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Actually_New_KSP_Player

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Everything posted by Actually_New_KSP_Player

  1. After the burn start Im waiting a bit for engines full thrust, then release launch stability enhacers and side boosters starts wobbling back and forth (from the picture;s perspective) There's also a bunch of struts, but they don't seem to be helping much. How do I fix this? I've also tried 4 SRB's with like 5 struts on each side + 5 struts to main rocket at the top, then same at the middle and the bottom. They're still extremely wobbly and ruining my rocket almost right away.
  2. How do I attach struts in EVA? I only have KIS and the struts just clipping through the textures of another ship and don't attach If I try to.
  3. This is one of the most tough modding experiences I've had. When installing via CKAN RSS and RO it often became stuck at loading screen, after hours of downloading different versions of Kopernicus's, RSS's, RO's, Module Manager's etc, trying manual and CKAN installation methods, I got to work these two properly in my 1.5.1, but it is still buggy (e.g. missing chutes, even though they are unlocked at the very first node). I'm not even talking about installing additional part mods. What KSP version would you recommend for these mods? Do anybody here has their "RSS setup" so they can just delete all the mods, copy and paste it in GameData and have fun with realism without messing up with all that stuff? I'd like to have something like that. Anything that can help me in that situation?
  4. It is a graphical mod, It makes the sky completely black if you are near bright surfaces (realism kinda) instead of stock stars, let's say near Mun's surface. It also makes planets visible, so you can see differently sized dots (depends on a planet size) while orbiting something else or even landed. In settings of it you can also turn on function which allows you to hover over the planet in the sky and see it's name.
  5. I'm playing with Stock Size RSS mod, but that doesn't really make a difference here. On the screenshot below you can see all the planets are having almost the same orbit inclination, but the Pluto's inclination is huge. The problem with that is that if I try to use Transfer Window Planner it's either I can't get close enough and enter it's SOI due to inclination or Neptune is blocking my way (well I guess I could wait a cycle in that case). Same thing might happen with Ceres or Vesta.
  6. Thanks for all your explanations, sad that it is not possible to give the AI command for autolanding, decouple the stages and watch them landing while burning through the atmosphere. I'm still curious how people make those 100% reusable across the universe and back spacecrafts though. The reason I wanted this feature is to watch them land, not watching for popups about the recovered stages, so the Stage Recovery isn't really for me. However the FMRS looks interesting, I'll definitely check it out.
  7. Hey there, first time installed MechJeb to test it out and I have a question that I haven't found answer for yet. So, is it possible to recover my rocket boosters using MechJeb or control any decoupled part if there's mech jeb mounted? The problem is that I installed reaction wheels, batteries and chutes on my boosters, but haven't figured out how to give them specific command for autolanding anywhere and make something different for my main ship.
  8. Thanks, I'll try the camera editor though at this point I'm kinda used to stock one. I already used KER many times even in unmodded playthroughs.
  9. Thanks for all your recommendation, now I'm going to spend few hours to at least check out all the new parts and mechanics.
  10. Well I can specify it then, check the main post. About the american or russian stuff, i kinda like both, for example Souyz rocket looks very cool imo at the same time i really like Space Shuttle concept even if it wasn't that great IRL and KSP.
  11. I'd like to build some interesting crafts in sandbox mode and maybe you can recommend me some mods that add additional parts or making the building process itself somehow better (like i've seen in one of Scott Manley's videos he used something that allowed him to change part size but i didn't really found it). Preferably plane, rocket, rover and, if something like that exist, parts for very tiny drone-like crafts (for example stock "ant" engine, tiny fuel tanks or i've seen somewhere small version of grabbing unit)ю
  12. Thanks, it worked and shows 5000 dV. I'm too lazy to mess with docking ports so i planned "undocking" the station core through stack separator.
  13. It already shows the vacuum dV. Basically it is even less than 2000 dV due to a lesser efficiency at sea level.
  14. KSP 1.3 I want to transfer this station's core right to Jool, but i've noticed that even with little fuel left it has 2000 dV so i thought why not refuel it and move on instead of launching another booster. This core weighs around 50 tons, so i simulated it in VAB with Jumbo tank and X200-32 Fueltank (turned off fuel consumption from them) to see how much dV it would be. But why does it show me 2000 dV with full tanks? That's weird and i really don't want to test it "craft, save, launch, see if it works fine, if not load and repeat to step 1" way. Here's my full mod list though
  15. Snapped off for sure. I didn't knew at this moment that shields do not protect it from air. Its a pretty old question, i just forgot to mark someone as best answer so you probably didn't notice. I made it so when i deploy my landing probe it leaves a relay orbiting the planet with powerful antenna so i have just enough distance even without the antenna on the probe itself.
  16. I'm not saying that fresh install is incompatible or something. Some of the mod installation instruction pointing out that it will be better if i make that fresh install. I've asked in the main post if it does anything, good or bad, because i've never really noticed the effect myself. A guy responded "yes", now i am asking what exactly it does. That's it.
  17. I am expecting an answer that explains why installing anything on a fresh ksp install matters.
  18. Then the blinking orbits while i'm moving my camera in global map gotta be a glitch lol. Yes. Any info about what exactly it does? I personally never noticed a difference not just in ksp, but in games in general. I thought that EVE is a standalone-like texture pack, but when i installed it the graphics didn't changed and weird menu didn't make much sense for me either, huh.
  19. Well it's obvious that older versions have more mods, i'm mostly asking about the trade off when it's not a beta build but already have enough mods. With my fresh 1.5.1 its really hard to find something entirely compatible.
  20. I have a few question about modding since in KSP it's not that easy especially when you need to install some textures - it often asks you to install ~5 mods for it to work then one of those mods asks you to install even more stuff half of which is outdated and not even updating anymore. So... 1. Is there any "the best" game version for modding? I've started on 1.5.1 and then discovered that a lot of mods either not working since their old version or become glitchy like it did my RSS after an hour of finding a working one - all planet orbits were inclined, equally but still. 2. Is there any way to avoid those 10-15 mod installations basically only for one texture pack? Seems like CKAN not even installing the outdated ones at the same time some of the requested ones might be missing in there. 3. Is installing mods on fresh KSP actually do something? 4. Can i somehow check if the game even recognized the mod if for example after installing the textures i don't see much difference? 5. Any difference running it from CKAN launch or shortcut\etc?
  21. When my nose and airbrakes exploded and flat control module appeared on the front my speed gone down from ~2500 to 200 in just a few seconds, huh. Definitely need to place something flat there.
  22. How can i make it heat-resistant though? My only idea is to add heat shield, i didn't on my first launch and my ship just burned out even when i touched the atmosphere on 85000 m alt. And it only weighs 3.8 tonns with rover on board. There is also still a problem where i can not slowdown below 3000 m\s enough or i'll fall from orbit due to eve's strong gravity.
  23. How do you land exactly that plane? I don't see much landing gear, engines or chutes. In my expirience i often end up in one of those situations: burning in atmosphere entirely, waiting for in-game months to get a decent orbit and then choose a landing spot, losing too much speed -> forced landing in the middle of nowhere or getting a decent orbit but with speed that is impossible to land without heatshield. The last one is especially true in eve's case with it's gravity. I think that is why i only use aerobraking for example when i don't have much fuel left to get in Kerbin's orbit so i slowing down through it's atmosphere with heatshield on.
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