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Serenity

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Everything posted by Serenity

  1. Hmm well, structure panels and grip pads might help....there is also this mod...but its outdated, some claim it still works, no idea Back then it was an amazing mod that prevented the bouncing issue....but you know use it with caution, its outdated.
  2. Its ok post when/if you can, RCS in low grav planets for bases isnt gonna help, most likely will create more problems, also if you have strong SAS maybe you should turn some off, or even toggle SAS entirely, does the base lift up only when you use the drills?
  3. Hmmm, well, you probably already know this but you can activate the drills and the resource thing and go to tracking station or to a different location/vessel and time warp there to produce. If you could post a picture of it would help a lot too.I use https://imgur.com/ to upload screenshots its pretty fast and legit.
  4. If you put the drills very close to the ground when you extend them/use them they lift up your base
  5. Are the drills very close to the ground?You should put them as high you can so only their tip reaches underground/ground. You can also use structural panels and even grip pads instead of landing legs to keep your base kinda less jumpy and drifty in low grav planets. Can you post a picture of it?
  6. Is the ''saves'' folder the same one you need to backup/move your career for all stores/OS or its only for the steam version?
  7. Well hmm, its been a while i played around with robotic parts, just try i guess to not connect two robotic parts straight with each other and see how it goes, I dont remember having like huge problems with them except when launching them in orbit etc, but all my experience was a while ago, so i might be forgetting something.
  8. Well autostruts do create obstacles but you can always turn them off when you operate robotic parts and turn them on when you are about to dock or something, it is a bit tedious and depends on what you doing, but in my experience they help sometimes, if used right. To be honest from what i am seeing and what you telling me, looks to me you are doing too much clipping, Maybe you can test if this is your problem by doing the same thing with two crafts that do not use clipping, if you still have the same problems then you know its a problem with the robotic parts in general.
  9. Try attaching to the robotic part a small structural part or a small fuel tank part or whatever you want, and then put the docking part on that, and use Grandparent Autostruts AND TURN OFF Rigid attachment if you have it on for some reason.And play with the Locked mode see what works best. I dont recommend attaching docking ports or anything similar straight to the robotic part. Also i avoid attaching robotic parts straight to the main body of the vessel, its a bit...wonky, having more parts with autostruts around them helps a lot. And for me lately when i launch them in orbit, i usually do the launch for immersion, then revert back and use the cheat menu to put them in orbit, because usually they break(mostly visually) during launch.
  10. Huh, maybe KSP uses the wrong GPU? Might worth a try to google a bit about how can you fix that.
  11. Hello, few tips: You can use Physical Warp to travel faster inside atmosphere, its a bit wonky depending the speed, but sometimes it helps to travel faster, alt+, and alt+. are the default buttons(you can also use this to do long burns in space) Enable Advanced Tweakables ingame in settings and make sure all your parts are Autostruted to Grandparent Part, they make your craft tight(you can also put some on heavy but google for more info in that) Careful how much you clip parts, clipping too much or the wrong parts give the wobble effect. You can disable SAS and use Trim to fly straight, Alt+W,A,S,D , SaS has to be disabled for trim to work Capslock toggles precision controls for smaller changes etc If you want a more smooth flying experience, speed control, autopilot etc and more easy physical warps i suggest this mod:
  12. Whats your quickload key? Dunno hitting backspace hard brings some pleasure/immersion when aborting
  13. Hmmm, in Main Menu, Settings, what number you have in Max Persistent Debris? You might want to increase that a bit, so you have some room when crashes happen. Also in Alt+F12->Cheats->Difficulty, is the Lost Crews Respawn checked?
  14. Dunno if that helps, i found someone saying downgrading drivers and updating again to latest drivers fixed it for him, probably not what fixed it but you know worth a try i guess. https://www.nvidia.com/en-us/geforce/drivers/
  15. Windows (C:)/Program Files (x86)/Steam/steamapps/common/Kerbal Space Program/saves/YourCareerName/persistent.sfs. You can open it with any notepad, use the search function Ctrl+F to find his name/section you need. Make sure you backup first the ''saves'' folder, it has everything inside, your crafts, your careers etc. Some time ago i also used this, but its outdated so use with caution, was very useful and easy to use, not sure if it still works.
  16. I know its not the best info you can get but my advice is....start with a stock helicopter or a simple design that works kinda the way you want and start adding/changing one part/thing at a time. Hopefully more will come here to help with specific info, but i just wanted to say what i usually do, and adding one by one in a working craft and see what goes wrong and right its a good ''simple'' way to figure out as you go. Again, hopefully more will drop in here and we learn more specific/valuable info etc.
  17. Those two mods shouldnt have much impact on your save to corrupt it, hopefully a new install will fix it, just backup your saves folder, inside saves folder there is also a ''Backup'' which contains previous persistent files, you might try one of them to see if it works. worst case scenario i guess you can transfer your crafts to a new save, backup often its helpful :p. Uhh i am guessing your not on steam to just verify files?
  18. If you have the option enabled for kerbals to respawn, they take a while to come back after they ''vanished''. To bring him sooner i think you can do something from Alt F12 to bring him back faster, and if you google a bit you can go to persistent file and change his status I found this, i am 99% sure it works but...you know back up first. Try this: 1.Open your persistent.sfs file with Notepad. 2. Find this section: KERBAL { name = Jebediah Kerman gender = Male type = Crew trait = Pilot brave = 0.5 dumb = 0.5 badS = True veteran = True tour = False state = Missing inactive = False inactiveTimeEnd = 0 gExperienced = 0 outDueToG = False ToD = 804399.44100609387 idx = 0 extraXP = 0 CAREER_LOG { flight = XX XX = Die } FLIGHT_LOG { flight = 11 11 = Land,Kerbin } } 3. Switch the state to "Available" 4. Remove any line with "Die" under CAREER_LOG and FLIGHT_LOG Jebediah should be back, ready to die again.
  19. Have you messed around with wheel settings? spring etc Can you post a picture of it? i use https://imgur.com/ to upload screenshots.
  20. What Grogs said, TAB is the best solution, i have a problem though i dont have the cycle back button, its lost somewhere, since i changed buttons :p .
  21. Small tip, if you go to Main Menu->Settings->Input->Vessel at the bottom there is a section called Wheels, i suggest you re bind them with buttons other than WSAD, so you can control rovers without messing with the SAS etc and causing weird handling issues. I am not sure thats your problem, a picture would help, but having seperate controls from Flight and Wheels helps.
  22. Does that weirdness comes only if you have the engineering report open? Have you tried opening it up for first time after loading the craft, because hopefully its just a refresh bug from the mod.
  23. @HvP Very interesting, really.Tnx for putting the time to explain. Hmmm...i think...i think if the Camera is on Auto or just NOT Locked, RCS controls/directions should not be affected by the rotation of the vessel. If the camera is locked then rotation should affect the correlation with the controls. Does that make sense?Wouldnt that be better in orbit? Shouldnt the RCS thrusters keep trying to push left if i hold D, no matter what? That would help finding faster and easier and more correct rotations to follow the controls, you will not do any extra, wasteful burns, wrong directions the craft will always push left, and you can rotate to eliminate any deadzones in your design, optimize the thrust, or just allign for docking.
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