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Tex_NL

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Everything posted by Tex_NL

  1. The theory behind closing the intakes is to reduce drag. In previous KSP versions you could squeeze a few extra m/s out of your SSTO plane by closing them. But currently, at the altitude intakes no longer serve a purpose on an SSTO plane, actually closing them does not make much difference. Much easier to leave them open so you won't scratch your head why your engines won't light on the return trip.
  2. MechJeb is perfectly fine for aircraft. @Kommodore Just install it and find out. If you don't like it simply remove it again. KSP is EXTREMELY mod friendly. Just try it. And if you don't want to risk any craft in your career game try it out in a sandbox. Nothing gained, nothing lost.
  3. Based on the title "How I think service bays should work" I guess it's just wishful dreaming. I haven't seen anything like that before at least.
  4. The default program to open a .dll should NOT change anything inside KSP. A far more likely scenario is that you by accident changed something inside the .dll. Try re-installing it and see what happens.
  5. This USED to be true. Since several versions ago KAS allows you to grab/connect/disconnect multi-part segments. (KIS won't let you store multi-part segments however.) And even though the multi-part segment is more than likely too heavy for a single Kerbal to lift (s)he can still detach it. I've don it in the past my self. Just try it, it will work.
  6. The idea of drifting off into the void of space can be daunting but you don't have to fear to end up in an 'unrescuable' orbit. A kerbal's eva pack only holds about 600m/s dV. You can only change your current orbit by 600m/s. If you can reach your current orbit it won't take a major redesign to add an additional 600m/s.
  7. If @bewings suggestion does not fix things there is an other option: Sever the connection between the two ports with KAS. According to your list you've already installed it so there is no reason not to use it.
  8. Can you still ignite your engine? Most engines produce electricity and you need only very little to stage the fairings. Or bolt on some solar panels with KIS/KAS.
  9. Don't worry. They DON'T! At first they there is some 'residue' but when the craft is reloaded all traces of radial decouplers is gone.
  10. Do you use autostruts in an attempt to stabilize it? DON'T! Long autostruts are known to induce wobble. Remove as many as possible to subdue the Kraken.
  11. Can't really say I have stressful moments in KSP. The only moments that my sphincter tightens is when my encounters are a bit too close and my station's solar panels are at risk of being ripped off by an incoming shuttle that still has to bleed off a few dozen m/s.
  12. From low Kerbin orbit it only takes about 150m/s more dV to get a Duna encounter than it does for Minmus. And a parachute landing on Duna followed by an ascent back to orbit is less than 200m/s more expensive than a powered Mun landing plus ascent. If you have the tech (and abilities) to get to Mun or Minmus you can also go to Duna.
  13. KW Rocketry Redux is perfectly compatible with MechJeb. Just make sure you've installed the correct version. https://spacedock.info/mod/531/KW Rocketry Redux
  14. Only keep the most recent ModuleManager. Multiple versions can lead to unwanted behaviour. Some modders assume it is easiest to the mod drop in your KSP folder and merge their GamaData with yours. Others want to you drop their mod in your GamaData folder. Since there is no standard on this both methods get used in roughly equal numbers. People who actually KNOW what they're doing see the difference and install mods correctly either way. The digitally challenged however just do whatever they think is right or what they did last time. Hence the overflow of mod complaints that could simply have been avoided by a correct install.
  15. IIRC that feature was introduced in 1.1. The OP is still on 1.0.5. All the OP can hope for is loading an older quicksave.
  16. @Kerbart Just as an FYI. All Navball markers are available as in the smily list: . Would make explanations a lot clearer.
  17. Since you're planning a surface base to mine and an orbital station for construction it doesn't really matter which you'll launch first. You'll need both any way. Option 1: Launch both station and base in no particular order. Option 2: Launch the station first. Then construct base components in orbit and land them. Raw construction materials can either be shipped in separately or simultaneously if you can handle the extra weight. Option 3 (This is probably my favourite): Launch everything at once. Separate the base module and land. Option 4 (3 was my fav but this is the most important): Do what YOU want. NOT what somebody else wants you to do!
  18. MechJeb manual docking made easy: Select 'control from here' on the docking port on your craft. Select 'set as target'on the target docking port. Open MechJeb Smart A.S.S. Let MechJeb handle pitch and yaw by opening the TGT menu and select PAR -. (Roll optional by selecting the roll angle.) Use only the IJKL HN keys to translate. Doing it this way I regularly dock 25+ton craft on LESS THAN 2 UNITS of monoprop in under a minute.
  19. @Streetwind might not know what's causing your issues, I do. The problem is not rotation, it is the complete lack thereof. During timewarp ALL rotation is halted in ANY frame of reference. You can clearly see this as you look at your station while it is orbiting around Kerbin. It always faces the same way. But what you're forgetting is that Kerbin is also rotating around the sun. Every day Kerbin progresses a few degrees in its own orbit and your station 'inherits' this movement. As a result the sun is in a slightly different position every day. Over time this will be enough to rotate your solar panels out of alignment. Solution: As @Streetwind suggested, place rotating solar panels on the Z axis in order for them to track the sun.
  20. Back-up the folder in question, then delete the original. If your game still works you'll have your answer. If it doesn't, restore the back-up and you STILL got your answer. Really, it is not that hard to figure things like this out for yourself. (And if you don't have enough HD space to make a back-up simply rename the folder)
  21. It might very well your engines are asking more air than your intakes can provide while standing still. Ignite your engines in stages: First ignite one on each side and gain some momentum in order for your intakes to generate more air. Then light another pair, etc. etc.
  22. @HvP Buddy, you took the words right out of my mouth. I read the title and watched the clip. First thought: autostruts. I've been saying it for months and I am so glad more and more people are finally coming to a similar conclusion: Autostruts are evil.
  23. As usual at least 95% of all mod related issues are caused by (in order of likelihood): Incompatible or outdated mods. Incorrect installation Missing or conflicting dependencies. In other words: Only install mods that are compatible with your current KSP version. Old (not updated) mods might not work on the latest KSP while updated mods might not work on older KSP versions. Closely follow the installation instructions! If a mod description states it is dependant on an other mod accept that statement as a fact. You WILL need it.
  24. The suit that currently probably offers the most protection is the Newtsuit or its successor the Exosuit. However both those suits are deep water hardsuits capable of going down to close to a kilometre below the surface. A similar suit could very well be developed for space operations resulting in the 'giant mech' @SargeRho already mentioned.
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