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sardia

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Everything posted by sardia

  1. Yes, it's next to the reach value. You can also change how much they can carry too.
  2. Consider increasing the KIS reach value ing the config file. It should help the logistics of the EVA. Also the ladder trick is cool, I'll have to try it.
  3. Wouldn't this only work if he picks up partially spent boosters or fueled satelites? Otherwise he's just adding bulk to his ship that doesn't do anything.
  4. I was gonna recommend using the stock docking system or KAS/KIS to switch out parts as you get better parts from the tech tree.
  5. For now, put a 3 sets of parachutes around your plane, it should stabilize it during landing.
  6. Are you too close to the sun? Picture of the ship and your orbit please.
  7. Has anyone crashed but did not get a crash log? I've crashed several times but there was nothing in the output file.
  8. Does that bug come up often? Like modbreaking?
  9. That's actually what I did. I was curious ifa ship from Kerbin could make it to the moon before the rescue pod crashed into they Moon. The window doesn't look bigger than 12 hours.
  10. Was the game assuming I was gonna attempt a rescue from my ship from the mun? Or was it assuming I could have rescued it by launching a fast ship from Kerbin? I did manage to rescue him. I did a pretty much direct burned to him, roughly 2000 delta v.
  11. I have a rescue mission at the bottom left, which has a PE in the mun, which mean it's gonna crash. I have a nerv vehicle which I originally planned to return to kerbin, but this mission looks awfully hard. Are rescue missions suppose to get this hard?
  12. It's less finicky than the claw, and has a wider reach since you can EVA your pipes to the module. It also easier to get into orbit since it fits in your Kerbal inventory. Lastly, it's cheap to research.
  13. If you have mods, use the KAS pipes, which will count as docking. That will let you transfer the kerbal to safety. Alternately, use KIS to attack the pod to your ship, and fly home. I routinely do this, as USI mod screws me over on rescue missions regularly.
  14. Is there a list of locations for each body? I would love to complete a bunch of biomes in one sitting.
  15. Yea, that's what threw me off. I was fiddling with all the maneuver planning options until I gave up and just did an elliptical burn. Thanks for the explanation guys.
  16. What's the lowest delta v budget to enter a polar munar orbit from Kerbin? What about if you just got an encounter with the mun and entered it's SOI? I thought I could burn right away, but being in flyby orbit makes it complicated. I ended up making an orbit at PE with my AP really far out. Then I changed my inclination from there.
  17. A service bay with a probe core, antenna, mechjeb, a thermometer, and a KIS storage box. Sometimes I'll add monopropellant or extra battieries/solar panels, but that's standard on my ships.
  18. Some mod options. Use mechjeb and have that aim prograde or retrograde for you. Alternately, use KIS to remove unneeded parts right before deorbiting.
  19. Please consider adding version numbers into the download zip file. It's a great help for making sure of the correct version.
  20. I was browsing the KSPedia in game when I saw that Scansat and Deepfreeze had taken the extra step to document their mods via the KSPedia ingame. I thought that was pretty cool, and wanted to know how many mods have integrated the KSPedia into it.
  21. How accurate is the transfer window alarms? They don't seem to match up with mechjeb or the transfer window planners.
  22. Unfortunately, you aren't referring to the launch options that come with most programs. There may not be any way to set the launch options on steam to select the 64bit version by default. That's a shame. At that point, I might as well just add a KSP as a separate install or something equally ugly.
  23. Does anyone know how to change steam so it always uses the 64-bit version? Saves me a click.
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