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Tex_NL

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Everything posted by Tex_NL

  1. Your problem most likely originates in an CoG imbalance. It can be an optical illusion but it looks like the 'tank' under the nose sits slightly right of the centre line. If this is indeed the case that's probably what causes your right yaw. You could compensate for the imbalance by reducing thrust a few percent on the right hand engine or by moving a bit of fuel to the left. And you should not go full throttle, stay at a low engine power to give your SAS time to compensate with reaction wheels.
  2. It's barely visible but it looks like there is a Mk1 pod all the way at the bottom. Let me guess, that's where you started building, right? The first part you place in the VAB/SPH will be the root. And that's what determines what is up and what is down. Start your build with a part that is not upside-down and you won't have this problem.
  3. Right click the correct pod and select 'Control from here'. Doing this won't permanently solve your issues but for now it should suffice. To capture a screenshot use [F1]. Upload it to a hosting site (linking directly from your PC will not work) and paste it here.
  4. [Moderator removed defunct website link] is slow but most definitely NOT down. It has been slow to connect for weeks but personally I've never had a complete connection failure.
  5. @Snark We're getting pretty far off topic since this topic has little to do with screenshots. I did see your initial suggestion but posting screenshots is a forum issue. Until now I have tried to keep the FAQ game oriented as much as possible. But you could be right it would make a good addition as taking screenshots is a game issue.
  6. This is a relatively common issue. That's why it's also on my FAQ: http://forum.kerbalspaceprogram.com/index.php?/topic/127403-frequent-asked-questions/ Q: My contract won't complete. A1: Are you sure you're orbiting in the right direction? Watch how the tiny highlights on the target orbit are moving. You should be going in the same direction. A2: The contract system still contains a few bugs. If you are confident you've met all the contract requirements don't despair, Quicksafe [F5] and exit the game. Restart the game and return to the craft that failed to complete. Almost guaranteed now the contract will complete without a problem.
  7. 3 options: As Mighty1 suggested, get out and push. At ap go EVA and physically push your craft retrograde. It can be tricky and you do need to keep an eye on your EVA propellant. If you run out you've made a bad problem worse. Rescue. Rendezvous with an empty pod and EVA the crew over. Just keep in mind tourists can not EVA. If you are fortunate enough the stranded ship has a docking port you can use that of course. Refuel. Rendezvous, dock and start the pumps. With a docking port this would be straightforward but if you don´t have one installed use 'the claw'.
  8. A fuel tank insert that also raises the floor? That could be useful.
  9. So you mean something like a survival suit? Those things are designed so in an emergency you can put it on and abandon ship within a minute. Made from the correct material a survival suit would suffice, just add a helmet.
  10. How sci-fi are we talking about? Do we have artificial gravity? Without gravity the suit won't need pants. From the arms down it can be a simple semi rigid inflated tube. Some sleeves/gloves and a fish-bowl helmet. There doesn't even have to be a difference between front/back, left/right to avoid confusion and save time.
  11. That is indeed THE most efficient way to set up and interplanetary journey. Park and refuel in low Minmus orbit. It will be very cheap to drop down to low Kerbin and at periapsis go full throttle prograde to escape Kerbins SOI. You'll get 850dV from Minmus for free. As you said very tricky to do right, it will take some careful planning and a bit of luck to align everything right. If you're REALLY lucky you might be able to get an additional gravity assist from Mun or Minmus. Doing this same thing from Mun would be less efficient but easier as Mun has a shorter orbital period and 0o inclination.
  12. @Nils277 I have no idea if this is an already known issue but I keep running into the same bug over and over again. Whenever I move a Kerbal carrying KIS inventory into a K&K Airlock (the end plate version) or K&K Airlock Mid Section (the in-line version) the inventory is deleted. The K&K Corridor Airlock (the smaller tube version) does not have this issue and inventory is not deleted. Of course one can always EVA through another exit but it's easy to forget. And it's very annoying to run out of tools while surface building things on a distant planet.
  13. There is no mod that can do this. That's exactly the problem. All you can do is use external capture tools to record.
  14. What I am baffled about is that people can't find THE ONLY LINK IN THE ENTIRE FREAKING LIST OF REACTIONS !!!
  15. A contract that says you need room for 11 Kerbals does not mean there actually have to be 11 Kerbals on board. You just need the space to house the required amount. Unless of course the contract clearly states you need for example 2 scientists or an engineer. My station around Kerbin is pretty much all of the above. It's for roll play. It's a staging point for Mun and Minmus missions. It's the home port for my crew ferries there between missions. It's a science station as it processes all scientific data that comes back from Mun and Minmus. It's holds enough fuel for several Mun/Minmus missions. It holds rescued Kerbals in 'quarantine' until a shuttle can be launched to retrieve them. My smaller stations at Mun and Minmus serve basically the same purpose. But instead of harbouring crew ferries they hold landers.
  16. Land shark, sky writing and CATO (Catastrophe At Take-Off) also pre date KSP. If Musk was using the term and concept of Asparagus staging we would be getting close to the KSP domain.
  17. Score based on part count can very easily be exploited. Just add a lot of small light weight parts and you get over 30 before you know it. Score based on mass is a much better and more difficult to exploit. Why the two modules per launch limit? A single module can be a perfectly realistic station. A cupola, a lab, some solar panels and batteries, an antenna and a docking port. Add a few dozen science experiments and you'll have a 30+ part science station. I WIN!
  18. Try adding the code for the engineer and the wrench/screwdriver too.
  19. To deal with this bug there are two options: Use the bug fix as I have already suggested yesterday. Exploit the bug and use it to enhance stability. Instead of building your standard fairing 'bottom up' place a decoupler on top of your payload and build in-line fairing 'top-down'. This way the bug places the body lift vector way lower on your craft than it should be. Possibly even behind the CoG making your craft incredibly stable.
  20. You nailed it. I still doubt there actually WAS a 'joke'.
  21. Then you'll need to bring more fuel. Probes won't store data, but the lab will (as will any part that can hold crew). To maximize the science yield you should process the data on the surface and in orbit. And then again in orbit around Kerbin. The same data can be processed in multiple locations. You can even take Kerbin KSC data on a Jool grand tour if you wanted to.
  22. The best design is completely dependant of what you want to do with it or the contract requirements. If it's just science you're after all you will need is: A control node. Can be a crew pod or probe core. Does not matter which. A lab. One is enough. And of course at least one scientist Kerbal. An abundant source of power. Solar is easiest but RTG's will do just fine. Just make sure you have enough. An ample supply of batteries to sustain you during the 'night'. An antenna to send that sweet science home. You don't even need a docking port. Rendezvous and sending a Kerbal over with the experiment data will do. However, if you want to keep your options open you should add some extra docking ports.
  23. Would be great if the custom action groups could be activated in the VAB/SPH. The current 1 to 4 keys could just as easy be move the F1 to F4 instead.
  24. If the 'pick-up code' can be added to a Kerbal it must be possible to add it to a part. Perhaps contacting the KIS/KAS creator would be a good place to start.
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