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KSP2 Release Notes
Everything posted by DerekL1963
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Now-defunct-thread-that-should-not-appear-in-google-search.
DerekL1963 replied to Cilph's topic in KSP1 Mod Releases
Ok... version 1.2.1 does not appear to play nicely at all. The flight control computer jerks the throttle all over haitch and back, and there does not seem to be a way to disable it. (The 'kill' button doesn't seem to kill anything.) -
Now-defunct-thread-that-should-not-appear-in-google-search.
DerekL1963 replied to Cilph's topic in KSP1 Mod Releases
I went and got it from the actual mod's download thread, and everything is 'working' now. ('Working' in quotes because it's working, but I'm still trying to suss out the rules behind how it works.) Thanks! -
Quite the opposite in fact - all the stock engines and most of the serious mod engines are very realistic when it comes to their nozzles. It's these engines which are entirely unrealistic.
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Now-defunct-thread-that-should-not-appear-in-google-search.
DerekL1963 replied to Cilph's topic in KSP1 Mod Releases
I dropped the Remotech folder straight from the .zip into the Gamedata directory, producing that exact structure. I don't have Module Manager installed at all. There being no documentation or instructions, this is the first time I've even heard that Module Manager was required. -
Now-defunct-thread-that-should-not-appear-in-google-search.
DerekL1963 replied to Cilph's topic in KSP1 Mod Releases
Well, except for the whole thing about explaining nothing about how to use the mod, what it's indicators and controls are, etc... sure. There's more documentation in Scott Manley's recent video than provided here. I read that part - which implies that signal processors are a part, as well as functions added to stock pods. (It's not clear how this is accomplished by simply dropping the appropriate folder into the Gamedata folder... that doesn't touch the stock pods.) But there are no additional options on the stock pods. Well, as I explained, it acts just like the stock game - I don't lose contact when I go behind Kerbin. There are no new options on the antennas or the pods. (Even on the new antennas provided with the plug-in.) It's a stock OKTO pod, it displays "Local Control" regardless of whether I have LOS to KSC or not. -
Now-defunct-thread-that-should-not-appear-in-google-search.
DerekL1963 replied to Cilph's topic in KSP1 Mod Releases
So how exactly does this mod work? I install, and I get nothing but a cryptic gui on my map screen (no rollover hints or anything) and a red dot at KSC's location on the map screen, no docs in the zip file, no links or any docs in the first post (not that .zip matches the first post... the link goes to something called Remotech Lite), of the parts listed in the first post only the antenna show up in the zip file (no signal processors)... and then when I launch a probe nothing happens (nothing as in there is no noticeable difference from the stock game) in either a career mode game or a sandbox game. -
Nice - this is a very useful mod, good to see it back!
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A big empty room (bladder) is as useless on orbit as it is dirtside - it's all the stuff in the room that makes it useful. Your theory leaves out all the mass that must be boosted into orbit and transferred into your second bladder in order to live in it. It also leaves out all the work involved in taking that mass and putting it to use. (I.E. running cables and ventilation ducts, attaching lights and hardware racks, etc...) And that's not even addressing all the practical engineering problems involved with the bladders. The devil is in the details as it so often is - and those details take far too many man hours and too much support to put into place to make the conversion economical.
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I take it you've never heard of the Multi-Purpose Logistics Module? No, NASA calls them logistics modules because that's their proper name - you're confusing the current and quite recent usage in business environments with the historical usage (which originates with the military), where logistics means the shipment, handling, and storage of supplies.
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Time-Efficient Biome Exploration
DerekL1963 replied to codepants's topic in KSP1 Gameplay Questions and Tutorials
This. I needed Kerbin biomes early on, and took the easy ones (I.E. you can hit the polar ice caps and the Great Desert without too much work) early on... by the time I'd hit those, it was off to solar orbit and other planets. Probably half or more of my tree was filled out with a handful of planetary probes. (Including impactors on the planets with atmospheres.) You don't need returns (currently) and you don't need to exhaustively grind every Kerbin and Munar biome. You just need patience and Kerbal Alarm Clock if you run planetary probes in parallel (multiple ones in transit at the same time). The further out you go, the more Science! you get - it pays to reach out as far as you can as soon as you can. -
Pretty much this... "realistic" does not mean the same as "hardcore/hardmode".
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SPACE STATIONS! Post your pictures here
DerekL1963 replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Please trim your quotes. -
LGM-30 Minuteman III functional replica
DerekL1963 replied to Sternface's topic in KSP1 The Spacecraft Exchange
Subject to GIGO of course... Which is always a problem with simulations. When I was in the Navy, we'd sometimes get crossed up because while the FCS trainer was theoretically a precise copy of the version installed on the submarine... it was a complex installation in it's own right (and like all such, subtly different from it's brethren), and connected to a stimulation system that simulated an ideal launcher and ship system (which no actual launcher and ship actually was) - as a result of this, there were numerous subtle differences. It also wasn't an exact physical replica because the trainer needed to be large enough for the instructors to circulate and observe, thus the aural cue and muscle memory of moving about MCC were significantly different. -
Ok, why in heck can't I land on a target on Eve? Anytime I select or enter a target, it performs the de-orbit burn, then a xxm/s course course correction, then a minute (or more) long .0xm/s or .00m/s "course correction" - and then it goes dead. It stays suck in "coasting towards deceleration burn" mode and flies right into the terrain. The only way to get it to perform any kind of a landing at all is to wait until I'm 10km or so up, abort autoland and select "land anywhere" - at which point it updates to final descent mode and lands 'normally'.
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If I don't like an idea, I have every right to point out it's flaws - if the poster takes a neutral statement about the idea that didn't mention him at all as an 'attack', that's his problem, not mine.
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It will automatically open when you select a docking port as your "control from here" part and select a docking port as target on the other vessel. While it's not strictly needed with Mechjeb, I use it with MJ to monitor the progress of the docking, especially because it gives accurate closing speed and distance between docking ports readings. During long automatic maneuvers (like moving a tug from one end of a station to the other) I find this handy because MJ is somewhat opaque as to what it's actually doing. In other cases, MJ can sometimes try and approach with (IMO) too high a lateral velocity, this mod lets me detect that, disable autodocking, and tap 'H' (or 'N' as appropriate) to kill the closing velocity and allow for better lateral alignment before re-enabling autodocking. Ignore the folks who try to tell you how to play. It's your game, your choice. Not theirs.
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OK, some weirdness with the latest dev build... when I select Landing Gudance/TargetKSC/Land at Target rather than "predicted landing error", I get a long-a-- number (five-six lines) tagged "hyperbolic error", and it just burns and burns and burns... I had to abort the autoland, and when I selected land anywhere, I got the same thing. Eventually I had to just let the craft fall to 10km or so and then enable land anywhere.
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Not true. It's like emptying a gallon bucket with a quart measure (returning the experiment) or with a teaspoon (transmitting the data), either way there's still only a gallon. One of the beautiful parts of KSP is that each and every player can set his his own limits. You want experiment 'x' to return rather than transmit? Don't transmit - but don't force your choices on anyone else. KSP is a game, intended to played for fun, not a simulator.