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Teiwaz

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Everything posted by Teiwaz

  1. I'm just in the process of setting up a new KSP game to try out interstellar again, and every time I do, I find I'm having to change the same defaults to something more suitable. What are your usual CFG edits? Like, not mods and whatnot, but the things you always change in the settings menu which you wish were the defaults. Maybe if there are some patterns Squad will change their defaults? Here are mine: Graphics: - Fullscreen on - 1920 x 1080 resolution - Terrain scatter on at 20% density (How is this still "experimental?") Audio: - All volume sliders halved (whatever happened to the master volume control? KSP's still loud!) Input: - Change translation controls to I up K down - Change EVA suit lights to ; (otherwise they toggle on and off if you hit L in a ship with an exterior seat.) - Change rover driving controls to I/K/J/L. (Does anyone NOT do this? Otherwise torque flips your rover when trying to drive!) - Use staging controls in docking UI (Personally, I hate docking mode.)
  2. Operation "Bang it around a bit" worked. Manually forcing the antennae open and closed seems to have resolved the issue. Not sure if the root cause was the old DLL or not.
  3. I hadn't seen that, no. Just tried it, but it didn't fix my problem. Thanks, though. Ugh... I'm going to have to send up a manned mission to hit the thing with a spanner.
  4. I'm having a bit of trouble I haven't run into before, which seems to be new to the .13 version. I'm deploying a small satellite network around Minmus to provide comms support for a fairly large expedition. (Planning to do every biome with one big mission.) All 4 satellites were carried by a boost stage into a slightly eccentric minmus orbit. The plan is to have each satellite separate from the boost stage and circularize at periapsis in order to spread them around with minimum delta-V requirements for each satellite. The problem is that I just deployed my first satellite, and it's not getting a control connection back to mission control. The satellite and the boost stage both have omnidirectional communitorn-32s, both are deployed. The boost stage has a connection back to mission control via my satellite network around Kerbin. But for some reason, the deployed satellite isn't talking to the boost stage, and I can't figure out why. Antennas are deployed, satellite has power, and it's only a couple dozen meters from the boost stage. Does anyone have any idea why I can't control the satellite? Is there a limit to the number of "hops" that can be used to get back to mission control, maybe? Did something change with the new signal processor stuff? (My satellite network around Kerbin is still working, though. The boost stage is communicating back to Mission Control using it.)
  5. It seems that lately it has become alarmingly fashionable to put mods up in the forums, downloadable form skeezy, popup-ridden download services, rather than just having them up on Kerbal Spaceport. Does anyone have any idea why this is? Does spaceport have issues I'm not aware of? It drives me crazy having to run around to ten different places and crawl through 50-page form threads to grab the mods I want after every update.
  6. These are the stock Hitchhiker Modules, yes. I've brought them down into the water, slathered in parachutes, as slow as ~5m/s or so: very gentle landings, but they just vanish as soon as they hit the water. All the pieces connected to them survive. The tanks themselves just seem to be, as I said, water soluble, and disappear when they hit the water, even when it's a really gentle landing. I think it's an issue with this particular part. (I may try transporting the crew in the 2 man landing cans, although that won't do any good for my mass.) They have a very low impact tolerance for their size, and especially for crew-carrying parts. The ship isn't all that large. The crew return stage (which is all I'm testing at this point, I'm just boosting it up on solids to test its water survivability since I knew this would be a problem. Haven't built the launch vehicle yet.) consists of a 3-man pod, 2 hitchhiker tanks, and some basic equipment for orbital maneuvering, docking, and surviving dry landings.
  7. I'm trying to design a safe, stock, easy to fly launch vehicle to ferry Kerbals to and from low orbit - ideally at least 10 per trip. However, I'm having a rough time with water landings: crew tanks appear to be water soluble, which kills everyone on board. I'd rather not have to always make sure I end up on land, as I don't want to have to pay that much attention to routine crew missions. Has anyone figured out a reliable way to safely land crew tanks in the water? I've tried a number of configurations, including landing the thing horizontally to reduce the amount they're submerged, but they always just disappear, and I'm already at the point where the number of parachutes I mount on these things is just absurd. Thoughts?
  8. Neither is bad framerate. Somehow the colloquial term for network latency issues has come to mean "anything wrong with anything, anywhere." Like that time my car got all laggy on the way to work, I had to pull over and put on the spare tire. Or that time my grandfather died of a laggy liver. I hate lag.
  9. So... It may be new for 1.4, but it seems that the Sun is, indeed, a physical object. I\'m not sure what the radius of it is, but it\'s pretty small. (I crashed into it at high time compression, the number on the altimeter is significantly higher than it was when I crashed, I think it\'s actually something like 12KM in radius) *ahem* I believe that this forum should commit itself to achieving the goal, before this month is out, of landing a kerbal on the sun and returning him safely to Kerbin. Actually, let\'s not bother with the second half. Landing a Kebal on the sun is good enough. Not sure how we\'d do that, as I was up to 186KM/sec when I impacted. Unfortunately, the sun also appears to have no atmosphere for... uh... Plasmabreaking? But firing Kerbals into the Sun seems like a worthwhile project to me, anyway.
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