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bewing

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Everything posted by bewing

  1. To access each of the mini-biomes, you have to continuously touch the structure. Generally by running into it and then applying a small amount of continuous forward power. (For the buildings that have electric substations, I find that it's easiest to access the minibiome by touching the substation.)
  2. EVA in space is tricky. You seem to understand already to hit R to turn on the Kerbal's jetpack. Your Kerbal will spin to try to face away from the camera when you hit spacebar. So grab the view with your cursor, and look around until you see the direction you want to go. Then hit spacebar. Then hit W to go forward faster, and S to slow down. It is best if you can use map mode to target some vessel, or doubleclick on your target if you are close enough to see it. Then put your navball into Target mode. Do your maneuvers very gently. You do not want to go faster than 10 m/s until you are an expert. Do not try to fly more than 10km to a target until you are an expert. The A and D keys make you go sideways. Left Shift and Left Ctrl make your Kerbal thrust up and down. In default mode. your Kerbal will automatically twist around until their helmet is pointing exactly North. It is best not to try to fight that.
  3. Friction is how hard your wheels/legs stick to the ground (0 = ice, 5 = velcro). Traction control is another name for ABS on cars -- if one wheel loses traction, then the system automatically applies the brakes on that wheel until it stops slipping. If you have a rover with too much "drag" at the front, then it will be unstable and it will try to swap ends. You want highish friction on the back wheels, and lower friction at the front. But having friction be too high overall can result in having your rover roll rather than powerslide -- and if your rover is vulnerable to rolling, this can be the end of your journey. So, for a very stable rover -- you may want lower friction so that catching some air is not as dangerous. Since Traction Control applies the brakes on the wheels while you are driving, it costs you a lot of your engine torque. If you have it set too high, you will have almost no power for climbing hills. If your springs are too stiff, you can break your legs/wheels when you hit the ground (after a jump, for example). If your springs are too weak, your suspension can bottom out -- and then you still can break your legs/wheels. Then again, sometimes you need really stiff springs to prevent infinite bouncing, especially on low-G CBs. Damping is magic. There is almost always a sweet spot setting that will prevent infinite bouncing -- but it depends highly on the load of each wheel, so nobody can tell you where that sweet spot is for any specific craft.
  4. Welcome to the forums. You can indeed do that. I suspect that you are having trouble finding the right buttons to click to make it happen? If you hold your cursor at the top of the altimeter, a button will drop down that says "Space Center". If you click that, it will take you back to KSC to build another spacecraft in the VAB and launch it. Alternately, you can hit the ESC key, and a Pause menu will pop up. This also has a button that says "Space Center". That will work too.
  5. Yup. I'd try to tease you about west being east if you just look up from the bottom, but I'd probably just confuse you. Yup, which is why you usually use that trick when your target is right over your head, so that the target and the orbit are basically in the same place.
  6. You will find through experimentation that the answer is that you don't/can't. You fly along at full throttle all the time, and toggle the rocket on/off using some other method.
  7. That is exactly correct. Additionally, the Miniscience container has an automated "Collect All" button on it, that will grab one copy of every experiment on the ship and store it in the container. So you must have done something wrong. However, you do have to make sure that you either use a Kerbal or the "Collect All" button to get the experiments out of the pod before you try putting a second copy of the experiments into the pod.
  8. 2 is better for fuel, both for arriving and leaving and landing. 1 is called a "free return trajectory". It takes more fuel when you are leaving from Kerbin -- but it allows the astronauts to come back "automatically" if there is a rocket failure. Which is why the Apollo missions used that trajectory. 3 costs more fuel when you arrive at the Mun, because you are not taking advantage of the 550 m/s of Oberth Effect that you can get in LMO.
  9. Just wanted to clarify: for the science instruments that need multiple copies in order to get close to the theoretical maximum points -- if you transmit a copy, and then lug another copy home, you get more points faster than if you just lug a single copy home.
  10. No, If A has no pilots, then you cannot control a probe. As Geschosskopf said -- one pilot is always for the probe. Then, depending on the probe core, you may need another pilot for craft A. TWO total. AFAIK, the second "pilot" can be a scientist if you have an MPL attached to your craft.
  11. More info needed. When you say "single pilot", do you mean that there is only one kerbal on the craft? If there is only one kerbal, then that is not enough without the RC-XXX probe cores, AFAIK.
  12. They still exist like always. Perhaps you are forgetting to look in the "Advanced" section of the craft editor? It's the button in the upper left corner.
  13. OK, so let's start with suggestions, and if that's not good enough for you then we can begin with decent-but-not-ultra airplanes. First suggestion: once you have the panther engine, you can fly high altitude missions without needing any other engine. If you buy the wheesley engine, then you will often get a gift panther engine after a little while for a part test contract, and you can use that to do your high altitude survey contracts. Alternate suggestions for if you want to use a low-tech, "juno+rocket"-based solution to nail those survey contracts: Your mass doesn't have to go up all that much. But you will need to add a tank full of LFO. You need to carefully minimize drag through good engineering. The plane's mass will indeed increase some. To fly at a decent speed at a moderate altitude, you will need 3 junos -- on nacelles, with 3-way symmetry is a good start. A terrier is a really good low-tech rocket engine to power the "hops" from your cruising altitude up to your target altitude. If you can only do one "hop" to a high altitude per flight, that makes it really annoying, because you will almost certainly have 3 or 4 high-altitude waypoints to hit. So it's best if you can engineer your plane well enough to do at least 3 hops to high altitude per flight. At this early point in your career, you will probably not be able to transfer fuel around your fuel tanks. So you will need to figure out how to keep your plane's CoL balanced by locking particular fuel tanks during flight. You will also not be able to use the throttle to control your rocket engine. You will need to use either the fuel tanks, or engine enable/disable on your rocket.
  14. You need to be more specific. Do you want hints, detailed suggestions, a challenging low-quality plane that you could improve yourself by experimentation, or a super-duper top quality ultra-engineered gift plane?
  15. The more positive the number, the sooner that tank drains. -1 is higher than -2.
  16. Because landing on Eve is trivial. It's leaving again that's hard. But the game isn't built to give you points for leaving.
  17. I agree with mystifeid -- the easy way is to launch straight up. I agree with his "lead" angle for the Mun -- 45 degrees. I slightly disagree with his lead angle for Minmus -- I say to use 30 degrees for that. You don't need fancy maneuver nodes to get to either one. It'll just cost you a tiny bit of extra fuel to launch vertically.
  18. The monolith at KSC gives you nothing. All the other black monoliths count as "world first anomalies" -- so every single one of them gives you funds, and maybe a few science and rep points, depending on your difficulty settings.
  19. Veering left on the runway is a fairly common problem for SSTOs and airplanes. There are actually many things that can cause the same issue -- and each of those things can have a different solution. However, as far as I have seen, the most common problem that causes veering is "too much drag/friction at the front of the craft, and too little at the back of the craft for it to be stable." Everyone who plays this game ends up being taught this lesson about aerodynamic stability for rockets from the school of hard knocks. But it is also true when you are on the ground. If a rover has too much friction with the ground at the front end, and not enough at the back -- then the rover will try to flip ends. An airplane on the ground is a rover. When your rover/airplane is trying to flip around backwards on the ground, it always veers left to do so, because of the way the game engine works. So, how do you fix it? Very very simple. In the editor you open the context menu for the front wheel/wheels. You click the button to change from Auto friction to Manual friction. Depending on how bad the plane is veering, you manually set the friction to somewhere between 0.0 and 0.6. It's better to start at .6 and work your way down. If you want even more stability, you can do the same to your rear wheels and move their friction up to 1.2 or 1.4.
  20. You turned off the ground crew, but those vehicles are part of a simple animation loop for the SPH editor as a whole. AFAIK, they are not individually modeled. I believe they are "baked" -- but I am no expert on unity animation stuff.
  21. According to the wiki, that's the siderial period. Don't we want synodic, since this is supposed to be referenced to a point on the ground?
  22. Spring and damper settings to stop wobble are black magic, and need to be set depending on the exact load that the landing gear is experiencing compared to its limit. So, sorry -- but nobody can give you values. You just have to try tweaking them yourself. Don't bother with friction, though. That won't change wobble.
  23. There are two completely different kinds of terrain features. One kind is called "scatters". They are trees and stones. They don't do anything except look cute and slow down your game. To turn scatters on, you do it in your Main Settings screen, as James Kerman said. The NEW surface features are called ROCs. They are much more than trees and stones. They are different special things for each planet. To find them, you need to use a rover. You cannot see them from orbit, and you cannot see them from a plane that is moving fast. To find the first one, to see what they look like -- use the Alt-F12 debug menu and turn on the cheat that locates them for you. Then follow the arrow. But as Jost said, you need to start a new game for the ROCs to be activated.
  24. Exactly which version of the game are you running now? The "explode on load" thing was prevalent in previous versions, but a lot of work has been done on it -- and it really should be mostly fixed now. It mostly happens because you change the "quality" of the terrain settings between sessions. Changing those terrain settings changes the altitude of the terrain -- the game tries to compensate for the fact that the ground is now at a different altitude, but it doesn't always succeed. Additionally, landing legs and wheels are a factor. The suspensions/springs on those parts cause issues. If you use other parts instead of landing legs (I like to use structural wing segments), the problem also mostly disappears.
  25. Look under your KSP/saves/gamename directory. There should be a directory there called "Backup", with timestamped quicksaves in it. ie. it has been fixed, several years ago.
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