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ConArt70

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Everything posted by ConArt70

  1. Yup, it appears it was the trim. Thanks guys
  2. I'm pretty sure the controller is not at fault, it hasn't caused issues anywhere else. I guess it's possible about the trim. I'm not sure what trim does exactly but I've possibly switched it on without realising. Would this cause the craft to start spinning wildly?
  3. I play on xbox one and occasionally encounter a strange issue when I'm in docking mode. Most of the time it doesn't happen, just occasionally. When I switch to docking mode and turn my rcs thrusters on, they will sporadically fire short bursts. I am set to sas on but not locked to prograde, etc. If I turn sas off, the vehicle starts firing the rcs thrusters sending me into an uncontrollable spin. Is this a known bug?
  4. I made some mistakes early on in my current hard career and nearly went bankrupt. So I had to sacrifice a ton of rep to gain some funds and spent a long time after that grinding one start contracts to get my rep and finances back on track. I did a lot of tourist contacts and rescue contacts so I can appreciate what quazarz is talking about.
  5. So just make orbit and deorbit at a steep angle. Alternatively, get all your chutes to fully open at the same time. Sometimes that's enough to knock them out
  6. Hmm, something is amiss there then. I would start by reinstalling the game, you shouldn't be getting 2fps with a 30 part vessel.
  7. I've always had trouble with those capsules so just never bothered with them.
  8. I normally just send a capsule on a high altitude ballistic trajectory, say up to 150km straight up and let it fall back into the atmosphere. The steep descent angle g forces always cause the tourists to pass out.
  9. What's your part count? I don't have issues like that on xbox unless I'm flying a craft with hundreds of parts. But generally frame rate is fine
  10. I keep my TWR just under 1.6 and go straight up until I'm travelling at 100m/s. Then pitch over ten degrees, lock to prograde and do nothing other than reduce thrust to keep it under 1.6. Generally I'm pitched over to fourty five degrees by the time I get to 15km. MECO at 80km and then burn prograde at apo to circularise.
  11. You asked what we were all thinking! To be fair, it doesn't even look greyed out to me.
  12. But we're not talking about voyager are we.
  13. Why 300 years? How far is the next star and at what speed? Nearest star might only be two light years away and ship velocity might reach 0.5c so potentially only four years travel time.
  14. I'm assuming you've fully upgraded your tracking station? Do you also need to have the infrared telescope thing used for asteroids up in planetary orbit? Not sure myself as I haven't got as far as that in my current save game
  15. Working ok on xbox, i have five crew currently displayed. I think that's the most I can have though.
  16. Well I've just started playing around with this stuff and didn't seem to get bonuses for four star engineers and scientists but I need to try again to make sure I was doing it right. Also, even though I have one power unit per experiment, some experiments still say unpowered. I need to play around more, but some good advice here guys, cheers
  17. So the mission I have to do requires a keosynchronous orbit. I can't remember the exact inclination but at a rough guess it was 45 degrees. Is this possible? Reading the comments it appears so, i just assumed it meant stationary over kerbin.
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