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ibanix

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Everything posted by ibanix

  1. I think others have said the overheat issue is due to the new heat mechanics is 1.0.4.
  2. Hendrack: What mod is it that is showing you the details of the ship at the bottom of the screen?
  3. So as a user of RemoteTech, I often run into this issue: I put a comsat into Keosynchronous orbit (~2868km). I use some RCS to get the timing as close as possible to perfect. Then the orbit changes, without any delta V change on the craft! The periapsis and apoapsis will slowly increase or decrease, usually by a few meters to a dozen meters per second. The effect is even more clear when one is watching the orbital period, as it will go up or down from the desired value without any changes at all. What's going on here?
  4. Thanks! I had already pulled a number of mods; I'll start with CrewQ and go from there.
  5. So I've got ~40 mods installed. (See list below). I'm on x32, Windows 7. 8 gigs of RAM. I get general issues where the game eventually not respond. I'll go to the tracking station and have nothing to choose and no buttons work. Or I'll switch to a new craft and have nothing visible and no controls. If I can get out to the main menu, Kerbin is absent. Any ideas? Thanks! -- KSP: 1.0.4 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bitUSI Tools - 0.4.2 CapCom Mission Control On The Go - 1.0.1.2 Community Resource Pack - 0.4.4 Contract Configurator - 1.6.6 Contract Pack: Anomaly Surveyor - 1.3 Contract Pack: Base Construction - 0.2.1 CC-CP-SCANSat - 0.5.2.1 Contract Pack: RemoteTech - 2.0 CustomBarnKit - 1.1.1 DMagic Orbital Science - 1.0.8 Dynamic Deflection - 1.1.3 CrewQ - 1.1 Firespitter - 7.1.4 Interstellar Fuel Switch - 1.15 RasterPropMonitor - 0.22 Kerbal Attachment System - 0.5.4 Kerbal Engineer Redux - 1.0.18 Kerbal Joint Reinforcement - 3.1.4 Kerbal Inventory System - 1.2.2 KSC Building Shortcuts - 1.0.1 KSP-AVC Plugin - 1.1.5 Docking Port Alignment Indicator - 6.2 Near Future Electrical - 0.5.2 Pilot Assistant - 1.11.6 RCS Build Aid - 0.7.2 RemoteTech - 1.6.7 SCANsat - 1.1.4.1 ScienceFunding - 1.1.1 SETI-Contracts - 0.9.3 SETI-CommunityTechTree - 0.9.1.4 SpaceTux: Shared Assets - 0.3.6 StockPlugins - 1.1 TextureReplacer - 2.4.8 Trajectories - 1.4.3 Kerbal Alarm Clock - 3.4 USI Exploration Pack - 0.4.1 Freight Transport Tech - 0.4.1 Universal Storage - 1.1.0.7 Waypoint Manager - 2.4.2 [x] Science! - 4.8 --
  6. It appears to be working correctly for me.
  7. Is there a way to get a display for ejection angle and phase angle for your target, in game? Because that's what I can never figure out.
  8. Is there a how-to on building these? My VTOL-enabled ship like to take off and flip, explode. Yes, my center of lift is where my center of mass is.
  9. You might need to start a new game? Also make sure the height value is correct.
  10. FOUR thoughts: 1) Do you have the display set to show only the currently selected satellite's connection back to KSC? 2) Do you have your DTS-M1s set to cone to kerbin, or direct two each other comsat? To get a point-to-point with a dish inside the same sphere of influence, you need both sats to point directly at each other. Eg: COMSAT-1: DTS-M1 pointed directly to COMSAT-2 COMSAT-2: DTS-M! pointed directly to COMSAT-1 For dishes outside of the same sphere of influence, you can use two coned satellites; you can have one at Mun set to Kerbin, and one at Kerbin set to Mun. If the two are in range they will connect automatically. They will also pick up any omnidirectionals close enough, regardless of the sphere of influence. 3) If you have both an omnidirectional and a dish on the same probe, sometimes* the omni will connect to the dish on the other end, even if you have a dish pointed at the other sat. This is usually only an issue for sats around the same body. It also doesn't seem to change anything but the display, since a connection is still made. * I don't know why, I just see it happen. 4) If you have any dishes set to 'active ship', they can and will try to override other connections you have to your active sat.
  11. ^ this. It is widely compatible with other mods.
  12. Really? I don't see it there? Is it under some other name?
  13. I've been trying this for the last day or so, and I can't confirm x64 is working any better than x32 for me. On the other hand, my memory use for KSP doesn't exceed 2.5GB.
  14. I just wanted to say that Tristavius's rover design is great, I have been playing with it. The only quirk is that Kerbals tend to get stuck when getting in and out of the rover.
  15. So. I have a contract for 'Field Research: Gather rare science results from Kerbin's Ice Caps'. Requires EVA Report, Crew Report, Mystery Goo, at a splash down location in Ice Cap Biome. I flew to one of the markers with a seaplane. When I get to the marker I show as being in the Ice Caps biome, but the contract does *not* seem to recognize this. I can do the Crew and Mystery Goo reports and get the green check marks. The EVA Report one will not go, no matter how much I try. I had gotten a previous EVA Report from the Ice Caps, so I have no data to transmit back. Is this the problem? In any case, could use some help here. Pretty much where I am: - - - Updated - - - Ok, I solved my problem. I actually had to jump INTO THE WATER for the EVA Report to be valid. Strange!
  16. So I'm using Community Tech Tree. I've got SETI and NearFuture (all of them). I've still got a bunch of 'empty' nodes. Could someone point me to mods that fill out any of these nodes? * Advanced Survivability * Heat Management Systems * Advanced Heat Management Systems * Specialized Propulsion * Advanced Actuators * Experimental Actuators * Automation * Stuff needing > 1000 science
  17. So my problem is trying to visualize the vector I need for the target and try to aim that way correctly. Also, Getting to exactly 0m/s relative motion in all three dimensions relative to the target is hard :/
  18. I can get an intercept and meet the target; my issue is the last 20m of docking. RCS gives me a headache.
  19. Is there some way or mod to reduce the endless bounce of kerbals in low gravity? I had a Kerbonaut bounce for FOUR KILOMETERS on Minimus.
  20. Interesting! Any hints on where one might manage these oddball splash landings?
  21. It is possible to splash down on land. At least, there is a science entry for every Kerbin biome for 'splashed down'. There's also one for 'landed at Kerbin's water'.
  22. What's the difference between 'landed' and 'splashed down'? Because !SCIENCE! cares.
  23. 1) DPAI is helpful. 2) Docking is hard. I still manage to screw it up. 3) Just keep trying.
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