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SoWeMeetAgain

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Everything posted by SoWeMeetAgain

  1. k .. must have had something to do with quicksaves then I guess, or resetting some flight hmmm, my fault probably. thanks for your answer bewing
  2. Hey, just a quick question had an unmanned mun mission, saved some science in mun orbit (thermometer, barometer), didn't have enough dV to deorbit. Wanted to get the data with a manned mission, rendezvoused successfully, but no science in the thermometer/barometer. Is that a feature of the unmanned probe not having any electrical charge left? cheers
  3. I always took a plane with a load of parachutes. If you can't land it "correctly" then just use the parachutes to make a vertical descent - using this method you can land ANYwhere, even on top of spiky mountains.
  4. well I have BTSM Crowd Sourced Science Kerbal Engineer Kerbal Joint Reinforcement Kopernicus NavBallDockingALignmentIndicator New Horizons guess one of those is the meanie ... will try without the mods and see what's the problem - maybe reinstall the game if that doesn't help it :/ thanks for the replies guyses
  5. Hello everyone, I recently started playing KSP again and this time with a load of mods for a new experience - but I am missing some options in KSP. When creating a new game it used to be that I could choose for example how much science or funds I got from contracts, with sliders. No more, just re-entry heat, resource abundance and the checkmark-options like "allow flight reversing". In the VAB I used to have options for rotating parts and for translating parts with little arrows - now I only have "place" and "root" ... those other things were incredibly useful - where have they gone? cheers, SoWe
  6. Hello everyone, I want to replay KSP but I don't want to do the exact same thing again. The most fun thing for me is to figure out new stuff. The last run I ended because my spaceship parts I wanted to assemble in orbit didn't fit ... even though I had used the connectors as a prefab so they were 100% the same distance blabla. Anyways, I know there are some mods out there that redesign the career mode, all new contracts, maybe even start unmanned and such. But which ones are good? Which things work well together? Has anyone played several and can give me tips which things are good? Is there maybe a site where people vote on mods with a star system or something? cheers, SoWe
  7. contracts definitely need work - a few suggestions: unique (prototype) parts for specific contracts (unique in look of course!). You only have it once, you really can fail your mission. "rescue" contracts aren't only pods, instead "real" ships with no fuel (just for the eyecandy) "recovery" contracts of parts, again unique parts either as part of an assembly or something "bring x to y" not only land it on kerbin but get it to a specific location etc pp
  8. what's it even good for, especially on pilots? just slap on fly by wire and your engineer is as good as the best pilot
  9. it's because men are viewed as expendable and women as importantwhich in turn is the reason why there are more men in movies - they're like props
  10. too bad. personally, I would not repeat such information without having more than hearsay from a clearly biased source, but that's me and of course if she is talking about the ratio of men and women in film ... she fails to mention things like the rates of *death* and significance of death in relation to the ... of the killed person. men get killed by the hundreds without any significance (unless main cast), if a woman dies it's always a big thing the new jurassic park comes to mind, watch it with a mental counter active edit: s e x is banned? for ducks sake it's a technical term in the fields of biology and medicine ...
  11. did you do the rendezvous tutorial? try recreating it's starting situation ... as said, do an orbit that is slightly bigger or slightly smaller. then just follow what you learn in the tutorial
  12. at the moment... thermal control thingies, the stationary ones, they soak up aaaaall the heat set periapsis to ~30km on kerbin,, should give you enough time to slow really heavy craft, as you can see almost no fuel left, mostly the "natural" air resistance and nothing(!) exploded or even got really critically hot
  13. but there are more options ... you can get desert water, grassland water, badlands water ... just have to be sneaky (it counts as new science data for surface samples!)
  14. everything you describe is meant to be except for the error message I'm also getting that, but it's purely cosmetic
  15. Thanks a ton for that tip, I had initally set it to the lowest setting, now it's 0.08 I think and it runs much, MUCH better ♥
  16. That is a good idea, would for sure fix the wobble! Not the misalignment though :/ I can confirm that they were 100% aligned during construction - but being honest I cannot confirm that they indeed connected more than with the magnetic forces, I only checked one port per docking maneuver with right click ... I made a few more pictures: From these two it seems like they are indeed in the right distance but the whole leg-assembly is slightly tilted towards one side :/ Nevertheless the whole rig made it to the Mun safe and sound: but during the flight and on the Mun surface everything has basically slowed to a crawl... it seems to be getting progressively worse Too many parts I presume... offtopic but fix ideas? which settings to turn down for that? (doubt its the graphics, it seems to be the physics part slowing things down but idunno)
  17. well, no, that is not the problem, but thank you for the suggestion. As said when first docking they both connected. And I did copy the whole thing to make sure they were at the same distance, note that each of the legs has two halfsize tanks instead of one fullsize, thats why.
  18. exactly how was what I was saying wrong?not at all? thanks, bye
  19. You can right-click the chutes (individually) and set the minimum air pressure to something like ~0.4, that should open them very late ... or if you think you can do it all quick enough, set it to 1 (so they never open on their own) and then re-set to 0 when it's safe to do so (careful don't hit the ground )
  20. Hello there, today I wanted to build my first station to be put onto the Mun, and if successful, Minmus later on. I wanted the full package with all the experiments on a rover to drive around and collect aaaaall the science And quite handily one contract calls for a station with science bay and room for 11 kerbals. All in one go of course, because why not. So this is the station while being assembled in orbit, I had the center piece with the rover and three leg-thingies, two attached already in the picture: As you can see to keep everything well aligned I used two ports for each connection, should work fine right? During this stage, everything was okay, when docking both ports connected firmly and all was well. But after some more preparation, namely sending a survey scanner satellite to the mun, coming back to my now-assembled station I found this: the connections are severed, only one remained intact each. So now the engines aren't aligned any more, everything wobbles. What do?
  21. I'm not sharpy, but I want to make some kind of jet powered plane that can tilt it's engines and take off/land vertically ... yeeeh I can just do two sets of engines and bind them to rcs activation but it's so much more mass :/
  22. the static cooling panels are way overpowered at the moment, and you can indeed mitigate 100% of the heat with them during reentry. Not even puny fins (the most basic ones) explode any more if close to a heatsink.
  23. This will not be a perfect solution either, and perhaps you're already doing that anyways. If your burns directly into the direction you want to go are always "too much" you can instead split it up into two bursts at steep angles. So instead of burning prograde you burn mostly "upwards" and just a little bit forwards, a steep angle upwards (say 80°), then you burn a second time with the same angle from before, downwards (so 160° downwards from your first burn). The vertical parts of the burns should cancel out and leave you with the two horizontal parts which you can make smaller than one direct horizontal burst depending on your angle. Or you make their sum slightly bigger and do a third burn in the other horizontal direction. Can one limit thrust on RCS ports?
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