

strider3
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Everything posted by strider3
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Drill unit jumping all over?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
I had enough Funds to move the drills up on my drilling ship and re-launch. It works perfectly now. Thanks again! -
Drill unit jumping all over?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
So, is the answer to completely rebuild my drilling ship using 1.2.2 parts...or, as Some Kerbal stated, simply move the drills up? Thanks guys! -
I am using the exact same drilling unit I used on Minmus in version 1.1...but now, when I deploy the drills, it's hopping up and down and moving slowly laterally...dragging the linked ISDU with it. The landing gear on the drilling unit lift off the surface when the drills are deployed.? Anybody have any idea why this is happening in 1.2?
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"Kerbnet"..."ScanSat"? LOL...OK, I'm off to do some reading as I have no clue what these are. Thanks Terwin!
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SOOooo...no one can make Biome maps like the previous versions...??? High Color Contrast With a definitive legend ?? I can't use the new ones at all. They have no relation to the old ones (tried that) and no legend. I'm starting to get a tad aggravated at the wasted fuel, funds and Kerbals spent trying to land on a new area for science points?? Please...SOMEBODY...build new biome maps that have these! Pretty please?
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Unable to transfer fuel?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
OK...I'll look for that. Thanks! Yep...that fixed it. Thank you much. -
I've never run into this before, I am unable to transfer fuel between these 2 docked craft. I have checked every part to make sure that crossfeed is enabled. I can transfer fuel within the 2 docked craft, separately. For some reason I cannot transfer fuel from one craft to the other? I'm trying to get my Munar lander refueled in orbit around the Mun, so I can get it, and all it's science back home. Aggravating it is.
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I just want to thank the Devs for creating the "Backup" folder in my Saved. I apparently reached the Windoze 7 maximum Good Times limit yesterday during a launch..."click"...no sound...Blue Screen O' Death. I rebooted and restarted KSP...and I had no saved game! Thankfully, before I completely went postal, I remembered this folder and copied the last previous Persistent file as my new one...and I was back in business. I thank you for the foresight in creating this folder and it's functionality...saved my career...and my mental well being . Vic the Newbal
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Can't connect docking ports to HubMax?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
OK, I'll give that a try. Thanks! -
In a previous version of KSP I built an orbiting refueling station. It was launched in sections. I am trying to recreate it in 1.2. I have the "core" in orbit, which was the only part of the entire station saved from the previous KSP version and I've launched and attached the first tank (see first pic). You'll notice the HubMax has docking ports attached: I am now trying to add an extension downwards to hold RCS tanks and a station tug but the VAB refuses to allow me to attach docking ports to the HubMax. I don't get why it worked on the "core" I already built and put in orbit...but will not work now: \ Any ideas as to why I can't now attach docking ports to this HubMax in 1.3? Vic the Newbal
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Matching a Contract orbit?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Thanks! -
I "think" I know the problem with my latest contract but, before I destroy 27,000 Funds worth of spacecraft, I'd like a second opinion. It's a contract to put a satellite in a specific orbit around the Mun. I have matched peri and apo pretty closely but my other parameters seem to be 180 degrees out? I'm guessing this was supposed to be a "non-standard" or clockwise orbit of the Mun (PLEASE...a little help with the proper terminology here would be very helpful...and reduce my "idiot quotient"?). Take a look and verify for me, please. \ That came out blurry but...I've drawn lines from KER actual orbital parameters to the Contract's required orbital parameters. I think I'm going backwards. If this is the case, what is the "clue", in the contracts orbital requirements, that tells me which way I should be orbiting? Thanks gang! Vic the Newbal
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[1.2] Fly-by-wire nose cone needs a signal?
strider3 replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
and yep, you were right (as is usually the case) B. "when I grow up, I want to use KSP with full difficulty" Thanks, Bro...hope you had a great Holidays and New Years! -
W-O-W! Thanks for the help, gang. I did not expect to open a can...nay, barrel...of worms? Worry not on my part, y'all...I will always be a "noob", no matter how many times I launch in KSP. From listening to some of the forum discussions, I have a feeling that there are a LOT of real world "rocket scientists" here (I know...that's probably an insulting term for those amazing people who actually studied and use this knowledge), to be honest, I'm not even sure of all the different disciplines it takes to put an object in space, at an exact spot, in an exact manner. Vic the Newbal.
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Yup on the reaction wheel.
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And, yep...power loss. I have to tell you that it is amazing to me that this combination has never come up as an issue in my career at KSP...but that is why we fly...and learn. I had an OKTO, with only 10 units of electrical storage, and a first stage of SRB's, which do not generate electrical power...and the rest is obvious. Adding some batteries solved the entire issue. It always amazes me...the little things in KSP that just wait to jump up and bite you in the butt. I've been flying for over a year...and never saw this one coming. Thanks, gang...you are all awesome.
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I'm not THAT new...LOL!
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I have the OKTO core, which only has 10 electrical storage...and the SAS light goes out (it doesn't show arrows indicating it is working). I would think that the 1st stage engine would supply enough power...but I am adding batteries to see if it helps. I'll let you know how it works.
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I have run into a problem with the SAS turning off after launch. I have SAS available before launch and several seconds after leaving the pad...it turns off. Never seen this one before...anybody know what's up with this? Let me add some details... First, see this thread: SO, I have turned off any requirements for a Comm network to allow remote control. I am using the "fly-by-wire" nosecone. I should have SAS control....and I do...until a few seconds after launch.
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Kerbin orbital rescue contracts.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
OK...I have again learned something new. Thank you! -
[1.2] Fly-by-wire nose cone needs a signal?
strider3 replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
Alrighty, then. Let me turn off the "Enable Comm Network" setting and see what happens. I do plan on adding the Comm Network requirement in the future...just trying to get 1.2 down pat before I go "super hard" mode. As always...thanks bewing! -
These have bitten me in the butt previously. In the past I could not dock with the ship that contained the kerbonaut to be rescued...because "we don't own that ship". At other times the ship didn't even have a docking port. How do you rescue someone in Kerbin orbit if you cannot dock with their ship? There is no way to know what kind of vessel you are trying to rescue the Kerbal from without accepting the contract...and then it's a penalty when you find out it can't be done (with your current equipment and abilities). How do you guys and gals accomplish these types of contracts?
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[1.2] Fly-by-wire nose cone needs a signal?
strider3 replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
Doesn't seem to be working that way, in this case? I double-checked my career difficulty settings and they are: "Basic" - "enable comm network" is checked. "Advanced" - "require signal for control" is unchecked. Perhaps the basic setting is the problem? I thought that this basic setting would just enable you to "see" the network and the advanced setting removed the requirement for a signal, thus allowing the nosecone to have full SAS? What thinks you, B? -
Changing 1.2 career settings after starting career?
strider3 replied to strider3's topic in KSP1 Discussion
Thank you sir. -
[1.2] Fly-by-wire nose cone needs a signal?
strider3 replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
If I made my career mode setting to not require the CommNet...doesn't that do away with the need for connectivity?