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FullMetalMachinist

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Everything posted by FullMetalMachinist

  1. Once you have an encounter, left click on the target body (the Mun in your case) and select "focus view". That will show you what your orbit will look like when you enter it's SOI.
  2. That button is a new feature introduced by the 1.1 UI overhaul. Press it to "pin" that context menu open. Previously, the behavior of those context windows was that you would right click on a part to open it, and you could alt-right click on multiple parts to have all their context menus open at once. This is how resource transfer (like pumping fuel between tanks) woks. Then you would right click an empty spot on the screen to make them go away. That is still the default behavior now, but that little button overrides the "right click empty space to hide" part. So now, if you press that button, that context menu is "pinned" open and will not close until you un-pin it.
  3. Could be. Like I said, I was pretty sure, but not certain. It's been a while since I've used the MPL for anything other than fulfilling a contract requirement.
  4. The only way of transferring experiment results between crew capsules that I know of is to use a kerbal on EVA. Have the kerbal hanging on to the capsule, right click it (the pod/capsule, not the kerbal) and select "take data". Then go over to the other pod and right click, select "store data". I don't know if there is a more direct way of doing it, say if the pods were docked or are part of the same ship, but I don't think so. Note that for the MPL, you can (I'm pretty sure) move experiment results from a pod to the MPL if it's docked or part of the same ship without having to do the EVA thing.
  5. Go to the tracking station (or map view if you're currently flying a ship). Zoom way out until you can see the other planets. Click on the one you're curious about and select "focus view". On the right side of the screen there are a few buttons that pop up. Click on one of those (can't remember exactly which one) and you will get more detailed information about that planet/moon.
  6. Sooo... What's the problem? It was pointed out in your other thread asking about reentry heat that this is pretty much normal. Seeing the "overheat" bars isn't bad. Even having those bars get really close to max isn't bad. The only bad thing is if something goes 'boom'.
  7. @ghost_sox, I'm sorry that you're having a hard time with the game. But before you get too frustrated, remember that even though it's a game, it is (roughly) simulating rocket science, which is very, very hard. I very strongly recommend that you try the in-game tutorials. They were recently redone for the 1.1 update, and they are quite good. They will walk you through building and flying a rocket to orbit, and then to and from the Mun. Once you feel you're comfortable with what the tutorials show you, I suggest playing a Science game for a while (not career). It seems to me that sandbox is "too much too soon" for newer players to have access to all the parts at once. And with Science mode you don't have to worry about contracts or funds or reputation or hiring astronauts or building upgrades.
  8. Try disabling the engine(s) and rearranging the staging so that you are landed with disabled engines ready to stage. I have no prior experience with this, but it's all I can think of. Might work. vOv
  9. I'm not sure exactly what display settings you're referring to. Could you be more specific, or perhaps post a screenshot showing what you're talking about? I'm aware of only 4 or 5 external view modes, what are the "dozens" that you have?
  10. Are the parachutes actually burning off on re-entry, or are they shredding when you try to open them? Or are they not destroyed at all, and the staging icon is just red, meaning it's currently unsafe to deploy?
  11. You rotated those wheels when you put them on, didn't you? Even though the wheels look round, they're actually not. Or rather, the collision surface (which is all that matters to the game) is not. The bottom part of the wheels is actually a small flat horizontal surface. When you place any of the wheels in their default rotation, what is "down" is the only part of the wheel that will actually interact with the ground. If you rotate them 90 degrees, then that horizontal surface turns vertical, and doesn't touch the ground. If you look closely at your screenshot, you'll see that the wheel appear to be sunk into the ground a little. That's why they don't work.
  12. I honestly don't think there's much more to add. Going from the last two week's worth of dev notes and squadcasts, I think everything they wanted to put into this update (almost all bugfixes and improvements) is there.
  13. From your description it sounds like you might be talking about Tweakscale. It's a mod, not part of the stock game.
  14. To add to Pecan's answer, if the other ship's F4 highlight is showing but not set as target, you can double click on it to set it as your target. And if you're close enough to see individual parts of the target ship you can right click on a part (like a docking port) and set that specific part as your target.
  15. The patcher still has problems, don't use it. Instead, try downloading a fresh copy of the game (don't overwrite the old stuff, make a new, fresh install), then reinstall your mods into the fresh game and copy your save files over.
  16. ...subjected to rapid unplanned disassembly via Lithobraking.
  17. ^So much this. There are cases where the CoL marker is useful, but if you rely too heavily on it, it'll bite you, because it doesn't tell the whole story. The Center of Lift marker shows (you guessed it) where the sum of all lift forces will act on your plane at the current angle of attack. However, there's also this pesky thing called drag that the game gives you no way of visualizing, save for looking at where draggy parts are compared to the CoM. So while the CoM/CoL relationship might look good, there's the hidden drag forces that aren't shown, but you still need to account for them. Also, the things said above about short distance from the CoM that the control surfaces are is spot on as well.
  18. Well, if you want to not see them offered any more, then accepting them is the opposite of what you want to do. As of 1.1.0 the contract system has a "weighting" system. This means that contracts you accept more often have more chance of being offered again, and contracts that you decline or ignore are offered less often.
  19. I do almost this exact thing. Not only do I beeline to space, I beeline to other planets. In early career, after orbit and landing on Mun/Minmus, I'm sending unmanned one-way probes to Duna and Eve. And not only do I not science mine the KSC, I don't even biome hop on Minmus, even though it's very easy to do so. I would rather spend that time designing a novel probe where I had to get creative with the rocket design because I was limited on parts available. Even though it's pretty trivial to complete the tech tree without leaving Kerbin's SOI, I've never done it, because with the full tech tree unlocked it's easy to go anywhere else, and my designs tend towards a common style with all parts available. I'd prefer it to be a little challenging, and be forced to come up with unique ways to get a mission done.
  20. You might want to look into @OhioBob's Eve Optimized Engines.
  21. Yeah, this is a problem with a few other parts. One of the worst is when a contract asks for a "materials bay" when it means a science jr. Nowhere in the name or description does that part have "material", "materials", or "bay".
  22. This thread tells you where to find the logs. When you do, please post them to a file hosting site (pastebin works great) and post the link here, instead of putting the whole log here directly.
  23. I respectfully disagree. I feel that a new player having access to all the parts all at once can be a little overwhelming. I would suggest to do a few of the new in-game tutorials (they're quite good now) and then start a science game. It has the benefit of slowly introducing new parts and mechanics, while not having to worry about contracts and funds/reputation.
  24. I'm fairly certain that this happens because control surfaces use the CoM to figure out which way to deflect to get what you want. You're having a problem on the swept wings because out at the ends it looks like they are in a different enough position relative to CoM to get confused. There are two ways to fix it. Either right click the control surfaces in the SPH and set the control deflection slider amount to a negative number. Or, what I recommend is to turn off pitch and yaw for those surfaces, and have them take care of roll only. The reason is that they are very close to the CoM, which is what the plane rotates around. That means that they don't have a very long lever arm to put much torque toward rotating for pitch. They're placed really well for roll, because they're way out on the wingtips, giving them a long lever arm from the CoM. Generally speaking, for most planes you want each control surface to be only responsible for one of the three attitude motions. Elevators at the tail for pitch, vertical rudder at the tail for yaw, and ailerons on the wings for roll.
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