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Das_Sheep

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Everything posted by Das_Sheep

  1. First guess, ignoring anything to with the aerodynamics as it's an issue I had with horizontal configured ore lifters on Minmus - CoM vs Cot might be out of whack. You need your centre of mass (CoM) to be aligned with your centre of thrust (CoT). There are display arrows for this in the VAB and the easiest way I found to do it is to tinker with the thrust settings of the engines to move the CoT. Also, if his is what your doing make sure all the fuel tanks that are being used by these engines are all being drained equally or you will run into more issues with thrust balancing. If it's aerodynamic in nature I have no idea. You know what, ignore me, never read the OP properly.
  2. Also sounds like a fantastic test of the massive Munar tracked rover I'm planning on building- just replace ore payload section with a dish array.
  3. Many thanks for advice folks - usually have just left the defaults on but fancied something a bit different this time that took some effort rather than just "launch giant relay dishes everywhere" and as I'm playing with the science rewards fairly low and community tech tree I have to be somewhat careful where I put science as there's something of a plan in place, at least for the first chunk of this career.
  4. Mainly looking to put something together that can support un-manned missions within Kerbin's SOI - primarily Mun and Minmus probe orbiters / landers and to maintain links to planned bases on both. There might be the odd asteroid mission as well, so figure I'll need something in a polar orbit to account for weird movements across the ecliptic. I can live with gaps in coverage as long as there are reasonably frequent connection windows and I've built other networks before, they just never seem to be terribly good. Mainly I'm looking to do as much as possible with as few launches as possible, although I do have a nice launcher that can lob 4 satellites at a time into LKO and they can boost themselves from there anywhere in Kerbin SOI.
  5. This worked perfectly - Input lock had something to do with "EL" in the description - I'm going to go out on a limb here and say it might be Extraplanetary Launchpads?
  6. So I recently started a new career game and along with a good whack of mods have decided to go with a slight difference in the set up for the comm network - 100% occlusion, no extra ground stations - so here's my question: What's the better way to set up an orbital network around Kerbin? Low altitude constellation of 4 or 5 sats evenly spaced or 3 in KEO with 120° separation? Or a combination of both?
  7. Shall also give that a shot - would there be a way from there to see why/ how it's getting locked up?
  8. Can't hurt to try - does this work in settings like the space centre or just when your flying a vessel?
  9. Hi, having a bit of a strange one here - quite heavily modded install. Game seems to work perfectly fine for a while - can build, tinker, launch, forget something, revert, relaunch, complete contracts and repeat - but at some random point I will try to launch a vessel from the VAB (have only noticed this happening from the VAB) and the UI will completely lock up - accepts no input from any buttons and pressing esc does nothing - only option is to Alt-F4 out of game. I also get something similar where when completing flights the screen moves to a different view of space centre and again, all onscreen buttons are clickable but do nothing. Is anyone aware of this being a common / know issue? If not can post logs or anything else required in a while when I get home.
  10. I think it's the cupola module, but it could be others. Am going to have to find time to recreate. For the meantime I take spares so it's all good
  11. F9'ed to pre-deployment and actually paid attention. You are correct sir. Next question: Is there a way to stop it happening?
  12. Has anyone had any issues with equipped tools disappearing? Is in my engineers inventory, equipped, when they go back into a ship but when I take them out again later it's totally gone. Thought i was just being forgetful the first couple of times but it's definitely happening. Will attempt to recreate.
  13. Anyone had an issue with when releasing items from the build UI from a survey stake when you focus on the completed item it gets launched into space?
  14. Not had a heating bar on the Kerbal on EVA when I've had an engineer out to link up new base sections when the heat has been dissipating.
  15. This may well have been answered elsewhere - I have a base on Minmus, some discrete ships connected by Flexitubes from (USI) via KAS and running a couple of nuclear reactors to do various things, some processing and whatnot - sitting at 1x warp with anything and everything I can find to switch on processors, drill, etc heat to their max core temp and then sit perfectly stable while the radiators dump heat as they're meant to, sitting happily at 16.something% but any time I time warp (or switch back to the base from another vessel) the radiators spike up to high 70% low 80% and take a good bit of time cooling down again. Basically, is this normal stock behaviour or am I one day going to load it to be confronted with a great bang as various things blow up from overheats?
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