Jump to content

Weatherman159

Members
  • Posts

    136
  • Joined

  • Last visited

Everything posted by Weatherman159

  1. I'm waiting to see a comment from the dev about this. If he says that scanning at 50x timewarp is unreasonable for a map this detailed, I'll take it. At the moment, it could very well be a bug, not a feature.
  2. Agreed. I've messed around with the resolution settings. On 10x timewarp, I get an absolutely clear map with resolution at 300. On 50x, it's messed up even with resolution set to 1000.
  3. Well the latest MJ I used for landing on the Mun scared the hell out of me. I mean, it landed perfectly and probably the most efficient way too, but it also had me going "gonna crash gonna crash gonna crash" for the entire landing, so, I might go back to my less efficient manual landings.
  4. Well, here's my submission. It's ugly as all hell, but gets the job done. Current top measured speed: It could go faster, but I ran out of smooth land. It doesn't like bumps...or any kind of terrain really . Edit: Currently in the process of transporting it to the North Pole in hopes of finding smooth terrain.
  5. You're not kidding. When I first tested them out, I thought they didn't work very well, not realizing each wheel takes more than 4 of the new 0.20 ones. Been having great fun with them once I added MOAR POWER.
  6. Runs fine for me, not much excess memory usage. Anything above 10x time warp (200 km altitude) gives inconsistent map, but 10x works just fine.
  7. So I create a new rover, a launch vehicle that takes two of them to the Mun, and launch. Get into orbit, no problems. Separate orbital insertion stage, no problems. Get intercept with the Mun, no problems. Halfway to the Mun, doing a correction burn: where the HELL are my rovers? Yup, going on separate trajectories out of Kerbin's SOI. Moral of the story: Check your staging, and pay attention to your ship, especially on the dark side of the planet .
  8. Yeah, I would have thought entering a seat would disable the helmet lights but apparently not. I need to find an unused key to bind the lights to now.
  9. I think it still has quite a few uses. A rover with the new wheels, when brake is applied hard, will do a frontflip, where the same rover using the old wheels will just gradually slow down. Would be cool if you could set which wheels have brakes on them, similar to setting the power and steering.
  10. The crew testing the SPT Mk III (Surface Personnel Transport). (In the background, Jeb is driving his new golf cart). Unfortunately the design with 10 seats had to be scrapped due to unforeseen problems, thus the 6-seater Mk IV. Also, due to control setup, all passengers turn on their helmet lights when the vehicle turns right .
  11. It's definitely Lazor, though the vessel actually doesn't need any of the Lazor parts on it for this to occur.
  12. Found a bug, quite funny actually. When switching from and back to any vehicle with an occupied seat, the kerbal falls out of the seat, through the vessel and to the ground (only tested on Kerbin, but I figure it happens anywhere). You then have control of both the little guy and the vessel, which leads to all kinds of hilarious shenanigans. As far as I know, there's no way to fix this in game. To reproduce: create a simple craft with a seat, put a kerbal in the seat, switch to tracking station and back, try to control the vessel.
  13. My rovers can go up to 59 m/s (could go faster but wheels break at 60). The key is downforce. Add a couple control surfaces to your rover, facing forwards and at an upward angle. Then use trim to achieve desired level of downforce. Obviously, this only works on planets with an atmosphere.
  14. I think there's a place for a unique anchor part. It's not like KAS adds tons of parts, there's no need to merge part functions to reduce the count.
  15. Oh? Well in that case, nevermind I said anything and thanks for significantly easier fuel transfer management.
  16. These two I can confirm, have been using the grappling hooks as airship anchors with aforementioned results. The retracting thing was hella annoying until I figured out the workaround.
  17. That's about my only issue with this mod so far, it's kinda hard figuring out which fueltank is which.
  18. So where's this Mun thing we're going to, anyway?
  19. I guess my problem is sort of related, so I'll just post it here. So this: gets into orbit just fine with enough fuel left over for whatever I'd like it to do up there, but it rolls like crazy once in orbit. So I decided to add some SAS modules to counter that (one at the top under the command pod, the other is above the main engine). Spins out like crazy around 3000 meters. I'm at a loss as to what could be causing this. The SRB's aren't exactly balanced out, but it didn't have any noticeable effect before the addition of the SAS modules.
  20. Apparently I am just a crappy pilot and have to compensate for it with bigger fuel reserves. Behold the SpaceDuck Mark I. in orbit around Kerbin. Unfortunately I completely screwed up my reentry and landed in the ocean east of KSC, but that can be fixed. The orbit in question was something like 300 by 200 km, if I could fly the thing better it would probably have way more fuel left.
  21. I am aware of time warp, I was just under the impression that it didn't work within the atmosphere...silly me apparently.
  22. First of all, hello to the KSP forums. So I started designing planes, to take a break from rockets. My first attempts failed miserably, as you might imagine. So I searched the webz for tutorials, watched some youtube videos, read through a couple of helpful topics here on the forums. After applying all of the knowledge I gained to my designs, I managed to create a working plane, take off and even land (although the engines break off on touchdown every time). With this, my ambition soared, and I aimed for Kerbin orbit. This has, however, proven to be quite problematic. Could any of you experienced spaceplane designers take a look at my attempt and try to point out design flaws? This is the five series of my planes, but it's the first that is designed for going into orbit. The 5.0, inspired by the magnificent men in their flying machines, crashed and burned at the end of the runway. The 5.2 took off quite well, handles pretty decently in the air as well. Climbed to roughly 14 000 meters on jets, then made it up to about 60 000 on rocket power. Unfortunately, it ran out of fuel and couldn't get into orbit. I added more fuel for the 5.3, but this made it too heavy to take off, so I adjusted the landing gear for the 5.4. In this configuration it managed to take off, but the added fuel didn't help, only reaching about 10 000 meters on jets and around 50 000 on rocket power before falling back to Kerbin. So you see my problem, and I look forward to any tips you might have for me. Unrelated, is there a way to adjust the time of day? It's been night for forever in my game...
×
×
  • Create New...