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JustAToy

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Everything posted by JustAToy

  1. Most deviation from a solid course are caused by the rocket being torqued in some manner. Unless you stuff all that sci stuff and batteries into a cargo area or fairing then you may be adding torque to the rocket. Kerbal engineer shows you the torque as you start building the rocket. Some torque can be dealt with if it get to high expect spin or wobble to trash the rockets planned trajectory forcing any program to make a correction. Of course seeing a picture of the rocket could also help make suggestions as to why your having a problem with it.
  2. I have seen similar occurrences and found the cure is to simply hit the ESC key and select space center. and presto your home again.
  3. I was told by a KSC VAB Tech that the goo was the stuff they found in the centrifuge capsule after early manned centrifuge tests went seriously wrong. It was caused by the design specs failing to have an off switch on the spinning parts. so once it got spinning around it took days for it to come to a stop. The whole thing was covered up by Gene and Warner since they feared that news of several fatalities becoming common knowledge would hurt the recruitment of new astronauts.
  4. I only do it if I am coming in too hot and need to ditch the weight. Otherwise like you I hang on to it to get the refund on the part.
  5. That may well be the case for the whole planet. The assumption that a space fairing species comes here in Peace is just asking to be eaten.
  6. Then I shall be forced to go back to consuming mass quantities of Snacks. And not sharing my JD with those rude aliens. I shall wait for a more friendly bunch to arrive.
  7. It's hard to understand what the problem your having is when you say you can't do anything with the Goo. What are you attempting to do with it? A scientist can Eva and collect the data which I presume you got from the Mun and reset the Goo container. At this point the Goo Container can be used again. The data from the landing can then be either stored in presumably the command capsule or other container that can hold science data. If the data is reviewed it can either be Tossed, Saved, Sent to the Lab for more processing or sent by radio home to Kerbin. IF this is the first goo you collected from that biome on the mun you should be able to process it. If it not the first goo data then the lab doesn't want it cause it already has it and if you have have a connection to the Space Center you can radio it home. Other then that you can take it with you when you go back to Kerbin. By the way the two guys in the MPL must be Scientists and you must review the stored data in order to send it to the lab. Once the Lab has data you must click on the lab and tell it to start processing the data it has.
  8. I don't know, but it sounds to me that if you were to edit the launch profile which is a MJ feature you could avoid that turn until you were past max Q removing most of your issues.
  9. Looks to me like the cause is the airbrake compressing and then the legs popping off the ground. For what it's worth you may be the first to have discovered a new means of moving base modules about.
  10. More than once I have had a near miss and a few collisions. The most interesting one was the time two sats decided to meet in orbit and duke it out. No survivors from that impact.
  11. Just Installed this and I love it. I can finally build the Launch Complex I want the way I want it. Suggestion. Some tarmac or taxiway tiles would be nice. (with blue lights if possible) Ones wide enough to take the larger Mk 3 planes and to allow for something like a real airport
  12. I only use it once. For the contract that you get at the start of a career mode game. When it wants you to do an orbit rather than send a Kerbal up in a rocket that lacks the proper parts. I mount it on top with a battery and an antenna and thermostat and send it off to orbit. I get the contract and it is latter just destroyed when it runs out of power after radioing home the data from the thermostat. Its cheap at a time when money is tight.
  13. I like the US2 package far more than the original but I wish there were more modules for it, I need them, I want them, I simply have to have them.
  14. What is the deal with the Hangers by the runway? They now say that you can store aircraft in them but all attempts to do so are met with "There are no craft close enough to store in this facility. " It is open so is this a function that has limits or needs something else done to make it function?
  15. I just got hit with the same exact problem. Confirmed it was the Construction mod by removing it from the install.
  16. I too am getting a fatal error after a Ckan update of several files posted in the last few hours (as in they were not there 12 hours ago) B9Partswitch has encountered a Fatal Error and KSP needs to close. Fatal exception while loading fields on module ModuleB9PartSwitch on part Truss-Spinal-01 Ecxption while loading field subtypes on type B9PartSwitch ModulleB9PartSwitch Subtype has no name. The game continued to load all files and failed hard lockup (not responding) at the main menu loading screen. Gonna take some time with over 100 mods in use to hunt this down. I will begin to dig into this when I defrost. I am starting to see why there are purists who only play in a stock game. I used to think they were crazy. Now I know why they do it. The number of mods used + updates done = amount of frustration you will suffer Squared.
  17. I admit I have designed Rockets and aircraft that are defiantly not to Kerbal Specs. They actually look like proper rockets and planes. Please Forgive me.
  18. Look forward to cussing up a storm when one of them bad boys nails my space station. (Evil Grin) Thanks for all your work.
  19. And now you know what Karbonite really is.
  20. At last the perfect solution to Kerbals to refuse to continue to work because they are homesick or want more snacks. Thanks for all the work you do.
  21. The Mod you want is called "On Stage" It provides a toggle in the parts info screen to allow you to remove it from the stageing list
  22. I am playing a very heavily modded game in 103.1 with Gael as a secondary system and research bodies set way down to give me only the mun at the start. The problem I am having is that the lat and long displaying in the waypoints mod and scan sat are not matching where Mech Jeb would take the ship if I ask it to land a given location either by plotting it with the pick a spot on the map mode or by giving it the cord's I have to the waypoints. While this is not a killer problem since I can just fly by the seat of the pants method to get where I want to go it is a bit of a pain. Is this sort of thing to be expected with the way I have the universe set up (by adding in a secondary system) or is this being caused by something else that I might be able to fix?
  23. I love these parts and the whole idea of airships but I would really like to see the ability to eva from the gondolas that are provided. Any chance that could or would be added in the future?
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