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maddog59

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Everything posted by maddog59

  1. Every single one of those ships is still in active service!!! LOL - not sure I have the nerve .... but I might just try it sometime!
  2. LOL I am SO there! Allow me to present for your horrification: Station Frankenstein: Has there already been a contest for the ugliest vehicle, base, or station?
  3. I think I've seen examples of that where they're landed somewhere; but is there a trick to getting multiple kerbals to stay in one place while in orbit? I have a tough time keeping one stationary while floating around a station... even when I have them place a hand-hold and grab it, after a few minutes they let go and I have to chase them down and bring them back. I can't see how I'd move a tank or engine (for instance) from point A to point B. So far the best I've figured out using one kerbal is to grab the item and place it part way toward where I want it to go; 'hopscotch' the kerbal to the other side of the object, closer to where I want it to go; rinse and repeat until I get where I'm going. Very tedious and time-consuming. I can't imagine trying to do that with two or more... Please tell me there's an easier way!
  4. Pretty much what I've been doing as well ... sometimes stripping them for parts where I can, like the RCS thruster blocks, solar panels, and so on. Aack! You're right, it does ... not sure how I got the wrong forum. Sorry, and thanks for pointing that out. I'll be more careful next time! Thanks! I'll check it out. Much obliged!
  5. I'm about 1/2 way thru the tech tree on my first career game, and I've got a number of vessels that I built early on that are hanging around in orbit, but are so poorly designed that I don't really want them around any longer. I hate to lose all of the value of them by just terminating or deorbiting them, and they're not designed for re-entry, so I can't easily bring them back to Kerbin for recovery. I was thinking of creating a 'salvage yard' or 'graveyard' on the Mun or in orbit so they could be disassembled, but not sure how I'd do that with KAS/KIS, since for the heavy pieces I haven't figured out how to use 2 Kerbals at once (and I don't really want to modify one engineers .cfg to give it super-strength). I'm interested to know how others have solved this?
  6. That's pretty much what I figured, but I was curious to see if I'd just missed any established standard while I was looking around. As @jimmymcgoochie said, what is a 'supership' in one person's game may be a 'dingy' in someone else's.
  7. I've seen that a lot of people have come up with interesting naming conventions for their various types of vehicles - naming their robotic landers after small animals, for instance, or stations as "City of ..." and so on, as well as letter/number schemes similar to the way the military might designate their vessels. But I was curious to know if anyone has put together a classification of the types of vessels. For instance, a 'yacht' might be any ship that can accommodate X number of Kerbals and/or have a certain TWR rating and/or certain size or number of engines; a 'cruiser' might be any ship with different specs, and so on.
  8. Ok, it's official - I'm an idiot. I'd forgotten that I'd change the control point to the ventral docking port (visible in the pictures), so when it tried to execute the maneuver it was firing the engine at 90 degrees to the direction I wanted to go. Geez. So now what I want to know is: 1) how to make a video of what's going on in KSP (I know about Fn-F1 for a snapshot) 2) where to post the video and how to upload it to KSP 3) how to type the 'degree' symbol
  9. So MechJeb2 has suddenly started misbehaving for one of my craft for some reason. I've taken this same ship to the mun and back a couple of times, nothing different on this visit, but any maneuver I try (match plane with target, circularize, match velocity) I get the same result: it sets up for the maneuver as normal, but instead of steady thrust, it 'pulses' the engine. The maneuver point keeps jumping around the navball, it moves to it, pulses and jumps, pulses and jumps, and the everything goes to hell. I've rebooted my computer without success. I'm in the middle of a career game, so this is especially frustrating. Any suggestions would be appreciated (pics below; sorry, I don't know how to create a video and upload it).
  10. Done ... I wasn't able to find a .cfg file in the folder, so I just zipped up the entire mess and attached it: Issue #26749 Thank you very much ... BTW, I just want to put out there that I've NEVER been one to spend time on video games, but KSP has me as close to addiction as I care to be! You guys and gals have done an AMAZING job with this!
  11. This happened to me in my career mode, and I've already deleted the game file, so I'd have to try to recreate it in the sandbox. But more importantly, how does one make a video in KSP? And how would I post it here? I know about taking snapshots and using imgur....
  12. No, 'fraid not ... all of them have durations of still had several years available to complete.
  13. No; the ship was in orbit - I wanted to detach a Sentinel from where it had been built in the VAB, so I could make room for a docking port. I hooked three cable hooks on to it, then attached the cable bracings to a nearby panel, and put the two together. When I detached the Sentinel, it just started floating away, eventually stopping at the length of the cables. I was expecting I'd be able to at least stop the cables from extending, if not retract, but there don't seem to be any controls to that effect. Not really sure what good these are going to do me (but I have limited imagination...). Can you please clarify what you mean by 'open the cable GUI'? All I'm familiar with is right-click to open the context menus. Is there something else I can access? Thanks for the link!
  14. Thank you very much. Thank you @Just Jim; I'm afraid I'm a bit of a newbie ... when you say "a copy of the career save" could you tell me the file I should look for and where it might be? Unfortunately, I'm in the habit of deleting my excess save points every couple of days, so I have a feeling I may have inadvertently deleted the one that would be helpful. Also, can you tell me what is meant by 'a stock game'? I always assumed it was a game that was played without any mods whatsoever; purely what came off the shelf before adding anything such as MechJeb, KAS/KIS, etc. Is that correct? Thanks for your patience!
  15. KAS noobie here: I seem to be having trouble getting the winch to winch (wench?). I have it connected to a CH-1 cable hook, which is attached to an object, and I see in the description that the winch is 'manually operated', and I have a engineer right on top of it, but when I right-click, all I get is an option to unlink. I was expecting there to be a button to get it to retract (or extend) the cable, but clearly I'm missing something? Related question: is there a KAS user guide? I have the KIS User Guide, which is all that I seem to be able to find when I search for a KAS guide. I'm on KSP 1.10, btw.
  16. I know this thread is more ~3.5 years old, but I wanted to let anyone know who's looking for a solution that this worked for me just great. I'm running KSP 1.10; I closed the problem game, and as soon as I started KML and opened the persistant file, it displayed the warnings on all of the problem docking ports; right-clicked and selected repair on each warning, saved, and re-start the game and all was glorious; the sun came out, the birds started singing, and I heard angels singing. Thank you THANK you THANK YOU, Lister (and Mythos and genericeventhandler)
  17. I seem to be having trouble getting the winch to winch (wench?). I have it connected to a CH-1 cable hook, which is attached to an object, and I see in the description that the winch is 'manually operated', and I have a engineer right on top of it, but when I right-click, all I get is an option to unlink. Isn't there supposed to be a button to get it to retract the cable? I'm on KSP 1.10, btw.
  18. I see where a number of people have reported contracts disappearing, usually in relation to doing either a mission to Minmus or an interplanetary mission. I'm here to report that the bug appears to have victimized me, even though I was no near interplanetary or even intra-moon space. I have a mission outbound to Minmus, and one returning from a solar orbit, but several days out from needing my attention. I have a save point from yesterday showing 8 contracts; today all but one of them is gone. Between then and now all I did was complete a single contract to do some observations on Kerbin, and my own mission to expand my orbital platform, as well as played around with a couple of SSTO flights. The only new mod I've installed recently was Stage Recovery, but the save point is from well after it was installed. It won't be a big deal to re-do the contract (tedious, but easy); and re-expanding my orbital platform will be good practice. Has anyone else had this happen? And for any of the developers on the forum, please let me know which files (if any) that you'd like to see, in case you think there may be a clue on how to fix it.
  19. I'm afraid I wasn't clear ... yes, as long as I follow them down, I can recover them. But I was looking for a way to recover them while staying with the main vessel. It looks like StageRecovery mod is going to do the trick (I'd like to try FMRS as well, but it doesn't seem to be compatible). Thanks!
  20. I installed StageRecovery, checked the readme and various videos to see how to use it, restarted the game, but I'm not seeing any icons either in the VAB or at the launch pad for SR. but I can't seem to find how to get any of the messages about recoverability of a given stage or otherwise use it. I'm using 1.10 (Windows) if that makes a difference. Any suggestions on what I might be missing? BTW: I also tried to install FMRS as an alternative, but it hung during loading with a message that the DLL was incompatible, so I uninstalled it.
  21. I'm trying to figure out how to recover boosters correctly. I've built them with probe cores and parachutes, and tested them by following them down to make sure that the chutes deploy on their own and they land safely. But it's a total crap shoot as to whether or not (usually not) they show up in the Tracking Station as 'landed' or 'splashed down' on Kerbal, and therefore recoverable. Even when I filter for debris, probe, or anything else I can't find them. Any suggestions would be appreciated.
  22. Yep ... the contract called specifically, by the name I'd given it, to expand the capacity of the station. It didn't have the usual caveat of "Note: this must be a new station built for ..."
  23. Not sure what you're referring to as a mistake, but I'd be happy to discuss ... This is definitely an abomination to the skies, but it gets the job done! The major portion of the station that you're seeing in the pic is the 'tanker' that I built to resupply the station. I'm working on a more efficient form, where the boosters drop (ala asparagus staging) and are recoverable.
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