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Everything posted by Paaaad

  1. As I type this, the Elcano Challenge is the very next thread in the list. That's all about circumnavigations, of any body in the stock Kerbol system.
  2. A lot of experiments take more than one go to collect all the science they can give you- it's basically just the EVA/crew reports, the thermometer, the barometer, and the big scanning arm that you can get in one go. You get all the science from the orbital ore scanner the first time too, but that's a bit different. It takes three runs to get all the science from the Mystery Goo on Kerbin's surface for example, and four for the Science Jr. in the same conditions.
  3. A winch implies a flexible cable to me anyway, and I really don't see that being able to attach to anything without Kerbal interaction, or at least a robotic arm, in the first place... Detach perhaps, but not attach. Try pushing a rope and see where that gets you.
  4. Yeah, I think it would work if the list there had it as "Kerbin's Desert Launch Site (Dessert)", rather than "Kerbin's Desert Launch Site (Shores)". Don't quote me on this, but it's likely just a config file thing. Or perhaps the mini and micro biomes are coded into the mod weird...
  5. It's never exactly been well advertised- more of a word of mouth thing. I don't remember if it was Overengineer1 or AndyMt who put it in, but I think they originally used it to reset quickly while testing the mod. They brought it up on one of the old threads for similar reasons to you adding the new button, and it's just been one of those things where if you knew you knew, and it was unlikely you would just stumble across it if you didn't.
  6. Ah, it's [ALT]+Improve Guess to reset. Don't use it that much, but I know it's there.
  7. I think it's [Alt]-Improve Guess. Saving the vehicle with a different name- incrementing a version number for example- will also make GT start from scratch.
  8. Not quite sure about that. The folding panels we have now are six segment, while these new rectangular ones are five segment... Harder to say on the circle, and it doesn't help that the wiki doesn't give the dimensions for the existing ones.
  9. Well make sure your launch clamps actually decouple for one...
  10. Check your mod settings. There should be one to "Hide Difficult Science" or something similar.
  11. Oh, it is totally possible to get that data. Easy even in most cases. Splashed at Kerbin's Oceans? Just go for a swim. It's the landed data that's difficult from that biome... This thread should help with the more obscure ones. You're still never going to get flying low over the Sun though.
  12. Good to know. Haven't updated just yet- waiting for a couple mods to update, mostly KER. The new crew weight mechanics are messing with the Delta-V calcs.
  13. As far as I know, you have to be EVA on a surface to use that, so it's the records window that's in the wrong.
  14. Can't really say, and I'm not sure if anyone else is entirely sure either. That might have something to do with the surface science parts though- perhaps if you're touching one?
  15. I do it every time I update- just copy and paste in bulk and I can start them right up no problem without any manual editing at all - I do need to redo the flag every time though.
  16. Hmm. If it was over the time you set I'd blame the SRBs for pushing you past it, but this is under. Try setting the variables you want locked and then hitting the save button in the bottom left? That will make the values you entered the default when you go to launch a new craft... Might help.
  17. No, not even as a joke. The more people hear that junk the more can fall for it. It would probably just encourage them anyway.
  18. I always just put the next engine(s) on the same stage as the decoupler. Fires them at the same time, and I don"t remember the last time the heat made something explode.
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