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ScienceLion

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Everything posted by ScienceLion

  1. I'm considering something for my own testing, but perhaps I can make a challenge out of it. http://i.imgur.com/2lfw2u2.png http://i.imgur.com/987IHEH.png http://i.imgur.com/zHtePTs.png It moves at an amazing 0.8 m/s, cruises at 0.7, however, turns surprisingly well. But the runway is way too short or I really suck at flying. I need to improve it first.
  2. 200 degree angle? Does this mean to keep a full map constantly updated, you need multiple satellites spaced apart in that orbit? If so, what's the minimum needed for full coverage?
  3. KSP Version: v1.0.1.861 Windows 8 64-bit What Happens: Ship ceases all velocity, camera will get stuck, and the ship resumes to be pulled by gravity. Mods / Add-Ons: All Stock Steps to Replicate: 1) Have a ship in orbit with claw. 2) Arm the claw. 3) Fly a different ship into the armed claw. Result: The combined ships will negate all velocity, the camera is locked into a fixed position, and the combined ships will fall out of view towards the planet. Workaround: switch vehicles before being captured by the claw. Save files: https://www./folder/22qg1fuiui9it/KSP_Claw Fly "Science Station", arm one of the claws, separate one of the tug drones (the stack of drones built around a monoprop 250 tank), fly it into the claw. Additional testing: Here's screenshots of debug for when the claw makes a connection. One from whilst flying the probe, the other while flying the ship. Something to note: What causes the forced change in focus? They both say the joint is ready, but one obviously spews NRE all over first. While flying probe: http://i.imgur.com/tpXDrVM.png While switched to main ship: http://i.imgur.com/GZof9Fb.png
  4. My science mission to Ike with 3 kerbals didn't have enough fuel to make it back home. They ended up on a course with a periapsis at Kerbin just 2 million meters out. Rather than redoing the entire Ike mission, I decided to assemble a rescue grabbing drone to drag the stranded kerbals back to home. 2000 some science saved. Whew.
  5. I had this problem with some Puff engines that were slightly covered by an RCS block. Oddly though, I was able to get them activated RELIABLY after doing some things. My lander had legs that were in the way of a service bay, so every time I opened the service bay, the legs would get jostled. Oops. However, whether it was the opening of the service bay or jostling of parts, the Puff engines were able to be manually activated. I've loaded a save prior to lander separation and the Puff engines had the "stowed" problem. Opening the service bay enabled activation of the Puff engines. I reloaded the save again to check, and once again, the service bay opening solved my problem. I've noticed too that my Communitron stowed in the service bay won't activate until I have opened the service bay at least once. Yes, the antenna pierces through the can, but it still works. Don't judge me. Do you guys have service bays on your ships? Maybe opening and closing it will stop the "stowing" problem?
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