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Dropbear67

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Everything posted by Dropbear67

  1. I spent hours last night trying to build a chassis for a rover out of girders and structural pieces. None of the "snap" points seem to make any sense. The structural pieces only have snap points on the end of them. It would be a simply dev change to put them on all three sides of the end so that we can easily do right angle snaps and make a rectangle. Something that should be so easy is so hard. Also trying to layer the flat square plates over the top of a structure like that is nearly impossible. It all seems to come from a lack of sensibly placed snap points. I took apart one of the stock rovers in a sandbox to try and see how they have done it. One chasis has three long structural pieces side by side but they're not "snap" joined. They just seem to magically sit there. I'd love to see some love given to this area of the game.
  2. I will try the cache setting but the mod has been lagging my launches really really badly in 1.7.2. It improves out of the atmosphere but still. Don't want to sound like a whiner. I appreciate mods and the developers that give their time
  3. I'm getting some errors at startup in 1.7.2 that part of this mod is not supported. Any clues or ideas if we can get a 1.7 update?
  4. Thanks Tonka.. Appreciate the help.. A dumb question if I may.. if I have two unattached components within local logistics range - lets say I have a component with a drill attached, and a second component within local range that uses what that drill digs up (lets say we're drilling gypsum on one component and we're using it to make fertilizer on the second component) Do we need to have a storage container on BOTH components?? one on the drill to store the gypsum initially, and one on the processor component that the local logistics sends to? I did some tests and it seems to indicate i need to do this, but wasnt sure if I was making a mistake? Also.. if I connect those two components via flexitubes, will it get rid of that need to have two lots of local storage?
  5. I'm running into this very same issue .... can you let me know what version of ksp you're running and what version of KAS you got installed to fix this ?
  6. honestly it's boring doing the same biome hopping missions with every different save game .. doing something different is what keeps gaming fresh...
  7. I just wanted to say thank you for this mod and for those maintaining it .. it really does add a new exciting and interesting element to kerbal and I enjoy that there's so much to do now in the kerbal SOI.. This in combination with MKS and USI is really proving to be a challenging and rewarding playthrough.
  8. might have something to do with the inbuilt de-coupler on these soviet pods not registering as an attachment point .. or something ..
  9. I am having this exaxct same issue... With this mod installed, my Pea pod just falls off of my rockets on the launch pad. I too have the Making History DLC installed.
  10. This can be such a beautiful game at times... amazing Time to "thread the needle"... ok not really but it looks cool
  11. I'm still new to the game.. Only been playing for a couple of months... but today I finally got a probe to Jool system.. Not a big deal, but the big deal for me was plotting a gravity assist to cut my Jool Insertion Burn to only 400m/s Plus it puts me a a good trajectory for a tour of the system.. Thanks Tylo. You're the MVP. I did some testing and it cut my insertion burn down from 950 m/s to around 450m/s
  12. for the price of three cups of coffee.. no brainer.. I'm excited to help support the development of the game - and ongoing science missions and providing us with reasons to deploy probes and rovers is one of the biggest things I've been looking for in KSP!..
  13. Thank you for the tips... aiming with the mouse cursor helps. but I still maintain that it's harder than it needs to be..
  14. Please please please make it easier to attach fuel tanks or boosters to radial decouplers. It seems to be VERY hit and miss on trying to place one of these objects right over a decoupler and have it attach to the tank instead of the decoupler... If I'm hovering my mouse over the decoupler, I'm pretty sure I want to attach this thing TO the decoupler.
  15. I know people put them on stations for aesthetics, but does anything really generate any heat on a station?
  16. Another fun fact. a PET scan works by detecting gamma rays created by matter/anti-matter annihilation inside your body. "In PET the gamma rays used for imaging are produced when a positron meets an electron inside the patient’s body, an encounter that annihilates both electron and positron and produces two gamma rays travelling in opposite directions. " http://www.iop.org/education/teacher/resources/teaching-medical-physics/positron/page_56317.html
  17. I was looking at a tracking site for satellites and it seems that Arabsat 6A (launched recently by Falcon heavy) is not yet in its geostationary orbit .. Does anyone have any information on what kind of burns they are doing to circularise at apoapsis? are they doing a number of small burns? When is it expected to actually reach a geostationary position?
  18. Congratulations spacex. what an amazing achievement.
  19. That's an awesome looking little craft... How does it fly?
  20. if you want to do a "hands off" gravity turn, then you need an idea of what your initial TWR ratio is .. the higher the TWR, then the earlier you need to tilt to the east... There's no "right" answer, but for "high TWR" launches I usually kick over at around 30-40 m^s. Once you've got your lean to about 10 degrees, hit the prograde SAS button and ride it hands off to orbit... You can play with the throttle to "help" adjust the rate of the lean, but that only has marginal effect usually.. reduce throttle to lean more, increase throttle to lean less. For lower TWR launches (which I try and avoid) you can wait until around 100m^s to start the lean. If your TWR is too low and you lean too early then your gravity turn will be too steep and you will spend too much fuel trying to punch horizontal through the atmosphere. If your TWR is too high and you lean too late then your ship will want to "stand up" vertically and you end up reaching your desired apoapsis with very little horizontal velocity, making your circularisation burn huge. As others have said, aim to pass the 45 degree marker somewhere between 10K and 15K altitude and aim to be above 1400 m^s or so when you do the "coast" when you kill your burn. (I'm by no means a KSP expert, but I've found this works for me and is reliable).
  21. I'd like an overhaul of the science system, so that we can send probes and have them collect science over a period of time and transmit it back periodically, much in the same way that the manned science pod works now. Make probes great again. I enjoy building and sending probes a lot more than I do manned missions. I'd also like to see a slight rebalance of the tech tree so that antenna are available earlier in the tree. For those of us that play with the hardest com-net settings, it's often the case that we don''t have suitable antenna to go much further than the KSOI before we've been, well, further than the KSOI and already collected the science there.
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