bay and creature comforts. Delighted to have completed the mission and on return to Kerbin... This is where my problems now are. I have 8 Kerbs on a suborbital trajectory back into Kerbin. Set a nice Peri so I am slowing down in the atmosphere. Heat shield doing its job nicely, but the problem is what I have left is a huge hulk of a ship returning to Kerbin which is too darn heavy and its just falling to earth like a brick!! I didn't pack drogue chutes or airbrakes so am just reliant on the atmosphere to slow me down. I have F9'd several times to the sub-orbital trajectory and have a bunch of mono that I can adjust my peri and tried various different heights but I either blow up as I am coming in to steep or I skip several orbits slowing and bringing the apo down nicely with each orbit, but even then just can't get below 250M/s to pop my main chutes before I smash into the ground. I can't revert the mission to the beginning as too much time has passed so that option is not available. Can anyone suggest anything to save my 8 kerbals and ideally my creature comforts experiment and return it safely to Kerbin. Even if I have to (ideally not) cheat temporarily just to get them all back so I can continue my career!! Lessons learnt... On a large hulk pack drogue chutes and Airbrakes!!
-
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Pinchy replied to ethernet's topic in KSP1 Mod Releases
bugger - thanks for the answer - I thought I could use either science lab!! -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Pinchy replied to ethernet's topic in KSP1 Mod Releases
I have a plant growth experiment around minmus. I have a single scientist in the stock processing lab and a ton of batteries and solar panels. Clicked Start Experiment and start processing in the lab - but nothing is happening - no eurekas or science being generated - how long would I expect it to take to increase or am I doing something wrong? On the contract I have a tick against (launch new experiment - plant growth) Yes I am running 1.04 of KSP and V1.5 of StationScience -
I always just fall and expect my helmet to smash and my Kerbal to explode!! If its just accepted that falling "gracefully" is what happens then so be it but yes I get the same problem when I bump into the side of the ship and the pack deactivates and ragdoll mode goes into operation - - - Updated - - - ooh - I didn't know that one Dilli - will try that. didn't know you could take a leap of faith in a direction
-
Something I am doing is clearly wrong, because everytime I EVA from the surface of a planet/moon - I press space to release, but as soon as I press space I just fall to the ground and land like a sack of ..... Surely this is not normal - and I can actually EVA without falling to the ground first and somehow engage my RCS before I press space and fallout the pod and then gracefully land or even fly from where I am? What am I missing?
-
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Pinchy replied to ethernet's topic in KSP1 Mod Releases
Yeah thanks - seems to be working fine - although I haven't been given any career contracts yet to send anything into Space for research purposes from your excellent Mod. -
Great guide and certainly helpful to newbies like me - a couple of questions: 1. Does your Rover drive up and nicely dock with your mining ship - so when you built your rover you tested it to make sure it can drive right up to the docking port? 2. Does your Rover double up as the "shuttle" ship from your mining operation to the space station (or whatever it is you have) sat in Orbit above?
-
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Pinchy replied to ethernet's topic in KSP1 Mod Releases
Hi Ethernet - I have just discovered this mod as fairly new to the game. I am interested in installing but just want to check before I do that it is ok with 1.0.4? -
The Batman PC port situation has me worried about KSP for the PS4
Pinchy replied to CynicalVision's topic in KSP1 Discussion
Pro Cycling Manager (small Studio - cyanide) was a great PC game - ported from PC to Console a couple of years ago and it was truly shocking - rhetorical question this - but no idea how this would work on console unless it was dumbed down considerably and it was just all "stock" ships. -
I was watching a livestream yesterday with Ghost and he was also saying that his save file was corrupt and lost. I totally agree that the Save Files should not be corrupted with the update - this is unacceptable. I didn't suffer the same problem and my save file seems to be fine (fortunately) but clearly there are a number of issues that haven't been tested properly. I get random crashes for unknown reasons at adhoc occasions running some Mods - so don't know if it is the Mods causing them or the stock game - annoying but have learnt to accept them and that fortunately for me I am so addicted to the game, that I put up with the issues as there isn't an alternative to this great game.
-
How to work out which way the rover is going
Pinchy replied to Pinchy's topic in KSP1 Gameplay Questions and Tutorials
umcookies - so I may be confused - but how do you know which direction you are facing from your example. From the landing Pad at KSC I always press D to go East - yet in your example D will take you North? - - - Updated - - - Ahh - thanks Dilli - so even if my navball is straight down vertical with the dot on the centre the line indicates which way I am facing -
How to work out which way the rover is going
Pinchy replied to Pinchy's topic in KSP1 Gameplay Questions and Tutorials
Broda - that's an idea I hadn't thought of - equally I could stick a docking port on the front of a rover to get the same heading as I guess the probadyne of the lander is equally "oriented up" -
How to work out which way the rover is going
Pinchy replied to Pinchy's topic in KSP1 Gameplay Questions and Tutorials
Yes Melfice - I understand the directions on the navball as you state - the issue is that there is no way as far as I can tell which way you are facing relative to the Navball directions - ie you want to go 90degrees East but you don't know if you need to push WASD keys to get there.... -
Hi - so I am driving a Rover I have landed around the Mun - and obviously I have worked out now which way I need to drive to get to where I need to go to go and perform some temperature scans from trial and error and driving in a direction for a few hundred metres to get my bearings - but is there a way to identify if I am driving South/North/East or West from the Navball before I even set off (i.e - which way is my heading) The same question applies when I am landed and want to take off - how do I know which way I am pointing and therefore which direction I need to set-off to get the best exit trajectory from the planet?
-
I tried this mission several times and failed everytime - I learnt a lot more by jumping into Career mode and doing the small things first like launching a Pod into the air on a Hammer SRB. As you get more into the career mode you learn a lot more things as time develops. From your screenshots you are not facing the correct direction - you need to go to the dark blue target marker, and also when T hits 0 or as referenced above about T- (half the time of your burn) - I made exactly the same errors but stuck with it - and now totally addicted and planning my first foray to Duna. I have learned more than I ever learned on any of the tutorials - watching Scott Manley (career guide) on you tube. He is now up to episode 27 (Yes I am still watching an learning all the time) - but he goes through everything you need to know as a beginner - and the guy is a legend!!
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Pinchy replied to TaranisElsu's topic in KSP1 Mod Releases
Hi Taranis - Yes I have TST installed - let me check and remove the version temporarily and see if that fixes it. - - - Updated - - - Yes - Yes _ Yes Taranis... It's working now... Uninstalled TST which was obviously an old version - as checked on Curse and there is a TST (continued) which is the replacement for the version from the original author. Checked without TST and it worked and now installed the latest version of TST and now I have ChemCam (from TST) and dying kerbals!!!! Thankyou very much :) -
Not particularly exciting, but bearing in mind I have only been playing for about 6 weeks (solidly 5 or 6 hours a night!!) but managed to build a Rocket (in Career mode) and take 3 tourists on a sub-orbital flight of Kerbin, Orbital of Kerbin, Fly by Mun, Orbit of Mun, Fly by Minmus and land on Minmus!! Managed to do all 3 tourists in the same mission. The proudest moment was when I realised I forgot to build on some landing struts, so managed to literally touch the Surface of Minmus on the Engine before getting back into orbit and then flew it home!! Scott Manley is a legend - and having watched all 24 episodes of his "KSP for beginners guide" several times I would not have been able to get anything done without watching and learning from his youtube videos. I have even managed a docking which was no small task either!!
-
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Pinchy replied to TaranisElsu's topic in KSP1 Mod Releases
Thanks - I am not even running excessively amounts of Mods. I would guess I have about 10 installed and they are only really the most popular ones from curse and OKW -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Pinchy replied to TaranisElsu's topic in KSP1 Mod Releases
My re-install of TACLS made no difference - I removed all references to ThunderAerospace. After reinstalling it and first started the game it asked me if I want TACLS to check for updates - to which I replied yes, but again no resources are being used and I don't have the TACLS Icon showing anywhere on the toolbar, just the containers. Any ideas? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Pinchy replied to TaranisElsu's topic in KSP1 Mod Releases
Hi Gryphon - thanks for the reply - I checked this because I noticed from the installation instructions to check on the location of this file - and it is here as well - GameData\ThunderAerospace\TacLifeSupport\TacLifeSupport.dll - - - Updated - - - I will try another download and re-install of TACLS this evening. -
Out of Electrical Charge
Pinchy replied to Pinchy's topic in KSP1 Technical Support (PC, modded installs)
Thanks for all the advice - it seems that I managed to get some power back enough to disable a couple of instruments and now my probe is fully functional and performing selective science. Lesson learned to take a backup battery for future builds. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Pinchy replied to TaranisElsu's topic in KSP1 Mod Releases
Ok checked and I have MM.2.6.5.dll installed -
Thanks Dilli - I will try that later - just hope I can "revert" my launch and not spend a load more money on a repeat mission and clearly add this to all future missions
-
Ok Bug - so you are saying that I can just load a battery onto my spaceships and switch it off before I launch? and then in emergency I can switch it on and power down all of my instruments?