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Everything posted by Fierce Wolf
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Unless I understood it poorly you lose control after losing signal. That is...normal behaviour. As told, depending of game setting losing signal implies different things. My current setting allows minimal control (probes can point to a cardinal direction, but i cant steer at will) and i can fire engines at 100% or stop them completely (no in-betweens).
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Hello everyone, since 1.8 updated I noticed that enhanced parts lost their bonus, but the cost to do it again remains as high as it was. Can I reset of fix that? Thanks EDIT: I don't know exactly the trick, but I deleted the KRnD folder, downloaded again, restarted the game and every enhancement is correctly applied
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Blank altitude meter 1.8
Fierce Wolf replied to Fierce Wolf's topic in KSP1 Technical Support (PC, modded installs)
You were absolutely right. Scalling it to 101% and above fixes the meter. 100 and below shows blank. -
A kerbal lander reaches the Outmost planet of the new stellar system. Satellite on low orbit confirms the unthinkable: there is an artificial, unknown vessel in polar orbit. Lander completes mission, but it obviously feels underarchieving. Heated discussion ensues at Kerbin, "what to do with this object". "Go explore, duh", says 110% of the polls. A second mission is rushed, and promptly launched. 10 years later, a kerbal astronaut finds himself face to face with the alien vessel. It's metalic, painted white, strange scriptions on it. There is a door, twice the size of him. "Go on dude, don't stop there!" -orders Command. The brave astronaut presses the most obvious button, and the door opens. It's an airlock. To his surprise, after closing the door, it automatically fills with....breathable air? Indeed, but tastes funny. After the airlock there is a corridor. As everything inside here, it's white, clean, big, abandoned. Well constructed, but somewhat not so different from kerbal space technology. Except more safe-fail-ish, and futuristic looking, and lonely. Not a soul in sight. The astronaut opens the first door in the corridor. Seems like a sort of lounge, for twice-the-size of normal kerbals beings. There is a black tablet on top of the closest table. The screen flitches. The astronaunt stares at the alien script, not grasping the language. It's some sort of electronic newspaper. The adventurer doesn't know it, but the header states, in earthling english: "NEW BREXIT DEAL IN THE MAKING, FIRST QUARTER OF 3045"
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Hi everyone, I wanted to know if you had the same issue. After the 1.8 update (and glitches from either EVE or Scatterer) my altitude meter shows blank in both sea and ground level. it happens in new ships and already launched. My best guess (untested): KER, that is acting weirdly
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Land on the bodies and mine for more fuel!
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Getting (short) flameouts and don't know why
Fierce Wolf replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
Exactly. Once I built a VTOL with 8 engines pointing down that had a severe intake problem. The solution was to dive deep into the root parts system that KSP uses, and place a combo of intake+jet engine x 8, instead of intake x 8 and then jet engine x 8, because at low speeds (going up the runway) the entire supply tends to go to the 1st engine in the list, while depleting the last one. -
Getting (short) flameouts and don't know why
Fierce Wolf replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
Fly your ship and have an eye in each engine's AIR supply. See if the supply gets low or uneven. EDIT: AIR! dammit! -
Hello, first timer in this section of the forum. I was scrolling throught the KSP2 features section and in the discussion something went up, about getting money "stealing" other agencies ships. Even if I disliked it, the idea of contracts involving investigation of offworld ships wreackages is appealing. I don't think -a priori- it would be difficult to implement, but I have no idea where to start modding. Basics: - Being able to use scanner arms in "feature parts" that would be special semi-destroyed parts in ships (engines, tanks, capsules). Transmiting the result of the scanning would accomplish the mission. -Destroyed ships would appear in orbit or on he surface of planets, very much alike rescue missions are now. -Ships would have multiple parts. (i believe this is the harder to script) -Kerbals could "take a piece" of the feature parts, like they can do with mun stones. Extras: -A giant derelict ship in orbit of Jool would be freaking cool to see. Getting inside with an explorer would be too much to put in words. <3
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Double attach nodes?
Fierce Wolf replied to Arugela's topic in KSP1 Gameplay Questions and Tutorials
Cool system pal. However, I'd try what already told by Kernel, have several small tanks and move fuel between them. -
I just begin to the game
Fierce Wolf replied to Limonadd's topic in KSP1 Gameplay Questions and Tutorials
Depends on the game setting. I currently use one that gives probes a bit of independence, they can point to a node and burn 100% of engines. If you disable that, the probes just sits there and prays to the Kraken -
I just begin to the game
Fierce Wolf replied to Limonadd's topic in KSP1 Gameplay Questions and Tutorials
To build a rover it's easier in the Planes Hangar, using the symetric tool to attach wheels to...whatever rover body you want (try a lander can for starters). Dont forget batteries or it wont move! Solar panels too so they dont deplete. -
How to prevent "sinking" on save load?
Fierce Wolf replied to paul23's topic in KSP1 Gameplay Questions and Tutorials
Does that mod saves flags from exploding every time I load the game? -
Multiplayer cooperative adventures
Fierce Wolf replied to GoldForest's topic in Prelaunch KSP2 Discussion
I'd love to play a Kerbin United Nations vs Separatist Bases of Mun total war -
Liquid fuel problem in ssto
Fierce Wolf replied to Space boy's topic in KSP1 Gameplay Questions and Tutorials
Go hard or go home buddy! lol -
What are "scanning arms" for?
Fierce Wolf replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
A few considerations using scanning arms: -They tend to fail a lot. On activation it will often say that colided with something and the process stops. After a lot of trial and error the best solution I came with is to attach the arm to an hydraulic expanding cylinder to separate the scanner from the rest of the vessel (or rover, most likely). -They are fragile. Toppling your rover is 99% chance guaranteed to destroy the arm. -They drain your batteries fast! Use with caution. -I tend to ignore weaker arms, and only use the best one when available so I can get 100% science in offworlds features. -
Liquid fuel problem in ssto
Fierce Wolf replied to Space boy's topic in KSP1 Gameplay Questions and Tutorials
I found that rocket-typed SSTO are easier than plane-typed ones. A few tanks, 4 bobcats on the bottom are usually enough to put a load on orbit and return. Basically no need for jets, or wings. -
Welcome! So, you want to go to Tylo. Alright, keep reading then. But know this: Tylo WILL BREAK YOU. Why? It's as big as Kerbin, just a little bit lower surface gravity, but HAS NO atmosphere. That means you will have to brake ALLLLLL the way down to the surface burning precious fuel. You will find yourself orbiting very low (10km or so) with speeds of 2400 m/s, and if your TWR is lower than 1 you will fail. Simply. This is not a tutorial, this will not teach you how to do transfers between planets, nor how to construct a rocket. It will just tell you what to expect before arriving there. Ok, here we go: What you need: Basics - Since it's a manned mission, you need at least a scientist, to reset the science stuff and collect more. A pilot and engineer are optional, if you have a good relay network, that is. - About 19000 Dv total, to ensure you don't get stranded in space. My rocket had 19500 and ended at Kerbin with 1000 left, but I used some gravity assists in the middle to economize fuel. -Nuclear engines. Highly recommended for space. NOT FOR LANDING - Some landing engine with good thrust. NOT FOR SPACE FARING. What you need: Specifics - A rover: Tylo might be treacherous, but provide a very good ground for rovers! It's fun, actually. It will behalve almost like in Kerbin. Beware of speeds surpasing 40 m/s! -A lander: DO.NOT.MAKE.YOUR.LANDER.TOO.VERTICAL (like i did) or it will fall!!! I made a ship bottle shaped and it was a pain in the ass to land. My horizontal speed was between 1 and 2 m/s and that was enough for it to tilt to one side when touching ground. A wide-base lander would have been much better suited. -An escape ship: Once the fun is over, you need to return. Calculate about 3300 Dv to get to orbit from Tylo's surface, to hopefully your mothership, space taxi or whatever is waiting to deliver bak home. What to have in mind: -Bring lots of solar panels or isotopes, Kerbol shines too softly on Tylo to gather enough energy. -Big wheels on the rover wont hurt. -Save before landing. Even close to the ground your engines will fire uncontrolably at full force, aproach as slowly as possible, and reduce your gimbal. Consider Tylo as a super Mun. -Use Jool, Laythe or even Tylo to assist your interplanetary brake. Actually, every Jool mission should make use of its satellites to help you. -Too insecure to try a Tylo mission? Go to Pol first, it's close by but much simpler to land (surface gravity a noch more than Gilly) Have Fun! (manned mission to Pol, SOON!)
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Fuel flow
Fierce Wolf replied to Scrumpy_in_a_bottle's topic in KSP1 Gameplay Questions and Tutorials
Make a simple capsule + tank + engine assembly and launch it. See what happens and post results -
what is wrong with this rocket?
Fierce Wolf replied to Lechu's topic in KSP1 Gameplay Questions and Tutorials
Your payload is not specially big. Possible causes: 1) Your craft is not symetrical, download the KER mod, because otherwise you can't see your torque (tendency to fall to one size) 2) Control is given to a probe that is not pointing upwards. 3) Boosters are tilty in general, provide a lot of thrust but as weight is reduced it moves the center of gravity. Move (or remove) the boosters down. 4) I have clashing feelings about control surfaces in rockets Sometimes they are a must, others a nuisance. Careful using (so much) of those. -
How to transmit signal trough relay?
Fierce Wolf replied to RickyOri's topic in KSP1 Gameplay Questions and Tutorials
Antennas come in 3 forms: Built in: The ones that come with drone probes, capsules and the such. VERY short range, and unrealiable beyond a low orbit. For all purposes work as direct antennas. Direct: This are usually compact and lightweight, but can only comunicate to the Space Center or Relay Antennas. Come in many forms and transmition power. Relay: This are the ones you are looking for. They can connect with other relays, direct antennas and Centers. Satellites must, almost always, be fitted with this type. Early game relays: https://wiki.kerbalspaceprogram.com/wiki/HG-5_High_Gain_Antenna https://wiki.kerbalspaceprogram.com/wiki/RA-2_Relay_Antenna