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AHHans

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Everything posted by AHHans

  1. That is also my interpretation. And to this the general "jumpiness" of everything spring related in KSP gets added. IMHO saving just before such a docking attempt is always a good idea.
  2. That's what I meant with "using named saves" earlier in this thread. (Althought my "clean slate" save is named "temp", but it serves the same purpose.)
  3. Well.... The one thing I can confirm is that the solar panels do not generate more or less power on Eve or Duna (or Gilly and Ike). I haven't tried them at Dres or Jool because when I got that far I had plenty of funds and just used the RTGs. P.S. A much bigger issue is the issue discussed here:
  4. I also don't know how to switch off these hints. But as they only show up at the start of a new save I'm not bothered much by them. E.g. I have one sandbox save, that I use for all my sandbox needs (my "main" game is career), and in there I have a couple of named saves for different situations.
  5. Hi @LuckyGentleman, welcome to the Forums. It seems that your space program was closed down by the Kerbin Space Tourism Agency after complaints that you gave paying tourists that booked a pressurized business class cabin only a lawn chair to hold onto during their trip to the Mun. O.K. I think it is essentially a bug that allows you to place tourists in the external command seats during launch. Tourists are not supposed to be able to do EVA and sitting in that seat is technically an EVA. On the other hand, I did try to reproduce that bug and I also got the duplicated tourists (in the chairs and in the astronaut complex) but my game didn't bug out when I recovered the tourists, but instead completed the contract and removed the duplicates from the astronaut complex. Do you use any mods? If so, then you could try removing them. Or you could ask in the technical support sub-forums: for unmodded installs, for modded installs. (Please check their pinned posts about which log-files to provide.) Or you could try the cheat menu and remove the tourists / remove the contract(s) / both.
  6. To expand a bit on @bewing's explanation: the Klaw and some other parts (e.g. all the heatshields) do not allow crossfeed or resource transfer through them, they also have a note in the parts description that tells you that. One way to go around it is to change the corresponding difficulty option. Another way - which is more useful for heatshields, but not so much for the Klaw - is to place two fuel ducts that bypass the "offending" part, one duct for each direction. That will then also allow resource transfers. And finally: freshly created fuel from an ISRU unit will be deposited in any applicable fuel tank, regardless of any non-crossfeed parts in between. I use that latter feature for my "universal refueling rover".
  7. P.P.S. Hmmm2... Am I just crazy, or is it indeed possible to simulate logic gates with KAL-1000?
  8. You do know what would happen if they did that, do you? (Although a real Turing machine has an infinitely long tape that would be hard to build, and even harder on the CPU...) P.S. Hmmm... Has anyone tried to do Conway's Game of Life in KAL-1000?
  9. As already mentioned: when you place a fairing base, then you will be immediately put into "build fairing" mode. If you want to enter that mode again at a later time, then you can select one of "delete/edit/build fairing" from the PAW of the fairing base. In the "build fairing" mode you control the shape of the current section by positioning the mouse pointer, you build ("confirm") the current section with the left mouse button (LMB), and undo the last section you built with the right mouse button (RMB). You can also cancel building a fairing by hitting the RMB on the very first section.
  10. Hi @Dihsael, welcome to the Forums. @Entropian already wrote the important stuff, but maybe some additional information is useful: Craft that are not within the physics range of the craft that you currently control are "put on rails", i.e. they continue on their Keplarian orbit without having any physics applied to them. This is done because the physics simulation takes the majority of the CPU time and is the single largest limitation of the game (e.g. for large craft with many parts). So without any drag being computed: if a piece of junk is place on a sub-orbital trajectory around Kerbin with a PE of 50km then it will stay there forever, the orbit will not decay unless you "take control" of it and watch it de-orbit while being focused on it. Craft that get too close to a planet or moon while "on rails" will just be considered crashed and be deleted from the game, without checking anything else. So if you have a second craft in your physics range bubble during reentry, this then deploys its parachutes before the controlled craft does, and leaves the physics range, then it will be deleted even though the parachutes were deployed! IIRC this "death zone" is 20 km for Kerbin, and around 10 km for the Mun.
  11. As others already mentioned: you install KAC by just copying the data into your KSP GameData directory. So after installation you should have a directory: ".../path_to_your_KSP/Kerbal Space Program/GameData/TriggerTech/" Then once you load your game, you should see the KAC window and icon. Actually KAC is very well behaved so that you can install it into your steam install directory without much problems. During an update Steam only overwrites the files that belong to the core game itself, it leaves "unknown" subdirectories untouched. KAC even survived the switch from 1.7.3 to 1.8.0 without noticeable problems. But apart from that: copying your KSP install out from Steam is a good idea for a serious player, even when it isn't absolutely needed.
  12. Hi @Fletcher, welcome to the Forums. Yes, I think this is the bug that @jbdenney was describing. What I believe has happened is in a way a variation of what I tried to explain in my other post here. I think that the robotic parts are in some way two parts that can move against each other. And now through the use of excessive force the two parts have moved against each other permanently. So from the game perspective they are not broken(TM) but "just" in another position, thus an engineer cannot fix it (because it ain't broken). As outlined in my other post: I don't think you can undo it once it happened, you cannot completely eliminate it, but you can mitigate it. Another aspect is: if you look at it from a RL perspective: such a telescopic cylinder is made to take up forces along the axis in which it expands. And even in RL it will be relatively weak against bending forces.
  13. Or post the craft file, then we could have a look ourselves.
  14. Well, I switch between the station (i.e. the craft I'm not rotationg around) and the docking ship. When I target the ship from the station and set "control from here" to the targeted docking port on the station then the navball will tell me if the ship is in the axis of the docking port and/or if it is moving towards that axis. As e.g. described in @Snark's Illustrated guide to docking (although he used a mod and didn't switch vessels).
  15. There was a discussion in the Forums about the value of KSP Funds in real money a few months back, and I believe the conclusion was more or less that there is no reasonable conversion. So you cannot even use a simple conversion factor. IIRC one example was that in game the fuel to engine price ratio is much larger than in real life.
  16. When controlling a Kerbal on EVA you can right-click on a science experiment that you are close to, and take the science data onto the Kerbal. When the Kerbal then enters a command pod the data is transferred to the storage compartment in the pod. (So you don't really need an experiment storage unit.)
  17. As @jimmymcgoochie and @Linkageless said: they are essential normal asteroids with a fancy skin, and there is a random chance that an encountered asteroid will be magic. My contribution is to mention that the decision if an asteroid is random is made when it is encountered for the first time. So one way to "cheat" a magic asteroid into existence is to (quick-)save just before you encounter an asteroid for the first time (e.g. when you are 3km out), get close to the asteroid to check its magicness, and if it isn't then reload that save, rinse, and repeat.
  18. A quick search in KerbalX lead to this example: (Link to craft: AstroHopperMKII)
  19. Are you sure that they are connected to the decouplers and not directly to the central core?
  20. Hi @alax2255, welcome to the forums. "VAB" is the Vehicle Assembly Building, in this tab you find craft that you saved from there and rocket type craft from other sources "SPH" is the Space Plane Hangar, used for planes... And via the "Steam" tab you can download craft that others shared via the Steam workshop. When you start a new game with the "easy" difficulty settings (or activate the corresponding option in the difficulty settings manually) then it will also list the "Stock" craft. These are craft made by the game developers as an example for new players, so feel free to test them out. Have a look at the "description" once you loaded a craft to see what it was intended to do. Any craft that you saved in the game should also show up in the list, but it might take a bit of searching to find it. Craft that you designed and save in another game will not show up. You'll have to copy the craft file manually (have a look here: How can I save my rockets?).
  21. In the last frame of the video you still have two SRBs (and one liquid fueled engine) in the first stage, so I don't think they actually fell off but they are "only" flopping around. (Yes, at some point that will cause them to break off.) The reason they do that is because they are *bleep*ing heavy and that tiny weld spot isn't going to hold them. Autostruts do help! But use "to grandparent": "to root" will just transmit the load to your root part which is probably small and cannot take the load (so the SRBs keep flopping around), and "to heaviest has the nasty habit of changing around while tanks get lighter as fuel is burnt. Regular struts help even more. And I see that you seem to have two pairs of radial decouplers in the second stage. Have a look at the discussion in: boosters not coupling correctly with hydraulic detachment manifold (and several other threads...)
  22. Why would you think that? When you are flying in space, of course you'll reach for the stars!
  23. I didn't use the debug menu, but manually deleted most of the completed contracts from my latest career save and I haven't noticed any problems. (But I also didn't notice many - if any - benefits.)
  24. Nice storytelling! (I even scrolled back and read the story of the Pandemunium I.) And a cute little craft.
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