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Everything posted by bewing
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There's been a bug with admin strategies for a while -- at least at Tier 3. It actually doubles whatever strategy you select. So if you say 50%, it's really 100%.
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Testing RT-5 Contract - at very low speed!
bewing replied to vert flea's topic in KSP1 Gameplay Questions and Tutorials
The speeds in the contracts are always Surface speeds. Never orbital speeds. So for very low speeds, you have to launch vertically -- you can't launch eastward. It is difficult to get the speed to go to zero at exactly the right altitude, but you can do it by choosing the right SRB with the right amount of fuel. If you throttle the SRB a little bit, you will also lose some altitude and speed. Additionally, you can turn your craft sideways to increase drag, if you think you are going to go too high. -
Rescue contract vessel types
bewing replied to peewee69's topic in KSP1 Gameplay Questions and Tutorials
I think it scales by value? It tends to be like 98% MK1 pods and MK1 crew cabins in stock. -
Hmmm. It does seem to be true that the Hubmax is not surface attachable. So it's normal behavior. I'm not sure it's intended though -- I can't think of any good reason why it should be set that way. To circumvent it, you need to change the attachrules in the "StationHub.cfg" file to say attachRules = 1,0,1,1,0
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How to make my parafoil actually fly?
bewing replied to Zeiss Ikon's topic in KSP1 Gameplay Questions and Tutorials
Cool. Then you're better at it than me. -
How to make my parafoil actually fly?
bewing replied to Zeiss Ikon's topic in KSP1 Gameplay Questions and Tutorials
Center of Pressure/Drag. -
How to make my parafoil actually fly?
bewing replied to Zeiss Ikon's topic in KSP1 Gameplay Questions and Tutorials
First, you have to understand that your CoP and CoL are in the middle of the Kerbal. So your CoL is way above your CoM and even higher above your CoT, and you can't see any of this with a force readout in the editor. What all of that comes down to is that reaction wheels aligned with your CoT aren't anywhere near enough to overcome all those torques. I did a fair amount of experimenting before release -- and to the best I could tell, you absolutely had to have control surfaces to make a parafoil ultralight work at all. -
how can I make a shipwreck?
bewing replied to EndTraveler's topic in KSP1 Gameplay Questions and Tutorials
Which choice? -
how can I make a shipwreck?
bewing replied to EndTraveler's topic in KSP1 Gameplay Questions and Tutorials
I still don't quite understand. Is this supposed to be a visual aesthetic thing? You want it to look like a derelict? Or you want it to look like a normal KSP rocketship except with a bunch of missing and non-functional parts? -
Interesting. I'm going to have to test that.
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Maybe. But why would you use a stack separator? A docking port can act as its own stack separator. Just click the "Undock node" button. You may still be able to click that button, to make your design work the way you originally intended.
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Am I understanding the Convert-O-Tron 250 wrong?
bewing replied to dlrk's topic in KSP1 Gameplay Questions and Tutorials
Picky picky. -
Am I understanding the Convert-O-Tron 250 wrong?
bewing replied to dlrk's topic in KSP1 Gameplay Questions and Tutorials
Ore masses twice as much as fuel per unit, and the Convert-o-tron 250 preserves mass. -
No, no trick. You are doing it right. But it's highly likely that one of your mods has screwed up the docking code in your game.
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Problem with calculating core heat radiation
bewing replied to Ranger1's topic in KSP1 Gameplay Questions and Tutorials
It sounds to me like you have your radiator hooked up correctly to do the cooling. However, did you turn it on? (One other thing to note that shouldn't make any difference is that engineers make your drills and radiators perform above their 100% max. It's always supposed to be set up so that your radiators gain performance faster than your drills. They all should max out at 125% of max performance.) -
The engineer only needs to have one star to repack parachutes. So they get the ability after going to orbit one time and then landing back on Kerbin.
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Capture Craft Needed.
bewing replied to Lego_Prodigy's topic in KSP1 Gameplay Questions and Tutorials
Just make sure that you understand: to grab something with a klaw, it has to be nearly perpendicular to the surface when it touches. If you bounce off once, your target will start to tumble -- you have very little choice except to use momentary timewarp to stop it. Get yourself lined up from less than 10 meters away, come in slow, make sure you know which directions are WASD, and use your eyes -- not the navball. -
"Wobble" free space stations?
bewing replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Part of the point of KAS is to allow orbital construction, yes -- but you need an electric screwdriver. Autostruts hook two parts together so they can't move with respect to each other. Everything between them can move, though. The first few (let's say 5) autostruts you add will reduce the wobbles in your station. But they also add stresses to your station, and there comes a point where each additional autostrut will increase your wobble rather than reducing it. As said above, if you have them turned on at the moment that you dock, they often change connection points -- which is a very forceful process and can cause a lot of wobbles. Often it's best to have them all turned off when you dock -- then turn a few selected ones on to kill the wobble. Then turn on a handful more. Rigid attachment reduces the flexibility of joints between parts. So they bend less with the same force applied. But the joints break more easily. You can also attach station parts with Klaws. I think they are less bendy than docking ports. But your station won't be nearly so pretty. -
Ships exploding when changing SOI
bewing replied to Black-Two-'s topic in KSP1 Technical Support (PC, unmodded installs)
Are you certain that your MH version matched your KSP version? -
Ships exploding when changing SOI
bewing replied to Black-Two-'s topic in KSP1 Technical Support (PC, unmodded installs)
I just did a quickie test with a stock craft. Nothing happened. So there is a chance that it is craft-dependent -- Black-Two-, you may want to try the same test with a different craft and see what happens. You may also want to upload that craft file to some file sharing site, so we can all take a whack at it. Other than that, I'm out of ideas. I've never seen the precise bug you are showing there. (I have, of course, seen other bugs where ships blow up and pieces go flying off at much more than lightspeed.) -
recoil when docking / undocking
bewing replied to Execut1ve's topic in KSP1 Gameplay Questions and Tutorials
Yes. Best to do it in a separate sandbox.