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Aeshi

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Everything posted by Aeshi

  1. Normally? No But I think there's a mod somewhere that adds 'Empty Fuel Tank' parts.
  2. I've had that bug happen to me several times before with vanilla KSP, so I'm not sure if that's Mechjebs fault.
  3. I believe they have to be close enough to your rover/lander/ship/whatever that you can actually 'detect' them without going into the map. i.e. when you look in their direction you see a small diamond, you double click that and it targets the object in question, at least that's what experience has taught me.
  4. Quickload doesn't work on the Mac version (or at the very least, I've yet to find a way to make it work in all the time I've played.)
  5. Well I just decided to create my own part (the Stack Splitter) to get around the "Decouple force messing up orbits" problem, but thanks anyway.
  6. Is there any real reason to use these things? I admit I've only used them about twice but from what I've seen they're just heavier Decouplers that litter space. On the note of separating things, is there any way to separate two parts of the rocket without any decoupling force? I've found that the force made by Decouplers alters my Satellite orbits by around a KM depending on which way it's facing when I decouple it.
  7. Nope, doesn't work either. Maybe I'll try MechJeb 2 and see if that works. If not then I guess it's just a lost cause
  8. I just updated my copy of the plugin from 6.0.2 to 6.0.3 and now the Engineer window is just empty whenever I place it in the VAB/SPH, but only for craft created after I updated it (i.e. If I place the Engineer part on my old rover it displays the weight just fine, but when I put it on my new Rover that I made after updating the plugin, it displays nothing) Any idea as to how to fix that? (or failing that is there anyway I can download version 6.0.2 again?) EDIT: Tried going back to 6.0.2, but the bug seems to be here for good now.
  9. I just tried telling Mechjeb to do a 105km orbit and it gave me a 50km x 150km one, so it seems to apply regardless of height. At a guess I would say it might be something to do with the flight path settings, but I still have those on default (10km start turn, 70km end turn, 45-degree angle)
  10. MechJeb 1.9.8 seems to be having some trouble establishing orbits for me (i.e. I'll ask it to do a 70km Orbit over Kerbin, it'll give me a 90km x 51km orbit instead.) I can use the Orbital Operations tab to correct this, but thought it would be best to flag this up anyway. Also, is there any plans for an 'add/remove inclination' feature? all my orbits usually end up with an inclination of a few degrees, which makes them look a bit crooked.
  11. I admit I haven't really gone any further than Minimus, but most of my satellites have an Ion engine for orbit adjustments (so I can lower my orbit to get a better surface view & then go back up when I'm done, etc.)
  12. I\'m using the demo so the only version I have access to is 13.3 Here\'s the KV03a in all it\'s (non-existent) glory may not be entirely relevant anymore since I\'m trying out a slightly different rocket now (emphasis on try)
  13. That is what I do, but the game seems to insist on moving that engine back into stage 5 every time I go back to the hangar.
  14. Yes, but I don\'t know what the most efficient Decoupler:Fuel Tank:Thruster ratio is.
  15. Seriously? I knew Kerbans had little in terms of self-preservation or survival instinct but damn...
  16. (Sorry if this belongs in the Spaceship Exchange forum!) My rocket that I\'ve attached keeps blowing up when I fire the second stage thrusters after detaching the first stage. According to the Ship Log this is because the fuel tanks are blowing up due to heat, but I don\'t see how they could be doing so since there\'s no fuel in them (which is why I\'m detaching them in the first place) and I\'m no chemist but I\'m pretty sure super-heating metal would just make it melt. Thanks in advance! (and you may want to turn the volume down because by god this thing makes a lot of noise)
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