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bewing

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  1. bewing's post in Blowing up (almost) on reentry was marked as the answer   
    I'm going to guess you have the SciJr directly behind the heatshield? There is a problem with doing that.
    The "area of protection" behind a heatshield is a narrow cone, flaring outward. But the bottom lip of the SciJr is bigger than the base of the cone. Which means it is still directly exposed to the plasma stream, and full heating.
    To get around it, you can shuffle parts in your stack, or you can add some lightweight part between the heatshield and the SciJr.
     
     
  2. bewing's post in Does anyone has stock texture files? was marked as the answer   
    Did you get your game from steam? If so, you can do something called a file verification. (Go in your Library, right click on Kerbal Space Program, click Properties, click Files.)
    When you do a file verification, it will go through all the files in the game, and any that do not match the vanilla files will be redownloaded and overwritten.
     
  3. bewing's post in Rocket engine flameout under X% was marked as the answer   
    Actually rockets engines can't flameout. Only airbreathing (jet) engines will flameout. It is actually a small mistake that the flameout text appears on rocket engine part info windows.
     
  4. bewing's post in Every planet's surface sample in 1 go. was marked as the answer   
    Welcome to the forums.
    You can get a kerbal landed, take a surface sample, refuel your rocket, and take off again, get to orbit, and maybe refuel one more time, on every celestial body with a surface ... except one.
    The problem is Eve. It takes a multistaged super-rocket to get back from Eve's surface to orbit. All you end up with in Eve's orbit is some tiny little reentry vehicle full of samples, that is not capable of doing anything except going back to Kerbin and landing.
    So just so long as you change your mind about getting an Eve sample, the answer is yes. You don't want to drag a rocket that's capable of an Eve landing/ascent all through the system, and once you've landed on Eve it won't be capable of going around the system.
    A spaceplane or rocket can be built on Kerbin that will do what you want. Once you have high efficiency engines and good designs, you can fairly easily take a rocket from planet to planet. You don't need any cargo. So you don't need to build in space.
    You probably don't need a spaceplane. They are a little more fun, but they are more complex and difficult. Kerbin is the second-most difficult planet in the system to launch from, but your whole mission is basically predicated on launching from there anyway (unless you start in space, which is a little cheaty  ).
    Getting to be an experienced KSP pilot will take weeks. There are guys here who do "speedruns" who can land on every CB and return to Kerbin in less than 7 realtime hours.
    I would always recommend nuclear engines for everything except Eve, if you plan on taking a long trip. The fuel and mass savings make landing, ascent, and refueling into a much more manageable problem.
     
     
  5. bewing's post in 25km auto delete? was marked as the answer   
    There are two limits involved. There is the autodeletion altitude, and the physics bubble size. The autodeletion altitude depends on the body you are orbiting, and that body may be airless, so it does not depend on pressure.
    The rule is: if any object is below the autodeletion altitude of body X, and it is also outside the physics bubble of your currently focused vessel/object then it will be autodeleted. In the flight logs, they will be listed as "crashed into terrain" generally.
    The autodeletion altitude is not adjustable. The physics bubble size is -- at the bottom of your settings.cfg file.
    So, on Kerbin, the autodeletion altitude is 25km and the physics bubble size in the atmosphere is also about 25km (depending on your settings).
    In your picture, you are at 350km altitude, and even assuming the objects are directly below you, that puts their altitudes at 320 km or higher, which is way above the 25km autodeletion altitude. They will continue to fly around forever as debris, until they go below that 25km altitude on Kerbin -- or until the debris cleanup mechanism (a completely different topic) gets rid of them.
    (Caveat that I have seen a few objects fall straight through the autodeletion altitude and impact the ground. I don't know why.)
     
     
  6. bewing's post in "build a new unmanned probe...." not fulfilled by un-docking an unmanned probe from a manned spaceship was marked as the answer   
    You don't actually have to detach the satellite, either. Just EVA your Kerbonaut and the contract should complete. I'm thinking that Capt. Kerbalkrunch is right about the quicksave/reload trick fixing this error for you.
     
  7. bewing's post in A science transmitting question was marked as the answer   
    You never get as much science through transmission as you do through recovery -- except for EVA reports and Crew reports. For those, you get full credit on the first transmission. For some others, each additional experiment that you get back to KSC (no matter how) will give you an incrementally smaller boost. Generally, it's worth transmitting one copy of the experiment (then resetting the experiment, if necessary) and then redoing the experiment and recovering that second copy of it.
  8. bewing's post in Is there a setting I can change to predict more than three orbits ahead? was marked as the answer   
    The conic patch limit is in your settings now. You don't need mods or config file editing.
  9. bewing's post in Teleportation fails? was marked as the answer   
    In the cheats tab of the Debug menu, you can set "no crash damage". I think that will solve it. You may also need "unbreakable joints".
     
  10. bewing's post in Facilities desctruction animations... triggerable? was marked as the answer   
    You have to confirm the action and repair the buildings in between. Left-ctrl right-click on the building in KSC view. Demolish.
     
  11. bewing's post in launch rocket to orbit without the HUD recording was marked as the answer   
    The only thing you can't do on the pad before launch is set SAS into prograde mode. Beyond that, you can always get to any orbit you like without the navball -- it's just a question of efficiency. So bring some extra fuel and do it by eye.
    If you insist on never seeing the navball in the footage, then launch, set SAS to prograde, F2 to kill the HUD, start the capture, fly to orbit.
    If you are willing to clip out a few little glimpses of the navball from the footage, then it's even easier.
     
  12. bewing's post in Can't see a satellite contract orbit in map mode. was marked as the answer   
    In the tracking station, all you have to do is doubleclick the Sun. You don't have to fly anything.
     
  13. bewing's post in Returning to KSP few Questions are asked was marked as the answer   
    Welcome to the forums.
    If you've lost control of the ships, that probably means a commnet problem. My guess is that you were playing your previous game with commnet turned off, and the new game defaulted to have it turned on. So, I would recommend going into Settings/Difficulty Options, and click the button to disable the "Comm Network".
    As far as the Debug menu goes -- no, it's still there, right where it was. Alt-F12 on Windows, and Mod-F12 on linux (is that R-Shift?). But there are some companion apps that run on those systems that can eat those keystrokes and not pass them through to KSP.
     
  14. bewing's post in I need help with a stuck-up on my career save... was marked as the answer   
    So you have Kickback SRBs? Looks to me like all you need to do in that case is upgrade your launchpad once. It's really cheap -- and then you can launch 140 tonnes. Use the kickbacks to toss any rescue vehicle you like into orbit. It should be more than enough to get you to Duna and back.
    Just for fun I threw together a Mun rescue craft using 4 kickbacks as the first stage. 106 tonnes on the pad. No problem getting landed on the Mun and back.
  15. bewing's post in Rover not rovering was marked as the answer   
    Well, probably best to fix one problem at a time anyway. The "loss of power" issue may disappear with a small redesign to make the wheels work properly.
    -- And actually, structural panels do not crossfeed. So depending on where your batteries are attached, one set of wheels or the other set should probably run out of power very quickly.
  16. bewing's post in How does one upload a build was marked as the answer   
    Welcome to the forums.
    There are many possibilities. The first important thing to understand is that .craft files are just text files. And there are many sites that allow you to upload text files for other people to access. Pastebin, dropbox, google drive, ... any file upload site.
    However, since you really seem to be into the idea of sharing your designs, I think the site you really want is KerbalX. https://kerbalx.com/
    Your .craft files are in the SPH and VAB subdirectories of your game directory, just in case you didn't know.
     
  17. bewing's post in Need help operating/interpreting a orbital survey scanner? was marked as the answer   
    3. You're not doing anything wrong.
    1. You get to pick the one you think is prettiest.
    2. I don't remember about inverse, but on the other ones the brighter colors are over the biomes that have the most resources. You either have to know which biomes are where on each CB, or use KerbNet, in order to mentally map what you see on the resource map to the correct biomes.
    4. Not in stock.
     
  18. bewing's post in Stuck on an 'easy' satellite contract was marked as the answer   
    Welcome to the forums -- too bad it's under these conditions.
    Reverting the flight is a really good answer if available.
    Second best answer depends a little on how high your orbit is. If it's pretty high, and your orbital velocity is low enough, you can do as Alshain said -- set to retrograde to get pointed in the right direction, set to Stability mode to hold that direction, and burn until you are going the other way. If your orbit is rather low, you can burn to raise the Ap really high, and then reverse your orbit at the Ap, and then lower it back down again. It won't cost as much fuel that way.
    Third, the game has a cheat tool called the Debug Menu. If you do all the work of creating the right orbit, only to find that you made an innocent mistake that's going to cost you a lot of pain -- hit Alt-F12. Go to Contracts. Select the Active tab. Find the specific satellite contract and click the "Complete" button. And then promise yourself not to do it again.
     
  19. bewing's post in Diving bell issues was marked as the answer   
    It's basically a new feature that has only been partially implemented. At some point, somebody has to spend the time to go through every single last part and put sane and balanced values onto them (and then the whole team has to verify that they are sane and balanced), and nobody has done it yet.
     
  20. bewing's post in Space debris disappearing was marked as the answer   
    On your Main Settings screen, under the "General" tab, 2nd column, is the setting "max persistent debris". Default is 600 afaik.
    The more stuff you have in orbit, the slower your game will run, and the bigger your savegame files will be. It's not a huge effect, but it's noticeable. So there is this setting. I would be a bit surprised if you hit the 600 limit -- that's a lot of debris. But when you get close to it, the game will start automatically terminating the oldest debris first.
     
  21. bewing's post in Re-Entry Parachute System was marked as the answer   
    Speed at reentry from the Mun or Minmus is about 3100 m/s.
     
  22. bewing's post in Interplanetary transfers and windows of oppurtunity... was marked as the answer   
    Yup. Or, there's the entire concept of multiple maneuver nodes that hasn't really been discussed. You can do a lot of "theoretical" orbital maneuvering by putting a maneuver node on an orbit ... and then a maneuver node on the resutling orbit ... and then a maneuver node on the result of that one ... ad nauseum. So you can either know in advance that it's going to work -- in which case you don't need to do much planning-ahead. Or you can plan ahead with a sequence of maneuver node burns.
     
  23. bewing's post in Where is my money going?? was marked as the answer   
    Yeah, it's a known bug. It seems to be true that each strategy is getting applied twice.
     
  24. bewing's post in Can't use Crew reports, mystery goo ect. was marked as the answer   
    Do the context menus of all the other parts work (except experiments)? What OS are you on? What KSP version? Did you get it from Steam?
     
  25. bewing's post in Stupidity and Courage was marked as the answer   
    It's mostly a joke, but it does have a small effect on G force tolerance.
     
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