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Everything posted by The Flying Kerbal
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Powering Space Stations.
The Flying Kerbal replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
That's just silly. What happens for example, if a low flying aircraft accidentally cuts through the extension cord? You really didn't think this one out, did you? -
totm march 2020 So what song is stuck in your head today?
The Flying Kerbal replied to SmileyTRex's topic in The Lounge
Yes I have heard the Disturbed version before. It's really good but I prefer the original. I suspect this is down to the fact I heard it first. And i also know this song by The Agonist, I really do like this one! Indeed this could well be my topic for posting on this thread tomorrow! -
totm march 2020 So what song is stuck in your head today?
The Flying Kerbal replied to SmileyTRex's topic in The Lounge
The Sound Of Silence by Simon & Garfunkel. No idea why, I'm not even a huge fan of them to be perfectly honest... -
A frustrating day for me... Now before I say why, I'm going to be upfront and honest: I don't like KSP 1.4! I SHOULD like it, the whole idea of the Making History etc. was something I had been looking forward to for months before it was released, and there are things about 1.4 which I think are really cool. However there are little bugs and changes which really spoil the game for me, which fortunately my 1.2 doesn't have. Anyway, back to today; having just read that last paragraph, you won't be surprised to learn that I seldom bother loading 1.4, but today I decided I'd give it a go to see if things had improved since I last fired it up. The first thing I noticed was when I entered LKO and started to plot my flight to the Mun. The readings behind a celestial body now fades, something that gets even worse when you click on a marker to keep the reading on display. This I find very hard to read, however at least I DO understand what was being attempted by this and the problem reading it could be as much because of my rather poor eyesight as the fault with the effect, so I would be willing to put up with this. One that I most certainly do NOT understand, is why when using the tab button to cycle through all vessels, moons and planets on display in the map screen, Squad seems to have removed the ability to instantly select the vessel you're focused on by hitting the ` key (the one just above the tab on my keyboard). I always found this incredibly useful and a great little time saver instead of having to go through everything, but unless it's been changed to another key I'm unaware of, this feature seems to have been removed. Another "novel little feature" is landers now sitting on two legs! I tried landing three landers in total, two on the Mun and one on Minmus, and all did this. The first I thought was just a little quirk in the program and ignored it, but when I landed on Minmus and got the same effect I started to think this was a bit odd. So I went back to the Mun, this time with a two stage lander. While the extra stage didn't stop it entirely, this two legged stance was nowhere near as noticeable as happened with single stage landers. However as soon as I lifted off, leaving the descent stage on the surface, this happened: As I said at the beginning of this rant, there are loads of things I like about 1.4, but it's stuff like this which I find annoying to the point I don't feel like playing it. I know I'm in the minority here and must of you are playing and enjoying 1.4 immensely, but for the foreseeable future I think it's going to be 1.2 for me! I suppose this post might be in the wrong thread, but this is "what I did in KSP today."
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How to make a rocket?
The Flying Kerbal replied to Jeine092's topic in KSP1 Gameplay Questions and Tutorials
It's a pity you've decided to quit, clearly you had made some progress before hitting the problem you asked help with in this thread. Have you thought of checking some tutorial videos on Youtube? Make sure they're reasonably up to date. This game has a really steep learning curve, but if you keep at it you WILL start to figure out how things work and as you hit targets, complete missions, etc. you'll get a real buzz out of it. So don't give up just yet, keep coming back here if you get stuck and soon you'll be sending green aliens in buckets all over the Kerbol solar system! -
Need help with a spinning rocket
The Flying Kerbal replied to Duckle's topic in KSP1 Gameplay Questions and Tutorials
Congratulations and Godspeed for your trip to Duna! ☺ -
Need help with a spinning rocket
The Flying Kerbal replied to Duckle's topic in KSP1 Gameplay Questions and Tutorials
I'm at work right now and the boss has this thing about me working for him and not the KSA, not a very helpful attitude that... Not being able to see your photos on a proper monitor, I really can't tell if there's anything wrong with your rocket, but it looks OK on my phone. One thing that did leap out at me was all that brown on the navball; it should be blue as you're pointing straight up at the sky when sitting on the launch pad. However although that's not good, I don't think it would create a roll as you describe, it sound more like you have torque being generated by your payload being slightly off centre. If you have Kerbal Engineer Redux installed, bring it up while you're in the VAB and look at the torque value. If it's not 0.00, try using the offset tool to move it around slightly to see if you can bring that value down. If you haven't KER then just make small adjustments to the position of the rover and test launch. It'll be trial and error but it should work if that's the problem. Also, a lot easier, remove and replace the fins at the bottom of your rocket, just in case they have somehow ended up not being on straight. It wouldn't hurt to even try a launch without them. It'll probably end in tears doing that, but you can't make an omelette without cracking some eggs! I must say from what I can see on my phone, it looks like you've made yourself a fine looking rocket mate, I really like it! -
Simple question here, are there any mods which allows you to put phrases and slogans on the sides of rockets and payloads. Not flags, more like how tank crews painted names and comments on the sides of their tanks. Thanks.
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Powering Space Stations.
The Flying Kerbal replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
Ok guys, I'm back! Apologies for not posting a reply last night, visitors came in unexpectedly and pushed the whole space program off schedule, did NASA have this problem when planning on sending Neil and the boys to the moon? It looks like the charge does indeed freeze when I'm away from the station. Ok it might actually jump up a point or two when I switch back, but that slight boost is the same whether I'm away for one minute or ten (an few alarms triggered and I had to deal with a couple of things during testing). Yeah Zhetaan you're right about the lack of power generation. As I said previously, my original plan had been to have the station orientated so the panels faced antinormal while passing over the daylight side of the planet. This would also have made docking much easier as the docking ports are on both ends of the station. I am indeed planning on launching a new module with more panels and additional batteries and attaching it to the side facing south using a Klaw. That should resolve any problems the demand placed on my present generations system by the greedy science lab is creating when processing data. Having tested how the recharging works while away from the space station, I have now turned off all science processing, recharged the batteries fully, and now started processing again as SpaceLab crossed the terminator and started its journey over the night side of Kerbin, now I'm not focused on it and will go back after it has started going over the sunlit side to see if the processed science has increased. If there's a bug then I'm in trouble, but I'll cross that bridge when I come to it. I have 1.4 and the DLC, but for some reason I just can't warm to it. I have had problems with contracts not completing even though all test conditions had green ticks beside them, I think that hasn't helped. So I'm still on 1.2, working on flying a Kerbal to Duna and bringing it home again. Lifting the station into a higher orbit, would involve me sending a new module with an engine to propel it as I jettisoned the original and deorbited it. It's doable but I would prefer to keep it in its current orbit if possible. For those interested, here is a screenshot showing the UI and various figures: Anyway, thanks to every one of you for taking the time to help me with this! -
Powering Space Stations.
The Flying Kerbal replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the answer brewing. I'm at work at the moment so will carry out you experiment when I get home this evening. However although you can't see any batteries or a probe core, rest assured they are there, it's just that I like to hide things like that by offsetting them inside the structure. -
Powering Space Stations.
The Flying Kerbal replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
Thanks everyone for taking the time to answer. Having never used drills, etc. I will accept what you say, but the Science Lab doesn't seem to do that unfortunately... I've now done this but don't think it'll solve the problem of batteries not charging when I'm not focused on the space station. I could be wrong though, time will tell. I am using panels which trek the sun, although because of my original plan I admit they may not be in the best position to do so. I'll post an image or two to let you see. Yes, after my original plan failed so miserably, and after reading the posting by Gargamel, I have now orientated the space station so the panels are North. Here are a few images showing the initial orientation of the space station, and one showing it after I changed it so the panels face North: This shows SpaceLab after initially entering LKO. As you can see the panels are all fully exposed and facing Kerbol. The plan was for the panels to follow Kerbol as SpaceLab went through its orbit, the natural rotation of the space station in relation to Kerbin insuring the panels would be pointing in the right direction at all times. As Kerbol begins to appear over the horizon, the space station has automatically rotated while passing through the night side of the planet, and the panels are sitting in the best position to recharge the batteries during the next period of light. Everything works fine and dandy while I'm focused on the space station, unfortunately this all stops when I jump to another vessel or the KSC. The station's natural rotation freezes, and even if the panels are facing Kerbol, the batteries don't seem to charge. SpaceLab's new orientation. With half the panels not now fully exposed to the sunlight, unfortunately the science lab consumes more energy than can be produced. However I should be able to fix that by launching a module with more panels, attaching it to the space station using a Klaw. This still doesn't resolve the fact that everything "freezes" when I'm not focused on the space station unfortunately. However, as my first attempt at a "real" space station, ie one that was going to be of some benefit to my space program, I'm not totally disheartened by its failings. -
Hey Guys! Space stations are something I seldom work with so have basically zero experience with them. However I came up with the idea of putting a science lab into orbit so I could dock vessels returning from other celestial bodies, dump off the science and let the lab get to work processing it. I got a contract to build a space station in LKO which had to hold so many Kerbals, have a certain amount of mono propellant, and there might have been something to do with liquid fuel too. So I thought I'd get clever and take the opportunity to launch "SpaceLab", with all the necessary bits and pieces required to fill the contract, and a science lab thrown in for good measure. I thought I was super smart with this one, I built a "power generation module", basically four solar panels attached to a modular girder adaptor, positioned on one side of the vessel, which would automatically trek the sun as it orbited Kerbin. And it works(!) - well at least partially... The problem is that as soon as I jump to another vessel or the KSC, SpaceLab is no longer subjected to simulated physics, the trekking stops and even if the panels are exposed to Kerbol, the batteries aren't recharged. The lack of trekking could be got around if I attempt another space station, simply put small solar panels on all sides of the vessel, then no matter what direction it's facing, some of them are bound to be exposed to the sun (on the day side of the planet). However if I can't recharge the batteries unless I'm actually focused on the station, it doesn't really help very much... So how do those of you who work a lot with space stations power them? Processing the science is requires a fair bit of electric charge, indeed I don't have enough batteries to power it during its passing through the night side of Kerbin, but that's me being stupid and not adding enough of them in he VAB. But I'm stumped as to how to keep the batteries recharging during the daylight period of the orbit, so any ideas and suggestions will be very much appreciated.
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I'm trying to put together a funny little payload, kinda like Elon Musk's Tesla car to Mars, but for Rusty Star Rockets. I'm not going to reveal what just now, it would take the fun out of it and I want you all to have a giggle if I manage to do this. My problem is I really need triangular shaped structural panels to build this thing, is it possible to take one from the parts in the game, copy it and then modify it into the shape I need? Failing that, some of you steely eyed missile men and women who can build such amazing spacecraft, maybe you know a way of rotating and angling square structural parts so they will neatly fill a triangular hole? Thanks everyone.
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How to make a rocket?
The Flying Kerbal replied to Jeine092's topic in KSP1 Gameplay Questions and Tutorials
LOL... that one got through, think I'll leave it as it is, maybe others will get a giggle out of it too. -
How to make a rocket?
The Flying Kerbal replied to Jeine092's topic in KSP1 Gameplay Questions and Tutorials
First may I apologise for not getting back to you quicker, been a bit busy this last day or so. Congratulations..!! you made it back down again, way to go! As Vanamonde said, you were fine on the way up, it was coming down that was murdering you. I'm sorry my rocket didn't work for you, I don't know why, the heat shield should have taken all the heat coming back through the atmosphere, keeping your "science thing" nice and cool. I can only think it the fact you didn't turn over as you flew up into space, instead flying straight up, and then falling straight down again. This really isn't a good idea, you should try to tip over to the right by pressing D so you don't plunge straight back down again. Thosw "white rings" are actually service bays, they can be used to store equipment, smell science experiments, etc, accessing them by clicking on them and opening the doors. But these service bays are also extremely resistant to heat, why not try putting just one of them underneath your science thing and come back into the atmosphere using it as a heat shield? Anyway, again well done on finally making it back down, and see you in orbit! -
How to make a rocket?
The Flying Kerbal replied to Jeine092's topic in KSP1 Gameplay Questions and Tutorials
Hi Jeine092 and welcome to KSP! Looking at your rocket, I don't see any parachutes. You will need them to safely bring that bucket with the green alien inside back down safely onto the planet Kerbin. As has been suggested by other forums members, remove some of those fins; definitely remove the top four and probably the four in the middle of your rocket too! You've obviously been spending science to unlock parts in the Research and Development building, and as you have the science thing SC-9001 you should also have batteries. If you haven't unlocked the Inline Reaction Wheel (helps make your rocket fly straight) then I recommend you unlock it next. You'll find it in the square on the tech tree (in the R&D building) just below the little jet aircraft, the one with the rocket surrounded by arrows. You'll also get better fins (winglets) in there which will help you steer your rocket. Put some reaction wheels inside your rocket, you should see a big improvement immediately. As has already been said, remove some if not all of those white rings, and I'm curious to know where you have the bucket with the green alien inside. You don't really need to protect manned - or Kerballed - capsules as they can take a lot of heat, indeed you'll blow up the parachute and still have the capsule intact, which isn't the best thing to have happen it has to be said... What I've just tried to do was build a rocket which is based on what I think is close to your present level of technology. I did unlock the reaction wheels I mentioned a moment ago, the fins you used wouldn't give me any control over the rocket, so I threw all of them away, replacing them with one inline reaction wheel just under the stack decoupler underneath the heat shield which is attached to the "science thing". Here's what I came up with: Unfortunately it won't make orbit, but it will get you into space. Don't touch the bottom SRB, the one above it, right click on it and slide the throttle setting back to 88.5. To fly it, fly straight up until you reach 1000-1200 meters, then SLOWLY start to tip over to the right by pressing 'D'. Keep doing this until both SRB's are jettisoned when you should already be well on your way to escaping the atmosphere, then tilt full over to the right and let the rocket climb until you're at about 100,000 meters before firing the last stage. This will widen the arc your vessel's flying, reducing the angle of descent , giving it more time to slow down as it reenters the atmosphere. You'll see flames surrounding the thing on the way back down, but it's fine, the heat shield will protect you. Make sure to stage the parachute and don't worry, once you've done this it will automatically open once it's safe to do so. To build this, start of with "the bucket with the green alien" ie. the Mk1 Command Pod, add the parachute to the top, then "science thing SC-9001" which is called the Materials Bay or Science Junior, followed by a 1.25 heat shield. You could reduce the ablator on this to 20 if you wished (right click on it), but I didn't bother. Then add your stack decoupler followed by an inline reaction wheel. Add your liguid fuel tank and engine, with another decoupler underneath. Add your two SRB's with yet another decoupler in between, cut back the throttle on the upper one (not strictly necessary but never hurts to learn to do these things), and away you go! If you want to add a battery to power your reaction wheel you can do so, but I found the charge in the command pod was more than enough to do so. Hope this helps, I know other members will be able to offer much better advice and guidance, but this will definitely get you into space and back safely. -
OK guys, a little advice needed here. When launching satellites, is it more efficient to push the Ap out first, better to push out the Pe first, or when the orbit has been completed as specified in the contract will it have made any difference? I suppose when both Ap and Pe are pretty close if there is some Dv to be saved it wouldn't be all that much, but with a contract I've just picked up the orbit is 15,280,053 x 3,457,679 with an inclination of 11.5 degrees. Normally my parking orbits are on the low side - around 72.5 Km and very rarely over 75 Km - and I usually push the Ap out first, then adjusting the inclination on the way up to the Ap when I reach one of the nodes. This works for me, but if there is a more fuel efficient way of doing it, I would appreciate if someone could point me in the right direction. Thanks everyone.
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[1.3] Rusty Star Rockets v1.8 [20.7.2017]
The Flying Kerbal replied to GagaX's topic in KSP1 Mod Releases
Can anyone explain to me what the little addon to RSR - Rusty Procedural Parts - does and how to work it? I installed it but see no benefits of having it and can't find anything to show me how to implement it. Thanks everyone. -
Welcome aboard the KSP Express Lazarus42 I was just about to suggest CKAN, but see you've already discovered this one, so that rather defeats the object of this post. One small tip maybe? I'm not saying I'm right as I'm still learning about this game, but I find that when attaching side boosters to a rocket, placing the radial decouplers so that they will be connecting very close to the top of the side boosters helps prevent them from smashing into the side of the rocket when jettisoned. The force of the decouplers throws the top of the spent boosters well away from the rocket, even producing a close likeness to a Korolev Cross if you happen to be dropping four at the same time. Anyway, enjoy the forums and have fun in space!
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OK guys, is there anything you have a nasty habit of forgetting or doing when you really should know better, but somehow always do (or don't) which makes you feel slightly silly? Me - I have two things: I never remember to remove the monopropollant from command pods if I'm not using RCS on the vessel, annoying but not much else, and forgetting to add lights to landers and vessels which will be docking with something. The number of times I've had to attempt a landing on the dark side of the Mun I don't care to remember, and while some of them do manage to land successfully, many more end up as piles of scrap iron on the Munar surface. This was the last RSR (Rusty Star Rockets) lander which (successfully) landed when the landing site was still in the dark: When it finally touched down it had less than two seconds worth of fuel left in the tank
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Actually Turbo Dad you have my full sympathy with this one because I too have had trouble getting contracts to complete even though all the conditions were met. And while you do have a few mods, although they shouldn't be having any affect on this contract, my KSP 1.4 was totally stock, not KER, Chatterer or anything, but I never did get one to complete. At least I didn't fly all the way to Minmus to have this problem, it was a simple engine test in flight over Kerbin; I tried it on numerous occasions, everything was green ticked, but that contract just wouldn't complete. Finally I just got totally frustrated, deleted the saved career and went back to KSP 1.2. Not a pile of help this answer I know, but at least it might help stop you from thinking this problem is definitely your fault. Oh forgot, just a quick point, I tend not to get too excited about the An and Dn, as long as the Ap and Pe are right, I find the satellite contracts always seems to complete - at least in KSP 1.2.
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You guys don't know this? I'm a bit surprised to be honest, it isn't exactly a secret. "Mystery Goo" is really the stuff they put in the bio-neural gel packs used by the federation in starships starting with USS Voyager. How it got to Kerbin isn't entirely clear, the standard explanation that it "fell of the back of a lorry" doesn't really cut it somehow...