

strider3
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Everything posted by strider3
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An update. I did not have a back-up save from before upgrading the Admin Bldg. So, I just split my 2 strategies at 50% / 50% and accepted them. As mentioned, only the Open-source program shows up under "Active". To verify what was and wasn't active I went to Mission Control and looked at various contracts. Any that had Science rewards in them showed them reduced to 0 and the Reputation for each increased. No funding increase was shown on any of the available contracts with science rewards. This leads me to believe that the Research Rights program is not truly active.
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I'm not sure, B. I tried a 67% commitment of the Open-source Tech Program and it took it just fine, no questions asked. I then opened my save created before starting any strategies and then tried to do Research Rights Sell-out. That program leads to the next issue I hinted at above. No matter what commitment % I choose for the Research Rights Sell-out program, when I hit "accept", it takes my Science and changes it into Funds...but this program is never listed under "Active Strategies" tab? The Open-source program shows up just fine under "Active". Some have alluded here that the issues are only in the level 3 building, other's do not make that differentiation. Maybe I'll try a back-up save before I upgraded it to level 3 and try level 2. I'm more confused than ever about what is and isn't working in the Admin building? If anyone else has any insights or experiences using strategies in 1.7.3 please chime in. Thanks!
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I am having an issue trying to start 2 strategies in the Admin building. My tech tree is completely filled so I want to split my science into funds and reputation. I have upgraded the admin building to level 3 and I have 7,780 science points left after completing the tech tree. The first strategy, to convert science to Funds is the "Research Rights sell-out" and the second is the "Open-source Tech Program", to convert Science to Reputation. My first question is, I have read here about a bug in the admin building that actually doubles the commitment amount I set (so 50% becomes 100%). Is this bug still active in 1.7.3? I may have another question but let's start with that one. Thanks!
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Polar orbit rendezvous and docking.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
LOL, been there, done that. What's worse is if you come in a bit too hot and bounce off...RCS will completely destroy any alignment you had while trying to maintain target. But, I assume I will have to set the target ships docking port as the "control from here" so that the actual docking port is trying to align with my incoming vessel? I'm a little bit better than that, gang...LOL. Usually 2 - 3 minutes, including alignment. -
Polar orbit rendezvous and docking.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
I have tried it but I could never quite figure out what it was telling me to do to correct my alignment. I do get that part, I don't bother rotating the target ship, to align the target's docking port with the incoming one, until I'm within 1,000m, usually less. Covering that small a distance I find very little rotation of the target docking port to correct for. The incoming ship is under my control so any movement is being corrected by me as I approach. -
Polar orbit rendezvous and docking.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
I was not aware that the SAS setting would "stick" when switching to a different craft. I always assumed that when I left a vessel, it reverted to "SAS only" at that time. -
Polar orbit rendezvous and docking.
strider3 posted a topic in KSP1 Gameplay Questions and Tutorials
Equatorial orbit docking is fairly simple, when the target ship has side mounted docking ports. You set the target ship in a "Normal" or Anti-normal" position...and the thing stays that way pretty much forever, even after you go back to another ship. As you approach this target ship the only thing you might have to do is rotate it so a clear docking port is facing your approaching vessel (to make life even easier). Polar orbits, at least AFAICT, are way harder. There doesn't seem to be a way to have the target ship maintain any kind of orientation as there is in an equatorial orbit? So far I've had to constantly re-orient the target ship to my approaching vessel, as I approach it, for a smooth dock. Am I missing something or is this one of those "it is what it is" moments? -
Maneuver nodes won't delete?
strider3 replied to strider3's topic in KSP1 Technical Support (PC, modded installs)
I meant to say Commnet, my apologies. My experience, in 1.6 and earlier, is that having Commnet disabled removes the requirement for any kind communications to be available for full SAS probe remote control. Since 1.7.3...this is no longer the case. Another note...the "Control Locked" goes away 90% of the time if I just wait. Why would this happen after waiting? Nothing has changed and I still don't have a "signal" (obviously). If what you say is true (and I don't doubt you) the "Control Locked" would never go away. And, I do not lose any control abilities over my probe, as you say should happen, when the "Control Locked" message displays...I still have full SAS abilities...I just can't delete the node after using it. Deleting the node is the only issue. Thankfully the Precise Maneuver "Delete node" button works, no matter what, sooo...no longer an issue for me. -
Love it! (and I meant to say Duna...obviously ;-P)
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Santa, I've been "fairly" good this year. One thing I would especially like is a usable "Contracts" system in KSP2...pretty please. No more getting into orbit of Kerbin and contracts become "fly by the Mun". No more performing one rendezvous and docking in low Kerbin orbit and contracts become "Land on the Mun". Slow the Roll, Big Daddy Yuletide! I don't see why performing one single contract in Kerbin orbit leads to all these impossible to attain contracts after? Baby Steps, Big Daddy...baby steps. Why do contracts around Kerbin have to go away...even after I've landed on Eve or Eeloo? There should always be "close in" contracts available to me, so that when I lose my butt at the Dres Red Sands Casino, I can make a few quick Funds before Vinnie and Vito show up to collect? Just sayin'.
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What are "scanning arms" for?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Thanks!! -
Maneuver nodes won't delete?
strider3 replied to strider3's topic in KSP1 Technical Support (PC, modded installs)
I'm not using "kerbnet"...I have it off in settings. I don't require "communication" of any kind. -
I included the small one on my Mun lander but, when I try to activate it landed on the Mun, it says "no target selected". What, exactly, is the purpose and correct usage of this Science collecting device?
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Maneuver nodes won't delete?
strider3 posted a topic in KSP1 Technical Support (PC, modded installs)
Since going to 1.7.3, I keep getting this message when trying to delete a maneuver node that has been used and no longer needed: "Cannot delete maneuver node (Control Locked)". Some will delete immediately, some take 10 seconds or so and some just will not go away (I've had a node used to perform a landing burn not go away even after I have landed!) This is very annoying. What is the purpose of this, or is it a bug? I've heard it's a "Kerbnet" thing...I don't use Kerbnet, it's turned off in settings, so that isn't the problem. -
I don't understand rescue missions.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
That doesn't seem to work...maybe a 1.7.3 thing? The Kerbal to be rescued is listed under the "Missing" tab (not "Active") and absolutely no info is given for the type of craft they are in. OK, update...the Kerbal to be rescued is actually listed under both the "Assigned" tab (even though it lists "0" on the tab) and the "Missing" tab. Looking at the "Assigned" tab does list the craft in which they are stranded...so that helps. -
Awesome!
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Customizable burn rates on SRBs, please.
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What is up with Cannot Delete Maneuver Node?
strider3 replied to Jacmac's topic in KSP1 Gameplay Questions and Tutorials
I don't know anything about steam, B...other than it's some kind of game downloading thingy? -
Nice explanation my friend. Be wery, wery qwiet.
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What is up with Cannot Delete Maneuver Node?
strider3 replied to Jacmac's topic in KSP1 Gameplay Questions and Tutorials
I just did a re-entry burn, landed on Kerbin...and I STILL can't delete the maneuver node. Somebody tell me what the purpose of this annoyance is because...I'm becoming over it. More importantly...make it stop!!!! -
"loading saves not allowed in this game"????
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Honestly, I don't remember ever setting this in previous careers...I never run "default"...but I'm old -
"loading saves not allowed in this game"????
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
When did this "feature" come into being? Once the setting is changed, will I still have to turn it back on for future saves? I hate "features"...LOL! -
What is up with Cannot Delete Maneuver Node?
strider3 replied to Jacmac's topic in KSP1 Gameplay Questions and Tutorials
What do you mean by "power"? Electrical power...yes. I also have a scientist on board and the ship has a CJ-H3. This message has not been anything but annoying...so far. I can see it being a problem with more complex maneuvers, however. In truth, I don't see the purpose of this error message...at all. -
What is up with Cannot Delete Maneuver Node?
strider3 replied to Jacmac's topic in KSP1 Gameplay Questions and Tutorials
I have the Kerbnet disabled in settings (I don't require comms or relays) but I still get this message. Shouldn't the message go away if not using Commnet?