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bewing

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Everything posted by bewing

  1. Not exactly, no. When you downloaded the version from the store, did you get a "patch" version, or did you get the full zipfile?
  2. Welcome to the forums. I take it that you are only trying to attach a single fuel tank? If so, it sounds like your download got slightly corrupted. Have you run a verification on your steam download?
  3. I haven't messed with 'copters, so I don't know the answer to that. As far as the plane goes -- props depend on lift. Which depends on the size of the lifting surface. Those blades are very small, and they are not lifting surfaces -- they are control surfaces. So their lifting area is only half the size of an equal-sized modular wing part. Also, props in general are weak. That plane there would need two afterburning jet engines to fly at a decent speed. You built a massive spaceplane, and gave it the engines of a cessna. You might be able to get it to go a little faster by putting a second rotor on each engine. I don't know whether inline or parallel would work best.
  4. Don't attach the engines directly to the wings. Attach them to the fuselage and then use the "move" tool to make it look like they are attached to the wings. Also, use autostruts.
  5. If your aircraft, or any part of it, goes from having a non-zero AOA to having a zero AOA, then yes -- your drag will be reduced and your plane will fall out of the sky because it has no lift.
  6. You have to get very close. Sometimes you have to stand on top of them. Sometimes you can only access them from one side.
  7. No, not really. The primary drag from wings comes from producing lift. In the game, swept wings have the same lift as straight wings, and therefore the same drag.
  8. Yeah, scatters and Mun Stones are completely different things. They look completely different. If you can walk through it, it's just a terrain scatter.
  9. Classic terrain scatters are merely visual decoration on top of the current terrain. They do not have colliders. They do not have any effect on anything else in the game -- except that displaying them eats clock cycles on your video board and therefore slows the game down. So yes, you can switch them on and off within any savegame and they will have no effect except visual decoration.
  10. It doesn't really happen much anymore. That jumping behavior has been minimized to a large degree in the current version.
  11. Are you willing to cheat a tiny bit? Or do you want to get it back off the ground according to default KSP physics?
  12. Hit ESC, click on the Settings menu, click on the "Difficulty Options" button at the top. The first page of settings that comes up has "Indestructible Facilities" on the left side.
  13. When you built the plane, one engine was created first, and the other was created second. If you have two air intakes, one will be assigned to each engine. But if you only have one intake, then it will feed one engine first.
  14. Yes, I've seen the twitching. I always figured the kerbals were tripping over surface features. I'll try your trick of looking down. I've never tried that before.
  15. The types of contracts you get depend on your reputation, tech tree, and which SOIs you've visited. Unlock the klaw and you will get more part recovery contracts. Boost your rep and you will get more station, base, and satellite contracts. Lower your rep and you will get more survey and part testing contracts. Visit more SOIs, and you might suddenly get a new type of exploration contract.
  16. The game only gives you one world's first contract at a time. If you already have a "fly by" one available, you won't get another world's first contract offered until that one is gone/done.
  17. Do you put canard wings at the front ends of your spaceplanes?
  18. A target orbital contract will have an An and a Dn on it. Those values are relative to the current orbit of your currently selected vessel. To complete the contract, both of those numbers have to go to zero. So you do a little burn, or make a "test" maneuver node, and then recheck the An and Dn values. If they are going toward zero, you are doing it right. If they are going toward 180, then you are going the wrong direction.
  19. To create an equatorial orbit, you burn when you are crossing the equator. The easiest way to know that is to open a KerbNet window. The game has an arbitrary point in the sky that serves as the universal referent for LAN, but LAN is only a useful number when you are using mods -- not in the base game.
  20. In cursor or default preset, in map mode, you point your cursor at the object in question then select it. You should get two buttons: focus object, or 'set as target'.
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