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Nurb

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Posts posted by Nurb

  1. I just plopped a research module on the mun, I collected some data from experiments, however, none of the items I got actually completed researching.

    I got a "Not enough data storage to research ___" message, which is strange because I didn't reseach anything before this point. So I check and it says 264/500 storage. The experiments I ran didn't complete because of storage limit but this 264 of storage used seems to have come out of nowhere.

    I tried transmitting science, which does nothing, the data still shows 264/500. I tried discarding my experiments and collecting them again, but I no longer have the "reseach" option. Only "keep" and "transmit" on each summary.

    I'd really appreciate anything on clearing this up

  2. only piece not found or implemented in the game?

    I think he means the other clues are going to show up as more planets and features are added.

    Also, someone did a more detailed decode, and it looks like it shows a beveled square below, and no arrow on the red line, so if there are more clues added in future versions, it's probably pointing beyond Jool

    cGE26.jpg
  3. It should use the bottom tank first, but it can get confused if the upper tank was replaced at some point, or added as an after-thought after the bottom tank.

    Try removing the big RCS tank and chucking it back in the parts list, then add a new large RCS tank, that should change the build order so that the bottom tank is used first.

    I loaded the craft and added the rocket parts to it. So I definately added the main rcs tanks last. I tried deleting and replacing the lower ones and tried saving it as a seperate craft and reloading it in the VAB but no-go :(

  4. I've encountered this once or twice and now it's got me nuts. I have my landing craft with it's own RCS tanks on a higher stage, and my main tanks for orientation in space at the lowest stage, but when I activate RCS thrusters, it uses the smaller tanks on my higher stage lander first THEN go to my main tanks, leaving me without thrusters when I arrive. I checked the placement of tanks and such on the stages and they seem to be in the right spot... am I missing something?

  5. They did say there's an anomoly coming from several km below the surface... there has to be a door that opens at the right trigger, and that "L" shape in the pic looks like beveled square that could represent a doorway

    Of course that's assuming the orange circle with the polar caps on the level of the pyramid means that the figures are standing ON Duna and next to the one that is giving the signal.

  6. You're welcome :) The bottom grey area is the "last sequence" of the signal (the very brief one, lasting only 3 seconds or so). It looks like a part of the main picture, but moved to the right a bit (see the broad white band). As for the black end, this is just the software trying to decode when the signal's already over, don't worry about it.

    UiTDB.jpg

    So far, everybody seems to assume the red beam is being emitted towards the top of the picture by the pyramid... but doesn't it rather look like an arrow pointing down at the pyramid?

    I noticed the lower right circle has polar caps, so it could be Duna. If there is a pyramid on Ike, is Duna ever in that position just below the horizon looking towards the sun when those planets are aligned? I'm too lazy to check at the moment

    OR: stand next to the pyramid when the inner planets align with duma at sunset/rise? :P

  7. Duna has the issue of being a pain in the ass to land properly on; Mechjeb doesn't seem to understand that it needs to fire engines to brake properly to land on Duna, or rather, it fails at its timing doing so.

    You get there manually just like you do with any in the planetary system. Wait until the planet's position is just under Kerbin's horizon and hit the throttle until it finds an intercept trajectory. Got my probe there without any transfer utility and I really suck at math and eyeball most everything.

  8. One may be broken, however, and situated several km underground...

    Sounds like a nice place to set up a research base and look into teleportation technology... I'm sure nothing horrific would come of it, but might need to station some kerbal space marines... just in case.

  9. Yeah I'd really like to see thermal repercussions implemented. as it is the game has no problem with you de-orbiting something the size of a large bus going 3000-odd meters/sec! :D

    Ha, I getcha, But that'd take away some of the fun in my opinion... I'm in the process of trying to land a big kethane mobile refinery and drill platform with detachable dropship frame into an atmosphere, and heat penalties would sort of put a kaibash on that. Other people are landing large vessels on othe planets too, llike that eagle starship modle, so I dunno. Heat does play a big factor on one planet though but that's an ambient thing. :)

  10. The solar panels for the satellite pack don't seem to work properly anymore. Apparently they work under certain circumstances, there's sometimes a short burst of activity when they're pointing at the exact right direction. But 99% of the time, they don't have any energy output at all.

    Does anyone know if and when this will be fixed and whether it's PowerTech or MMSatellites which needs to be updated?

    I'd be really glad about a reply because now, with the new planets, I need working ion engines for my probes more than ever ;)

    I noticed the issue with the panels too, so I sat a probe on the launch pad and warped time... eventually half of the panels (The ones that could angle toward the sun) started recieving power. As time went on, they stopped getting powered after sundown as expected, then as the sun came up, the same half started getting power again. As the sun came overhead all but a couple panels recieved power, then when I reached 24 hours after launch, the power stayed there as long as the sun was up. So they do work as far as my ground experiments go, but not all and I'm not sure what's screwing with them.

    They are very twitchy in space now that have it up there. It's the only thing keeping me from probing further from minmus XD

  11. I want to say thank you for the mod, it's a great concept and I've been having fun learning functions :D

    But I also have a question to clear something up for me after skimming previous pages; could I say, land a craft on the mun that has the lazor system, then use it to remotely bring down and land another craft that was in a low orbit above?

  12. Hey there, enjoying the mod so far but I seem to have a strange effect where my detached 2nd command pod with all the necessary parts and a link to the command center seems to have it's center at the very bottom of the stack of parts instead of at the command pod level. Is this normal or not-so-normal? I ask since even with everything I need, it's really difficult to control.

    And just to add, I had the same problem as akirhol and I'll try the suggestion there too

  13. I'm getting this really weird issue with the craft I build using this stuff; when I go to launch, none of the standard stage icons are visible on the left and the McJeb menu will slooooowy inch it's way over from the right if I click on it. None of the stages fire but otherwise the game is running at normal speed. I selected a different craft and it worked just fine, but going back to the sat-craft had the same problem.

    This occurs even after deleting the .9 parts and copying over the new 1.0 version as well. I've never seen this problem before O_o

    EDIT- I found out the problem was not having the latest version of powertech. Works ok now

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