

strider3
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Everything posted by strider3
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I have a contract to rescue Cerzy who is an orbit around the Mun. I am currently in a lower altitude orbit than Cerzy but I am still losing ground to her? My feeble understanding is a lower orbit should have more velocity...I should be gaining on her? Does the mass of the crafts enter into the velocity equation? I still have a very large 2nd stage attached while Cerzy is in her small capsule...does this make a difference to our orbital velocities? Vic the Newbal
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Thanks gang, Will give it another shot shortly.
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I am not using fuel ducts, Snark, as the C7's reside atop the fuel stack and should not require ducts? Although a reaction wheel is installed between the top tank and the C7's, the other 3 stacks seem to operate properly. Signo, I tried to rebuild once but it didn't help. Curiously, I have noticed that the Jumbo 64 fuel tanks sometimes line up differently with the next level? In the below image you will see that the 64's are offset, judging by the line of "piping" on the side of each? In my original post, this piping all lines up, tank to tank. I don't think that means anything, but I point it out all the same. The fact that 3 stacks work and 1 doesn't makes me think you are correct and some little niggly placement thing is preventing one C7 from transferring fuel. I will try again
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I am using 4 mainsails with a C7 adapter on top of each fuel stack. It appears that one of the C7's is not transferring fuel (see image)? You'll notice the 2nd main engine fuel meter is dropping faster in the staging fuel meters, on the left? I've reviewed the engines (all at 100%) and I see nothing on the C7's which would "turn on" or "turn off" fuel transfer. I'm at a loss, at this point. It certainly seems like the C7 atop this engines stack is not transferring fuel?
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finding "places" on planets for contracts?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Excellent! Thanks all. -
I have a contract to take seismic readings at 5 places on Minmus, all in the same "area". I've managed to land close (as far as I can tell) but I have no indication of where to go to be at one of the 5 sites? I can see them in map view but that does me no good when attempting to land, or go to each of the 5 required sites? How do I land next to these 5 sites with any accuracy?
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After upgrading to 1.1.2, I no longer have my list of completed contracts and "accomplishments". All other info is OK (game saves, saved ships, etc.). Normal behavior after upgrading? (This is the first time I've ever updated...newbie!! LOL).
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OK...at this stage the only thing I'm still not seeing after upgrading, is my old completed contracts and "accomplishments". These do not reside in the saved folder, apparently? It's not like I lost funds or experience...they just don't show up in the completed contracts drop down menu...it's empty.
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If I hear you correctly, you copy the new install over your previous version? I have a new install of 1.1.2 installed in a new folder, copied over my "saves" from the previous version and added updated mods (KER, KIS and KAS). Everything appears to be working except I have lost all my "accomplishments" (first Kerbal in orbit, etc.) and none of my completed contracts are listed anymore? I'm wondering if copying the 1.1.2 files into the 1.0.5 versions folder, overwriting files, wouldn't leave my old saves, accomplishments and completed contracts intact?
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OK...it's not "obvious" when looking through my saves files...unless it's written in the .sfs files. Thanks all.
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One thing I'm not seeing...where is my experience, funds and science saved? I really don't want to start all over in my career mode.
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Just to be sure...my mods I know need to be updated to the 1.1.2 versions so I will just move them out of the game folder. If I understand I should copy my "saves" folder somewhere, install the latest KSP version, then copy my saves folder to the new install. Does that sound about right? Thanks as always gang.
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Found it! I installed 1.0.5 from the ZIP...can I use the installer this time or will that create issues? I also found the correct FAQ for updating and installing...it mentions "Patcher.exe"...I do not have this in my KSP 1.0.5 install nor is it in the 1.0.5 ZIP?
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Stupid questions but I can't seem to find the answers... I purchased KSP 1.0, is KSP 1.1 a free upgrade or do I have to purchase it? Where do I get 1.1 and the 2 patches? I can't seem to find out where to get them. I go to the "store" but all I see is KSP (no version number is listed). While I'm at it, do mods created for 1.1 need updating to work with 1.1.2? Thanks! Vic the Newbal
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Ships not keeping SAS setting?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Mahnarch- I believe you do get money for the recovered item. bewing- How do you deorbit a piece with that craft? I see how you can grab a piece and I see the dual parachutes (how in the world did you attach them sideways? LOL) but I don't see individual engines that would actually deorbit each piece once decoupled? -
Ships not keeping SAS setting?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
My only mod is KER. And I did have the requirement to return the Kerbal (I forget his name) and his "debris" to Kerbin. -
Ships not keeping SAS setting?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
On a side note...the rescue mission was a bust. The ppd-12 cupola to be rescued and returned to Kerbin did not have a docking port! I really wish these missions would provide more info before you jump into them. Rescuing the Kerbal from the cupola could have been doable...but returning the cupola to Kerbin wasn't happening with my current equipment. S-I-G-H! -
Ships not keeping SAS setting?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Thanks Guys, I did not know that N/S orientation would cause said ship to stay steady...good to know. And, of course, I have a rescue mission...and cant control the target because we don't "own it". LOL. Oh well still good info for 90% of my future rendezvous, me thinks. Vic the Newbal -
I finally made my first rendezvous and docking!! WooHoo! I did, however, come upon a bit of an annoyance...I would set the target ship to SAS "Anti-target" to keep its docking port pointed at me, but it wouldn't hold that setting. I would go back to the target ship (an orbiting station) and it would be back to basic "SAS"? Is there a way to have a ship maintain an SAS setting when leaving it to control the approaching ship? Vic the Newbal
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Orbital station construction?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
FancyMouse...my problem (stated correctly this time) is attaching a docking port to the ends of a tank. I don't have the Sr. port yet but the normal port won't "stick" to the ends of a tank (so far anyway). That may not really be an issue now that I have a better grasp of radially docking tanks to a girder, which sounds like a better idea for my "gas station". -
Orbital station construction?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
So it seems most of you attach fuel tanks to your stations with a radial attachment. I will try again, as Plusck suggests, to add a docking port to the end but so far I have had no luck...it simply wont "click" and gets left behind if I move the craft in the VAB. Then again, I like the idea of a central girder with tanks attached. I was not aware, as swjr-swis mentions above, that girders, by themselves, will allow fuel flow...that simplifies things. Klesh, where, in your image above, would the fairing go, exactly? If I am understanding you, the "top" of the construction you show, once on the lifting craft, would be the docking port? I am not very good with fairings...I seem to have a terrible time getting them "set" to the proper shape in the VAB. You are correct, pincushionman...it was my hope to be able to do "major" construction while in space. I'll have to "retool" my thinking on this. Back to the drawing board! -
Orbital station construction?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Exactly...once in orbit, 85% of the fuel requirement is done (not a scientific number! LOL). But I still have the problem...how do I add docking ports to fuel tanks? It certainly isn't working for me in the VAB as the docking port never really "attaches" to the tank? -
Orbital station construction?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
I am trying to avoid "over modding" but it seems like KAS might be a "must have" for this kind of thing. Will KAS also help with attaching "storage" fuel tanks to the station? I tried attaching a docking port to a fuel tank in the VAB but had no luck and I don't know how else I will attach the tank to my "orbital gas station" and then be able to attach another craft to refuel from it? S-I-G-H...so much to learn yet. I am guessing I will still need a "tug" to move the parts around, even with KAS? -
Orbital station construction?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Steuben, so I can disconnect, move and attach solar arrays from one part to another while in orbit? Also, how do I get parts like girders up to the station? I mean, do I store them in some sort of cargo container? As you can tell I have no idea how to do any kind of construction when I'm not in the VAB. -
I am trying to build an orbital refueling station around Kerbin. I have seen a lot of screenshots of stations, simple to very complex. My question regards girders and I-beams. How are these structural elements added to an existing station as it grows? As I add modules and fuel storage tanks to my station, I can see a need, in the near future, for some added strengthening and solidifying of the overall station. How is that done? Also solar panels, again, as the station increases in size, I imagine I will need to add larger solar arrays instead of having half hazard arrays added to every module I fly up. Vic the Newbal