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Senormeens

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    Delta V Under-estimator
  1. an1.05 bug caused when the resolution sizes up to full screen on my laptop, that just outright broke the map view and tracking station messing with the perspective and making it unusable in full screen. and i don't enjoy playing windowed so I've paused until 1.1 to see if it fixes the bug. Heres a thread about that bug.
  2. I recently used a small-er plane for a "crew report" mission that had three areas that needed to be looked at all below 16,000m. I added an extra seat with the handy inline 1 passenger module to bring a scientist, just bcuz it was early career and i wanted to advance quickly. Did a single test flight, took off the tests flight emergency evacuation parts (which was just a decoupler and sepratrons attached to the cockpit with a parachute, if i were to use that system pointing the wrong way it would've ended even more badly than just crashing.) After the single test flight i green lighted the mission, got my pilot and scientist geared up and took off from the KSC... directly over the ocean. All three locations were out over the ocean South East of the KSC. I noticed that the fuel would be close after getting to the first location, but was confident that it would be fine. Got to the second zone a little more skeptical of my fuel usage, but made the decision to head to the third area anyway. At the third area is where i'd like to say the red light started blinking, i got the crew report and beelined straight for the closest coast. The plane was not a glider, it would fall out of the sky if we ran out of fuel bcuz i wanted it to be stylish, so attempting to land in the ocean wasn't an option. After a few minutes of anxious flying, checking the fuel over and over again, i finally spotted land on the horizon. immediately went into the most efficient flight route i could eyeball to get me to this peninsula, i wouldn't be able to glide very far, and came into a bumpy landing a few hundred yards after the beach with only ~3 units of liquid fuel left. Needless to say more disposable underwing fuel tanks were added, cuz i liked the design.
  3. Yeah thats pretty much the same reason that x/10 game reviews are also kinda dumb in my opinion, cuz everyone has there own opinion on whats annoying and whats awesome.
  4. the KSC must have started its own traveling show, Featuring a contortionist!
  5. There have been nights where I've spent many hours in the VAB alone, so hearing that music, plus some of the other songs, gives me a mix of happiness/excitement and a mix of feeling like i have a pit in my stomach+regret... sometimes just hearing the music makes me want to get back into the game again.
  6. Yeah the ship i sent to mun was supposed to visit multiple biomes, but every single time i re-entered the pod another clones appeared. so i walked away from that career save for a bit a messed about in sandbox. hopefully i don't have to uninstall then re install, i wouldn't be impossible, but it would take some time to put everything back into the game, I've got a lot of saves and mods installed.
  7. I saw another thread about this earlier but i cannot find it. So i sent a mission to Mun to land in one of the canyons, and while in orbit picking up eva reports over different biomes, Bob kerman got a clone. I had bob exit above the Twin Craters and when he got back in the pod, there was still a kerbal holding on. Right click on him, and ITS BOB, but bob and Valentina are both in their seats. i switched to him and was able to float around for a bit using his pack, contemplating what to do with him. When the mun and his craft that was floating near him suddenly disappeared, moving the camera around was very glitchy, and i could only see kerbin and the sun. Going into the map looked the exact same as out of it, no patched conics or anything. I switched back to his craft containing the original and saw bob2 slowly floating away, mun and everything restored, switching back to bob2 and everything glitches out again. now bob2 is stuck orbiting around the mun, and seeming to be completely useless. I will probably just send another ship to... deal with... bob2 and continue with my original mission. I remember seeing another thread about a guy having this same problem except with his mun base. I don't know what caused this but hopefully someone can figure it out. Edit/Update: A little latter i went back to the space center and an error message popped up that said this "Vessel Loading Error Vessel Bob Kerman was not loaded because it had the following parts missing: unknownPart" Edit/Update Again: So i landed the mission, took a kerbal out, put him back in, AND ANOTHER BOB. this time i grabbed him and to test something i had the clone plant a flag and when the site naming came up, my game freaked out, typing doesn't work on the site name clicking cancel doesn't work and hitting escape does nothing, in the end i just decided to force close the game and come and back to it tomorrow.
  8. if your trying to recover the debris, theres a mod (I think called Stage Recovery if i remember correctly) that automatically recovers debris as long as they have enough parachutes, but I've run in to that debris that gets dropped at a low altitude doesn't recover, so in this case it may not help you.
  9. its happens when two bodies similar enough orbital velocities interact with each other, so for eve and gilly, imagine that eve is orbiting around the sun at (i forget what it is in game and for simplification reasons) 1000m/s and an asteroid (gilly) is orbiting at 1050m/s (again simplifying for the "capturing" part, i don't know the maths to say what is necessary for an orbit, and not lithobraking) If gilly were to enter eve's SOI its velocity now compared to eve is around 50m/s, so if eve's gravity is strong enough, it can prevent gilly from exiting its SOI, so it now has gilly captured. Now that is way over simplified and that scenario would probably end in gilly crashing into eve with such a low orbital velocity, eve's gravity would just pull it into eve. what the exact numbers are for a stable orbit? that requires maths and physics knowledge i don't have. Edit: my computer decided to change "gilly" to "billy"
  10. you could also set the pressure that the parachutes deploy higher, and then stage them before losing contact, but since you changed the pressure they deploy, the won't "pop" out of their cases until lower in the atmosphere.
  11. is the suspension a mod? or some clever use of stock physics? How'd you make them?
  12. What does this require computer wise, I'm using a semi-potato, so the things like Astronomer's Interestellar visual pack can't really be run on it, but if it loads the planets like stock ksp, which i don't have any problems with, it should work fine right?
  13. What does this require computer wise, I'm using a semi-potato, so the things like Astronomer's Interestellar visual pack can't really be run on it, but if it loads the planets like stock ksp, which i don't have any problems with, it should work fine right?
  14. For career mode? the small building behind the VAB is where you can accept contracts, if your upgrade this once you can then accept seven contracts, then another upgrade allows you to accept infinite.
  15. What engines are you using? I always try to incorporate at least one engine with a gimbal that fires as soon as you launch(In the early game it is the Swivel engine) and i usually put this on the center stage, then put any non-gimballing LF/OX or SRBs around it. This usually allows me to control the craft, sometimes with a late gravity turn if it flips a little too easily, but then i just wait until higher in the atmosphere. It sounds like your having problems with torque, relying on your capsules reaction wheels alone might not be enough, and those delta deluxe wings might not be helping much, since there is little control surface on them. I usually just go with winglets. So adding a engine that can gimbal to turn your craft could help. You having your gimbal engine turned off is hampering you ability to turn i would say, if you don't want it burning all your fuel up you can turn down the max thrust so it burns slower but still allows you to use it to turn. Now for not flipping the only advice i can give you is take it slow, try to turn to about five degrees just after you launched, and slowly keep turning, keeping your marker on the naval close to or within prograde. For space planes i have nothing for you, sorry. Lets just say they aren't my specialty
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