jbdenney
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Everything posted by jbdenney
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trying to do two - but keeps resetting to 4 - I even tried removing one opposing set from symmetry and then pulling off but still goes back to 4. Honestly I have tried so many different things I cannot remember all the things I tried.
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I have tried to pull the boosters and then pull the decouplers and put them back on and it still resets to 4
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I have a rocket with four boosters mounted on each side of a central booster. I am trying to make it into two sets of two boosters around the core so I can drop two of them separately from the other two. If I remove one of the 4 of course all 4 come off but when I try to reset to a bi symmetry it keeps attaching as a quad symmetry. It is not letting me bi-symmetrical. I want to keep it as two bi symmetries since I plan to flow fuel from two booster into the other two and those two into the core and drop each set of two separately. Is there something I am missing? Bruce
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Thank you IronMaiden - I will check out your series.
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I also noticed the landing gear - unfortunately pulling them up makes almost no difference.
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I hit the Debug mentioned above. I get quite a bit of drag from the central Fuselage Tanks and storage. The problem is that I don't know if the level I get is unusual. The only "Node" I am aware of is the node in port in the cargo bay holding an independently maneuverable Grabber Unit in place. It does not extend outside of the cargo hold. I use the ALT (I dont know if that makes a difference - I saw that done in a tutorial) key when I attached the unit docking port port on the grabber to the port on the end of the cargo hold. I just placed/connected the fuselage tanks together in the SPH. Is there some other type of attachment that I am not aware of? Also is there a difference between just placing the docking pots together as if I was docking and connecting them as a node?
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in speed are you referring to Surface Speed or Orbit Speed. Surface speed - in level flight at 300m the best I can get is 350 m/s. If I climb to middle atmosphere and pitch down to -15 degrees the fastest I can get is about 500 M/s - if I pitch back up and light my rockets I can hit 1200 m/s but i reach an AP of about 75km with 8 seconds of fuel left at an actual altitude of 65Km. This is not enough to pull into a stable orbit. I have no clue what I am doing wrong. It is acting like my two outboard whiplash ramjet engines are just not putting out the thrust. I have to kick in my inboard swivels too soon which does not leave me fuel for orbit.
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Here is the Hanger View Here is on the runway with Parts listed. w Flight Screen shot. I am at a 15 degree climb at 211 m/s and my speed acceleration is had dropped to almost nothing and my thrust is starting to drop. In Scott Manley's tutorial, at this point with the same engines, he is pulling a 30 degree climb at over 300 m/s and gaining speed and thrust fast.
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I am running 1.9.1 KSP. I am having no luck with Space Planes. I followed a tutorial done by the Great Manly Kerbal God and followed him Step by Step and part by part to build a neat looking Space Plane that looked like a SR-7 and could carry small payloads into orbit. I followed every step in the take off and flight and it just would not work. Where he would get better than 900 m/s at a 30 degree climb and I was lucky to get an maintain a 200 m/s speed at a 15 degree climb. I could never get above 19,000 to 25,000 meters before running out of fuel. I never even got close to anything orbital. I get the distinct feeling the engines have been heavily nerfed. I need a tutorial/hints on how I can build a SSTO plane with the current version (or near enough so it still works) that can carry payloads. Every thing I have found either will not carry a payload or is old and will no longer work. Thanks.
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I worked on KSP 1.9.1 last night and no issues. Today I got on and discovered all but one of my level three pilots are now Level zeros. I did upgrade from from 1.8.1 to 1.8.1 a couple of day ago. I got into the un-modded section. I do have two mods loaded DPAI and the Kerbal Clock but these have been runing for at least a month with no issues. What could have happened? ABNd can I fix it?
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1.8.1 Patching
jbdenney replied to jbdenney's topic in KSP1 Technical Support (PC, unmodded installs)
never mind - found them - thanks -
1.8.1 Patching
jbdenney replied to jbdenney's topic in KSP1 Technical Support (PC, unmodded installs)
I may be blind but I have logged into the Kerbal Site and I cannot locate the patches. As I said - I am feeling stupid - they are probably right in front of me and I am not seeing it. -
I realize this is probably a stupid question and the answer is staring me in the face somewhere in this site but.... I am running KSP 1.8.1.2694/ Making history 1.8.1/ Breaking ground 1.3.1 which I purchased directly from KSP so I am NOT on Steam and running on a PC. I see something about 1.9.1 patches. Is there somewhere on this site that I can download the latest and greatest patches for my programs? Are there patches that upgrade 1.8.1 to 1.9.1? DO I have to pay for 1.8.1 to 1.9.1 and MH and BG updates? I know that Steam can download patches automatically but I am not on Steam ( and have no desire to be on it).
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Rotation issues with docking.
jbdenney replied to jbdenney's topic in KSP1 Gameplay Questions and Tutorials
I finally got docked. With much thanks to Zhetaan. He gave me the little bits of info I needed. I aligned the docking target control port to the Normal alignment and once I was within 100m of the target I put the Docking controlling port into the Anti-Normal. The one glitch I had with this is that I forgot to set both the target and the Docking ship NAV ball to Orbit instead of Target. This got me pretty well aligned. The other thing I found is that on final approach I have to stop chasing the indicators on the DPAI and go to MK-1 Eyeball. I got this to work by going into LOCKED camera mode and looking straight up the nozzle and watching the position of the Target Icon. I could see when I was drifting out of alignment and correct the translation. It made me nuts not being able to actually see the distance from docking and having to rely on the distance number on the Target Icon. I noticed my main issue was knowing the relative translation speeds between the ports. Trying to eyeball when I had reached zero up/down and left/right relative translation was very interesting. Trying to know when to counter my UP translation with DOWN thrust was very trial and error. Going to fine RCS control was absolutely a necessity. The other thing that mad me nuts was no Depth of Field. I have that in every flying program I have ever played. Having a 3D view with good DOF would be a major plus - at least until the final 20 meters. Having the distance number is all well and good but being able to eyeball to back up the numbers would help the "muscle" response. But all is good - at least until the next time I have to spend 30 minutes going 3.2 million kilometers and then spend 2 hours going the last 100 meters. Thanks all. -
Rotation issues with docking.
jbdenney replied to jbdenney's topic in KSP1 Gameplay Questions and Tutorials
Zhetaan - Thanks for the explanation - especially the DPAI information. I now know I was trying to misuse some of the indicators. I will spend some time working on this since I have just been told I have to spend the next two weeks working form home. Luckily for my job that is not a problem.:) -
Rotation issues with docking.
jbdenney replied to jbdenney's topic in KSP1 Gameplay Questions and Tutorials
Just FYI 1 - I have seen that tutorial and was using it as a reference. 2 - I am using the control from here function. 3 - My target has Station keeping SAS - Probodobodyne OKTO. Actually it may not be the Target that is rotation but I cannot seem to get to Zero relative velocity, and keep it there, with the Docking Ship. I can get to Zero relative but after a few seconds it will start to creep up and that may be making go into a constant target miss. -
RUnnin 1.8.1. I am having an issue with Docking. In orbit around Minmus. I can do the close approach getting with in 500M before I start trying to close to dock. My docking target has a Porbobodyne OKTO mounted on it so the SAS will only hold set position. The issue is that the docking port is on the side of the target and not the end (there is a docking port Jr.on the nose but that is the wrong size). I can get to with in 400M of the target but the target is slowly rotating on its Main axis. If I go into the target and set my docking ship as its target I can point the Target Port at my Docking Ship but when I transfer my control to the Docking Ship the Docking target does not hold its orientation and starts rotating. My Docking ship ends up doing the back and forth dance where I i keep trying to fly past the target and then turn and repeat. If I do get close to the target the port has rotated out of alignment and I cannot circle the target to get the alignment right. I am trying to use the Docking Port Alignment Indicator mod but it is giving me fits. Not sure if I understand how to use the HUD indicators. All of the tutorials make it look so simple but I have been trying to do this dock for a week now with no luck. I have managed to dock nose to nose but this is driving me nuts and I am getting to the point I have to be able to dock. Any ideas of what I am doing wrong? Bruce
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I understand that issue with "Increased realism". I just wanted to make sure that there was not another way to bypass the need for Kopernicus. I also understand about the volunteers having lives of there own. My bigger concern is there is a Mod for putting in our solar system with real distances and it also needs Kopernicus. Ultimately i would like to be able to run in "real space". Thanks.
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I am new to KSP. I am looking at mods to increase realism. I found the "Realistic Atmospheres" mod BUT it requires Kopernicus, The latest Kopernicus version I have found is 1.7 and I am running KSP 1.8.1 and it will not run. is there a work around or am I out of luck for "Realistic Atmospheres" or any other mods that requires it? Thanks James