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Vanamonde

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Everything posted by Vanamonde

  1. How strong are docking rings? Nothing broke off of that ship until it hit the water. By the way, they are quite strong under compression and sideways torqueing, but may crush under extreme pressure. It's almost impossible to pull them apart once linked.
  2. Fuelling stations pro: The larger capacity means you can refuel multiple missions from it, whereas a tanker might not be enough by itself to refuel a large ship. Fuelling stations con: You have to refuel the station itself, so you're flying tankers there anyway. A station has more parts than a tanker, and when added to the part count of the ship, can cause nasty lag during docking operations. It's easier to dock a smallish tanker to a big ship than to dock a big ship to a big station. In short, I only ever build stations for looks, as their utility is virtually nil.
  3. There's a mod that allows multiple save points: http://forum.kerbalspaceprogram.com/threads/72212-Jebretary-Automatic-Version-Control-%28backups%29-for-craft-and-saves
  4. I think everyone on a space game forum is going to agree that NASA would benefit from better funding, but as for Welfare discussions, that falls under forum rule 2.2.b, 'no politics.' So, closing before forum members make enemies out of each other.
  5. Maybe I'm missing something, but I don't see why this is needed, or even helpful. If you're passing to the right of the target world, you are moving prograde, and will end up orbiting in the same direction as every world in the game. If passing to the left, retrograde. In this game's solar system, there are no other possibilities. And if one is getting confused by the main view camera's orientation, simply switch to map mode for a moment and get your bearings, because map mode's orientation never changes. As for asteroids, they're always moving. Hit warp for a few seconds and you can simply see where it's going as easily as looking for a marker.
  6. I'm trying to de-orbit a Kerbal clawed to a parachute rig. It starts off well enough... But I think the Kerbal must have a lower aerodynamic drag than the rig, because it starts to rock... Then spin faster and faster until the Kerbal is thrown free... And finally... (Notice his super-sonic vapor trail?)
  7. I really like the weird green twilight on Eve.
  8. This suggestion moved to the suggestions sub-forum.
  9. The shielded docking ports must be open before they will work. As for sizes, Juniors will only mate with Juniors and Seniors will on mate with Seniors. The Inline, Shielded, and regular docking ports are all medium-sized and will mate with each other, but none of them will mate with Juniors or Seniors. Ports must be facing outward and oriented as mirror images to each other. And you're speed must be around 0.1m/s or you will bounce off. Now that that's been covered, can you see any magnetic attraction at all between the rings as they get close? And can you post some pictures so we can see the orientation of the rings you've installed?
  10. There was an existing thread on this subject in the off-topic lounge, and so, merged. Carry on.
  11. Why is there a lift vector pointing to the right?
  12. You have to be pretty gentle with it. Your target speed at contact should be around 0.1m/s or you'll bounce off or have other problems.
  13. The claw will grab ships, Kerbals, and debris, in addition to asteroids.
  14. I apologize. I shouldn't have posted while I was in such a cranky mood. Let me just say instead that I don't think this makes for stable constructions, even though it may be possible.
  15. Hello Angvar, and welcome to the forum. Get off my lawn, you punk kid!
  16. Once a ship's claw has attached to a roid, another claw on the same ship will not attach to something it now considers to be part of the same ship. There's a claw on the other side of that ship attached to the roid, and as you can see, the claw in the foreground is actually passing through the surface instead of grabbing. In other words, just like KSP docking and construction, it's not possible to construct a (full-strength) closed loop.
  17. Maybe this issue will be addressed in the software and maybe it won't, but there's a simple solution you can implement now without waiting for the devs: test your ship on the pad while you're building it. Saves no end of heartache if you catch a problem right there where it will take seconds to fix rather than stumbling upon it while in Eeloo orbit.
  18. Relocated to Mission Reports, as requested.
  19. This report on a mission has been moved to Mission Reports.
  20. If you have a question about the update, please post it in Gameplay Questions. If you want to show off your ship, please add a craft file and post it in Ship Exchange. But since this thread seems to serve no purpose as it is, closing for now.
  21. There are already several threads about 23.5 balance, and it seems you even took your quote from one of the existing threads. Please add your thoughts to one of those rather than start yet another thread on the same subject, okay? Closing this one.
  22. It's much too early to be asking this yet, as the developers themselves would not know at this point in the version cycle. Watch the announcements section and ask again when .24 is getting close to ready.
  23. Guys, Whackjob is quite capable of posting on his own behalf, and even if he weren't, there are already several threads which discuss the man and his works. This thread is redundant, and will be closed now.
  24. Removed a number of off-topic posts. Keep the discussion to the subject, okay guys? Also, if you have a problem with something, please just hit the 'report' button on the post and let the mods take care of it. If you reply instead, that just adds to the nonsense everyone has to wade through to follow the discussion.
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