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Everything posted by maddog59
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Help! Rover won't move!
maddog59 replied to maddog59's topic in KSP1 Gameplay Questions and Tutorials
Oops, I should've mentioned that ... that was the first thing I checked. They're on for purposes of getting the screen shot. Brakes off, nothing happens. The wheels on the rover go 'round and 'round, 'round and 'round, 'round and 'round... -
I've got a rover on Minmus with six TR-2L wheels mounted on two G-11 hinges (so they'll fold away for flight and parking, since it's going to become part of a Base). One wheel is damaged, but I can't repair it because I didn't bring any repair kits with me (I know, I'm an idiot. Let's move on). After I landed it I was able to drive it around just fine. I parked it and folded the wheels away, then unfolded them again (that's a story for another time). When it finally settled down, one wheel was damaged, and there's still plenty of electricity available. But for some reason it just won't move. The wheels spin, but it just won't go, other than a little bit of motion side to side (steering seems to work). When I unlock a hinge, it starts jumping around like a jack rabbit and won't stop. I've tried adjusting the Traction Control and Brake settings with no changes. It seems to me that one damaged wheel on such a low grav moon shouldn't be stopping this from going anywhere, but I'm at my wits end. And suggestions would be appreciated.
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Interplanetary Transfers
maddog59 replied to Popestar's topic in KSP1 Gameplay Questions and Tutorials
One of the items I didn't see anyone talk about here (maybe I missed it) was the in-game node editor that's available for precise changes to a node: Once I discovered this I had a much easier time creating nodes and getting to where I wanted to go... I rely on MJ2 and Astrogator for the more tedious routine work, but for my first asteroid capture mission, as well as setting up multiple mid-course corrections for my first Eve and Gilly adventure, being able to edit plane and pro/retro-grade burn values (as well as adjusting the thrust limits of the engine on the ship) made all the difference compared to relying on fine motor skills with the mouse. I think I've seen a mod or two that offers additional features for editing nodes, I just haven't tried them. -
Nyan Cat has invaded my startup!
maddog59 replied to maddog59's topic in KSP1 Technical Support (PC, modded installs)
Aw crud, we both missed the perfect tribute to Kubrick and Clarke: "My God! It's full of cats!" -
Nyan Cat has invaded my startup!
maddog59 replied to maddog59's topic in KSP1 Technical Support (PC, modded installs)
Oh joy ... well, thanks for setting my heart at ease. Much obliged! -
Not sure if this is Gameplay or Tech Support but today I launched KSP via Steam (as I always do) and was greeted with multiple Nyan Cats crawling around the start up/loading screens. They all went away before reaching the 'Start Game' menu, but I'm not sure what this is about. My malware scans came up clean, and I'm not sure it's going to effect the game. It happened multiple times.
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Higher vs. Lower Orbits
maddog59 replied to maddog59's topic in KSP1 Gameplay Questions and Tutorials
Early on in the sandbox I tried to do a long duration burn with just the nuke engines from something like 75 or 80km, and ended up driving my ship right back into the atmosphere. My spider sense telling me this just wasn't right finally kicked in at around 35km! -
I'm sure there's a mathematical solution to this: if you're planning to send a ship out of Kerbin orbit, is it better (or is there a trade-off) to launch it into a lower or higher parking orbit prior to the transfer burn to the destination?
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Not a complaint, just an observation/question: Has anyone else experienced that the Maneuver Planner seems to not be quite as accurate/precise in 1.11? In particular, I remember that I could depend on MJ2 getting me right to the doorstep of whatever ship or station I was meeting up with (seriously - one time my ship slid right between the spokes of a ring station; huge pucker factor on that one!). Now, it seems that more often than not the Hohmann Xfer burn ends up being at least 0.1 degree off the plane of the target, even when starting from a 0.0 degree orbit. Matching velocities is pretty dicey as well. Don't get me wrong, I still love using it to automate the tediousness of getting the basic Maneuver Node created, and don't mind tweaking it. I'm just wondering if others have the same perception?
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Since I don't know what a VSS snapshot is, I doubt I have one. Come to think of it I loaded something called S.A.V.E. a while ago, just never paid much attention to it ... maybe that will have something I can use. Fortunately this particular instance isn't a real big deal but it's a good lesson. Sometimes I think my life is meant to be a just one long cautionary tale!
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Is there any way to retrieve it? I launch KSP via Steam, if that makes a difference. I was deleting a bunch of save points via the 'Load Save...' menu and accidently got rid of one I'd meant to hang on to. If I'd done it via the OS I could have gone into the recycle bin (I assume?), but it's not there. I should've known better than to start cleaning up my .SFS files first thing in the morning.
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Transferring data between ships
maddog59 replied to maddog59's topic in KSP1 Gameplay Questions and Tutorials
I don't think I can get much closer without buying it dinner. I've got the Kerbal on the hatch of the MK1 Lander Can, and that's what the ESU is attached to. -
Transferring data between ships
maddog59 replied to maddog59's topic in KSP1 Gameplay Questions and Tutorials
Well, I'll certainly give that a try ... but a couple of days ago I had a similar situation, but the science wasn't in an ESU, just stored in another a CM, and I used a pilot to do pretty much what you described. I just don't have a scientist on this particular mission - just a pilot, an engineer, and some tourists. -
I'm having trouble transferring science data from an Experimental Storage Unit to another ship. The ESU is on one of two ships that are both docked to a station on different ports, and when I click the ESU I get the prompt to click another part to transfer it to, but the command module of the second ship doesn't light up ... in fact, no other parts light up. I've tried putting a Kerbal on EVA outside the lander can with the ESU on it, but when I open the PAWs for either the lander can or the ESU I don't get an option to get at the data. Am I missing something?
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I grew up being told that the moon was made of green cheese. Of course, I was disappointed at the age of 23 when I learned the truth about our own Luna, and was so happy to stumble upon the universe of KSP, and especially Minmus with it's decidedly green color. Finding out that it's actually Mint Ice Cream has crushed what was left of my child-like spirit ... again. Crushed, I say.
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So I've got a Kerbonaut on the surface of Minmus with the golf club and basketball in it's inventory. I can equip the items into the right hand, but nothing seems to happen when I press the 'x' key, which each of their descriptions say is the key to use to use them. There's no PAW for either of them, like there is for the boom box, and the PAW for the Kerbonaut doesn't seem to show anything likely to be useful.
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EVA Items and Inventory Slots
maddog59 replied to maddog59's topic in KSP1 Gameplay Questions and Tutorials
Thanks .... I was convinced all of those EVA items were stock, not KIS, as I thought I remembered them appearing with the 1.11 update, before I'd updated the KIS mod. Clearly my memory is not what it should be. Any thoughts on my observation of being able to load 2x as much cargo into a container? -
I'm puzzled: I want to load some of the EVA items (Fallen Kerbonaut sculpture, beer, guitar, etc) onto a ship, but they won't go into any of the stock inventory slots that are available when you first open the part's action window. They will only go into the slots available via the "Seat x Inventory" window or the slots available via the "Inventory" button on other container's PAW's. And it looks like if I open a PAW for a container, then open the 'Inventory' window, I can load twice as many items as I should. Loading items into the second 'Inventory' window does not seem to effect the volume used in the PAW. Is this a bug? Does it have something to do with using KIS? Or am I misinterpreting something?
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I know I'm responding to an old thread, but I can't help remarking on this observation. I too have wondered if the traits somehow effect their EVA performance? I've noticed that, if I leave a Kerbal hanging onto a ladder while I do something else, they will randomly let go and start floating away. Early on in my career game I had to chase down a couple of Kerbals that I'd left outside, and it was NOT fun trying to locate them, even with their suit lights on.
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Welcome to the bustling village of Bedford Falls (all stock):
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What did I do today? I learned the importance of TWR. Here's what I planned to land: And here's EVERYTHING that survived: