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Everything posted by Red Shirt
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I did hit F1. I have proof! It's just that my data plan cap has been exceeded and I'm currently restricted to dial up speed. Sad to be me. For future reference - do I have to create an account on Imgur to post pictures? I'm so last century.
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Nope not the usual - look what I saw at the north pole - thread. Today as I was about to stage, the screen flashed as the heat effects kicked in. That's normal. Staged, then noticed a glowing white sphere following me to orbit. It followed all the way to Mun. I thought it was either a glitch from the heatshield or the surface lights. I added both just before launch to a craft I had been testing. Anyway, it was quite exciting for Jeb. On the return trip I ran low on fuel. Dipped the Pe down to 35k and came in at 3km/s. Had to roll the ship a few times to lose some heat. No problem. I think I have this heat thing conquered. However, the UFO shot out of my ship several times once the chutes deployed. Is it possible beings from another world stowed away on my craft to steal my fuel and that's why I ran low? Some ancient alien theorists say yes!
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Beauty Mods and an Atmosphere Appearance Question
Red Shirt replied to Red Shirt's topic in KSP1 Mods Discussions
That's a lot of blue, however it appears to say the color isn't totally hardwired into the program. So how do I get blue at 30k then quickly fade to black above this threshold? - - - Updated - - - That's a lot of blue, however it appears to say the color isn't totally hardwired into the program. So how do I get blue at 30k then quickly fade to black above this threshold? -
Not sure where to post this, so here goes… Recently I wanted to test a craft in the old areo system. I have an old 0.23 version of KSP that I fired up. Immediately I was amazed at how cartoon it looked compared to my 1.04 version. I have slowly added mods and knew it was beautiful but didn’t realize how much difference it really made. The beauty mods I have installed are EVE 7-4, EoO, OPM EoO cloud pack, DOE, Planet Shine, and Scatterer. Not sure at what point I picked up auroras and dust storms on Duna, but they are awesome. It also appears my skybox has changed – at least in appearance and now has colors. It had to be with one of the last three mods. I am really happy with how everything looks now but one thing I think should be different is, in my opinion the sky should stay blue up higher in the atmosphere. Shouldn’t it remain blue beyond the reach of turbojets. They cap at around 22k? Is there a way to adjust settings to start going black between 30-35k? If someone can explain why it should go black as I break through the clouds I’ll change my opinion.
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Jeb. MJ would go in too hot on its turn and explode. Oh, wait, that would just kill Jeb as well.... so, never mind
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Stack Decoupler and Fuel Lines
Red Shirt replied to Red Shirt's topic in KSP1 Gameplay Questions and Tutorials
Awesome. Totally expendable and proud of it! Send the Red Shirts, they don't mind slamming into Mun at extreme velocity by waiting too long to light the engines. -
Stack Decoupler and Fuel Lines
Red Shirt replied to Red Shirt's topic in KSP1 Gameplay Questions and Tutorials
Should have checked at the launchpad. Seems you were correct and MJ was just being uncooperative. thx. -
OK, maybe I am missing something obvious. I am putting together a small craft. I radially mounted a cubic struts then added small decouplers. To these I placed an Oscar-B tank. Ran a fuel line from the tank back to the main ship to bypass the decoupler but the decoupler is preventing the tank from registering the added fuel. If I leave the decoupler off it shows up just fine. How do I make this work?
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The solar panels were retracted and inside a service bay while the ship was moving. It was only after landing that the bay doors were opened and panels extended. Everything was fine when I switched to the space center to change ships. The panels were laying on the ground when the rescued arrived. As for the heat index bothering me, No Way! Feeling real good about this landing. When I first started playing 1.04, the ship blew up every time. I had to forget everything I thought I knew about reentry.
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Well, it probably was my fault then. I've never encountered this problem before. Next time I'll use a couple surface mount panels for power in atmosphere. Thanks for the heads up.
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Guess I should add, I used 6 twitch engines attached radially on a Rockomax X200-16 tank with an unprotected exposed bottom. My TWR was only around .80, so engines didn't help much in atmosphere. I am pleased to have made it.
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Today I went into my persistence file and 'repaired' the solar panels that the game broke while applying physics during vessel switching. I figure it is not cheating since 1. It wasn't my fault. 2. In real life the guys would have used duct tape and whatever they could find to put it back together. Having justified my edit, I loaded the stranded guys on Duna into the rescue ship. Lift off, orbit, transfer, all went according to plan. As I was preparing to lower the Pe into the atmosphere, I realized I forgot to install a heatshield. sigh. Rookie mistake and I've been playing for a year. d'oh. Having experienced the wrath of the reentry heat in previous attempts with 1.04, I was not optimistic. I've read on the forum that many claimed to not need a heatshield. I wasn't sure I believed you. Decided to go for it. I had enough Dv to circularize at 55k. From there I watched as the orbit slowly decayed. The heat gauges never popped up even once. I for one am amazed. Interestingly, the expression on the guys faces during reentry was one of concern. When it became apparent they might actually make it, I swear they all started grinning.
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Thanks. I didn't know what file to change.
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Sent the guys to Duna today. Didn’t feel like waiting for a proper window. Sent them on the scenic route past Eve. The wasted Dv was supposed to be made up by a fancy aero capture, except I set the entry too high and had to use a lot of fuel to set down safely in the lowlands. Sent a rescue mission that landed 8km away from the first. Opened the service bay and deployed the solar panels to recharge. Switched ships and used the last of the fuel to hop to the rescue ship. Now the problem is when I started walking the crew to the rescue ship I noticed solar panels all over the ground. They were fine before I switched ships. Must have happened when physics were applied during switching. So how do I fix them?
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Strategies for landing at KSP with rocket
Red Shirt replied to Red Shirt's topic in KSP1 Gameplay Questions and Tutorials
I need to add another chute anyway, so I'll slap some air brakes on it as well and see how it goes. thnx I play sandbox so I really don't care about recovery fees. I just like the idea of returning to base and setting down on solid ground. -
Strategies for landing at KSP with rocket
Red Shirt replied to Red Shirt's topic in KSP1 Gameplay Questions and Tutorials
Today I sent my Mun Lander to Minmus. Since it takes almost nothing to reorbit and return, I still had plenty of fuel to play at Kerbin. Circularized at 100 x 80 (a little sloppy, more like oblongulized!) I could have used aero capture but I'm impatient. Turned MJ on and let it land at KSP. Except it didn't. 15k SW of KSP. Still better than I did on my own, even if it was confused and trying to go the wrong way. Point is, with a heatshield a MJ type return will get you close from orbit - without the heatshield it fries the crew every time for me. Now that I have seen a close to KSP landing, I have something to work at on my own. There really should be a homing beacon to mark KSP location from map view. Until then I will need MJ to find it. -
In days past I used MJ to land at KSP with rockets. Doing so with the new heat will result in a near certain fiery death in 1.04. MJ doesn't seem to grasp the near aero/heat on reentry. Yesterday, I returned from Mun and manually lowered Pe to 40k. Skipped back out a couple times. When the speed look OK for landing, I used MJ to locate KSP - can't usually see it through my cloud layers - and thought yeah, I can hit that mark. Fired the engines to slow for landing. Ended up in the middle of the ocean between KSP and the continent to the East. So, kind of close. Tips for improving the accuracy?
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Unintentionally landed on Mun within visible distance of an arch. Jeb thought he would do the touristy thing and hike to the arch to have his picture taken. Got bored walking. Shift W didn't seem to let Jeb run as in past versions (bug?). So, decided to fly using thruster pack. Too much speed later and Jeb was just a memory. Fireball was a nice touch though.
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I changed this post to answered because I decided the problem probably is not me. Sharpy and Ripper2900 seem to be having, at least in part, my same experience. The nodes I have not experienced a problem with yet. My issue is more often than not floor attached items grab the outside surface or nothing at all no matter how I set angle snap. I checked debug for clipping and it is not checked as allowed in VAB - but things clip anyway. How do I turn this off?
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Thank you. I am not alone.
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Yep angle snap is set to circle. I finally got batteries to attach to floor. Gave up on mystery goo. Finally put an RCS tank on the node and radially attached to it. Not how it is supposed to be done but it worked.
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I've tried all the things mentioned here and the parts still attach to the outside of the bay floor instead of the inside surface. Any other ideas why this is happening?
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When I put batteries in the attach to the underneath side - meaning only half the battery is visible inside the bay.
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Let's pretend I am a total idiot. How do I put stuff in a service bay? I have a node top and bottom, but I see people stacking these things full. When I try that the parts remain translucent, meaning they never attached. I really don't get it. No one else seems to have issue with them so I know it is me. Help please.
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^ This ^ Started with the 2 man lander can and carefully watched my Dv for each part of the mission as I assembled my ship. Most efficient build I have ever tried. Launched. I use EVE 7-4 and EoO, so I was admiring how beautiful this game can be, all the while keeping an eye on the Dv to make sure I got it right. It was going perfect. Until I tried to circularize around Mun. No solar panels and no batteries. Yeah, just a little too efficient.