Jump to content

SteveD80

Members
  • Posts

    119
  • Joined

  • Last visited

Posts posted by SteveD80

  1. 23 hours ago, parameciumkid said:

    This is me prodding the thread to see if there's any news on NavBall Docking Alignment Indicator and KSP 1.2.
    Is work being done? Has anyone tried to run the existing version? Does it work?

    I was able to recompile the source for 1.2 without a problem. I do not know if I am allowed to distribute the dll, but making it was easy.  I just followed the mod making tutorials.

  2. Instability Issue:

    I have been building a mining outpost on Minmus.  I landed the various modules with plans to connect them with KAS fuel lines.  Some of the parts are a bit far away and so I walked until my pipe turned red, backed up and dropped a CB1 Ground Base attached a couple of fuel attachments to it and continued on.  I think my longest line had 6 CB1 Ground Bases.  I turned on my drills and ISRU's and left to get the next module.  When I tried to land half the base exploded.  So I was wondering if there is anything I can do to make it more stable; preferably without rearranging my modules.

  3. I'm having issues with the flexible corridor.  I built two test rovers similar to what I want to actually use on Minmus.  One was a couple of base sections, power and wheels with a corridor on the back.  The other was the short 3.75 fuel tank with a hitch hiker container on top and a corridor on the side of the hitch hiker container.  Connecting the units seemed to use the same mechanics as KAS.  

    I put an engineer (not sure if it matters in sandbox) next to the corridor on the hitch hiker pod and selected link (I think) and walked him over to the other port.  The corridor tail turned red briefly when I went to the ground, but as I moved toward the rover the tail stopped clipping the fuel tank and turned green.  It was green when I got to the rover's port.  I right clicked and selected link and was told that it was too far/bad angle.  What are the limits and requirements to mate flexible corridors?

  4. So I've got a bunch of rescue missions and was thinking that instead of transferring them to my ship I would use KIS to turn their pod into a vessel.  So here's the challenge:

    Get a rescue mission
    Send up parts and as many engineers as required to attach them to your rescue target
    Send your new craft home to Kerbin and complete your mission
    It must return under its own power

    Mods not allowed:
    hyper edit
    anything that adds engines that are significantly more efficient than stock
    no config mods to enhance KIS range or part size.

    No alt-12 cheats

    Required mods:
    Kerbal Inventory System (if there's a similar mod let me know and I'll see about making it an option)

    I would like suggestions on scoring as I do not have much interplanetary experience (probably based on required delta-v)

    2x points for life support

    Bonus points for orbiting extra bodies eg: swing by Duna on your way home from Mun; flybys don't count.

  5. You're both right.  I should have played with it to see if I could save some gas, but there is a good chance that my waiting for an opening was the correct solution.  It's not too important the last of my orbital stage will get me into Eve's atmosphere, and my life support supplies seem to have about an extra two thirds of a year knock on wood.

  6. 1 minute ago, cubinator said:

    You could try Kopernicus, which would enable you to change the characteristics of the planets and moons. You can't do it with rockets because celestial bodies are "on rails" and cannot be moved from their orbits.

    I know, and someone did the math to show that even if Minmus wasn't it would take forever to deliver the gas to give it 1 delta v,  I don't want to rearrange things, I'm just complaining, and wondering if anyone else has issues with Mun constantly getting in the way.

  7. is there a reasonable (other than tech level) circumstance where the 2x3 solar panels are superior to the 1x6's?  I believe that either by default or a mod I have installed my progression went single panel -> 2x3 -> 1x6, but for the life of me I can't think of a time when I would have preferred the 2x3's, sometimes I don't see a difference, and sometimes the 1x6's are better, but I have never thought the 2x3 was ideal. 

  8. On 5/18/2016 at 4:09 PM, Alshain said:

    ROFL.  There is no telling what would or would not be affected by that bug.  It's bug, they are unpredictable.  How do you know a decoupler would work?

    I don't, but I'd be more comfortable with additional options in the hopes that if one part fails to function the other won't.  I am aware that it is not a guarantee, and that additional parts is not exactly a good thing.

    On 5/18/2016 at 4:17 PM, Nansuchao said:

    Did you use Kerbal Joint Reinforcement? There was a bug in it, months ago that made the docking ports unable to undock.

    This bug was fixed long ago, now docking ports, stock and modded, works as they should.

    I might have.  I never deliberately installed it, but something recommended it in CKAN and I have it now.  My problem was about a week after 1.1

×
×
  • Create New...