Warmblood
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Rocketeer
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HG-55 Antenna issue Hello, I know the dupe issue with the HG-55 antenna was addressed on page 77 & 78, but I'm still having problems with it. Filter extensions is causing my game to crash when loading into the VAB, so I'd rather work around using that. What I tried to do is simply delete the HG-55 duplicate part and the duplicate solar panel part from the Asteroid Day parts directory. That seemed to work just fine, with one small problem... When I attach the remaining HG-55 antenna, it either hovers away about 20m from its attachment point on launch, then disappears, or when I can get it to stay attached to another part, it doesn't respond to any of the action buttons. It does not extend, unfurl, or otherwise show any signs of doing it's job. So question: does the remaining antenna depend on assets of the Asteroid Day part? Is that what's causing the problem? What workaround would solve both the dupe issue and the antenna deployment issue (presuming that's a problem) Thanks!
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Mun Contracts Not Showing Up
Warmblood replied to Warmblood's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks for the replies. I didn't know there were any minimum reputation limits for contracts. It's *probably* due to that. I think I'm still under 100 reputation. -
So I am a fairly experienced player, testing out a maximum stock difficulty campaign. Rewards at 10%, starting funds 0, negative starting reputation, etc. I've found this to be fairly doable, although my mountain landing program sadly led to the loss of one kerbal (should have bailed out when it started to slide!) I have a Mun mission in orbit, ready to go. However, I have a problem: I am not getting the Mun exploration contract. I did the initial Kerbin orbit contracts, some miscellaneous parts testing contracts, and several "science data around Kerbin" contracts. I have no active contracts, and I can accelerate time seemingly ad infinitum, but the Mun contracts have yet to show up for me. What gives? Is there something I need to have before Mun exploration contracts show up? I certainly don't have much in the way of resources, but I do have positive reputation, positive funds, and at least some science unlocked. I certainly never thought there were any pre-reqs for the Mun contracts, but then again I was used to unlocking the Mun after the first flight with much more science and rewards, I've looked around for info on this, but haven't found any, so if there is anything a player has to have before receiving Mun contracts, it would be nice to have that information out there.
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I'm surprised no one has mentioned in-orbit failures. My worst disasters are always building a multi-part ship in orbit, inevitably after having launched 5 annoyingly difficult and unstable component assemblies into orbit. Only to discover that fuel is routed incorrectly, parts don't dock properly, or my favorite, not enough struts and the whole thing is so wobbly it can't even fly straight. (Large docking ports are useful, kiddies!) For me those are truly the worst. Orbital rendezvous take so much time, and then you have to do something with the crew to move them onto a new ship, all because of one overlooked detail! Those are the sort of things that make me stop playing for a while. Most recently, I was going to launch a combination base, heavy rover, shuttle, and station to Duna, in preparation for a long haul mission to Vall to visit Vall-henge. After assembling the craft in orbit and time accelerating to the launch window, it turns out I need... more struts, because the thing will NOT fly straight for all the Funds in the world. I've pretty much just been waiting for .24 to come out since then.
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Major features are being added/still need to be added. The game is being built as we play it. Therefore, it is still in alpha. Personally, that's fine with me so far as this game goes. Once all major features are in, I'll expect refinement, but for now, I don't feel it's realistic to expect polish on some features while others are still being built.
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Colonizing in style! Post shots of your triumphant crew!
Warmblood replied to SlimJim89's topic in KSP1 Discussion
Thanks. Yes, on Minmus the probe core can pull it back upright if it falls over. With the controls in docking mode the SAS keeps it stabilized and you can drive around fairly normally. -
Colonizing in style! Post shots of your triumphant crew!
Warmblood replied to SlimJim89's topic in KSP1 Discussion
Hmm, how my "colonies" have gone: On Laythe (.21): On Minmus: Full album for Laythe .21: http://imgur.com/a/NPizI Full album for Minmus: http://imgur.com/a/k4IAC -
Ah, thank you, that's good to know.
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A mission to land a skyscraper on Minmus, and find amusement thereafter.
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Had my first Jool/Laythe multi-part ship disappear on me while building it in LKO. Was not save-recoverable, it was just gone. That was a blow. I didn't try another expedition for a good month or two. I also had an Eeloo mission returning to Kerbin (well into interplanetary space), which apparently had an encounter with the 'Hell Kraken' when I tried to load it in. My altitude went to 666666G, but the ship was either gone or invisible. Luckily for Bob, who had already visited Moho and Dres in this save, I was able to quit out and reload just fine.
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What was the most unnecessarily complicated thing you have done?
Warmblood replied to InterCity's topic in KSP1 Discussion
Jool Mission, 2 parter. Hab module, 2 planes, 2 rovers: Jool station, spaceplane docking port, and outer moon mission (Vall outpost, Tylo lander, exploration ship) on the front: Result of hab landing (best out of 15 tries) -
Back in .18, setting up my first space station. This was when I learned about COM and thruster location. I described it like trying to dock a pipe onto another pipe while both are rotating randomly in space, and any control input I put in also introduced a new rotation to my ship because of the COM issues. Of course, both were probe cores, so torque was hopelessly low. My goodness...The TEDIUM! The holding your breath, finagling the controls, missing by a tiny fraction! ARGGGGHHHH! But, after about 2 hours, I finally got it, and I don't think I've ever felt more accomplished in KSP!
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Landed and returned (to orbit) 1 Kerbal on command seat. Landed: After takeoff: