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Senormeens

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Everything posted by Senormeens

  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
  16. No you cannot recover anything that is in orbit or landed on another body, you can only recover things landed at kerbin, but hey, at least you can fulfill the contract
  17. The Lab can be used to process data that has already been used, so say your on Mun and you get a crew report (Which usually can be sent back for 100% value w/o having to actually bring it back) you send the first one back, then get another and put that in the MPL, plus a bunch more repeated experiments and you get more science from it. The MPL allows you to use data that is otherwise worthless to get more science.
  18. if i am understanding correctly, heres an explanation. If you are in a close to polar orbit and you use time warp, icons on the naval can seem to just change as you go around the planet. It isn't actually the craft changing direction, it is the fact the since you are in a polar orbit your position relative to the Body whose SoI your in changes. So say you're orbit kerbin passing under the south pole, it you point at the south pole then time warp to when you are above the north pole, your craft is still pointing the same direction but most of the points on the naval have changed. Again i think this is what your asking about
  19. yeah, I've had more than a couple miss haps where fingers where on the wrong key. I have started a career where there is perm death with no quick loading and all no verbal respawn, has made some landings... tedious to say the least. Especially she landing in the canyons on the mun. Also a tip for a new player, try landing on minmus first, the lower gravity makes it easier, and a little more forgiving.
  20. I would love it, the metric system does make conversions and such easier. The idea of it sounds great, but it is INSANELY impractical nowadays, there is literally MILLIONS of dollars in infrastructure across the entirety of the US. Also the generation it happens in would be pretty messed up by it. Imagine living for twenty years using miles and gallons when all of a sudden your entire farm of reference is replaced. Also i don't think feet should be replaced for measuring height, because yay, I am 1.88 meters tall, it doesn't have the same ring as Six foot 2. And Fahrenheit for everyday temperature. If you think about it in a daily use sense it makes sense. It is a more precise(because of the smaller increments) and it is kind of based around human living conditions, at zero degrees you are in trouble, and at 100 degrees you are in trouble. And i totally get why metric is so much more useful, i am a science and engineering buff and it is so much easier using centimeters and meters for everything. I am still annoyed that in my Design and Drawing for production class(Technical drawing and such) that we had to use inches, and things like 1/8 of an inch or 1/16 or 1/32 for measuring.
  21. I have built couple sky cranes for landing rovers and such in the VAB, but they seem impractical to get into orbit and use. And it doesn't seem like building them in orbit would be any easier, with docking ports being a challenge to then line up the thrust through the CoM. I have just started using KAS and KIS in career and maybe it will make contracting these things easier, but i don't know. Any tips and tricks for using sky cranes? or just deploying rovers in general?
  22. one time i was jet packing on the greater minmus flats and wasn't paying attention, and hit the ground, rag dolled, and continued to slide a flip about for two minutes or so.
  23. Congrats on getting so close, i normally get within two kilometers, and kill my relative velocity to about 15m/s. Then have the kerbals EVA the rest of the distance, after they rename the left over pod as debris so it doesn't clog up the map/tracking station. I haven't actually ever seen a rescue mission with a docking port, it might be i haven't profess the tech tree or gotten a high enough Reputation, but still, you make a good point, of you do ever need to dock, it is impossible to switch to the thing you are trying to recover until you are within a couple kilometers, a little to late to put on a new docking port.
  24. For the maneuverability make sure your RCS is balanced around the center of mass. too much RCS at one end and not the other will make your craft pivot around the center of mass, but if the ports, and thrust, are evenly spread, it should make translating the craft to be much easier. With the asteroid make sure your thrust is lined up with the new center of mass after grabbing the asteroid. you can right click on your new space rock and select target center of mass, which will the put your thrust pointing through it. For the shaking i don't know what could be causing that, i have never run into it before.
  25. I would like to see actual kerbal towns or cities be on kerbin. I think it would be cool to have to avoid dropping debris or something within a certain area around a population center. I think this could be added in if they add in colonization, because they seem kind of similar, except the town/cities are already there. Another cool thing would be more complex geography on kerbin and duna. Like real big canyons that split and that are fun to explore... And fly through at the speed of sound with that new super sonic jet you just designed.
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