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Palec

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Everything posted by Palec

  1. Hello, I would need a bit of advice. I'm trying to build a rover with EL, but I don't have launchpad on my vessel as I saw on few youtube videos that I can use Survey Stake. But when I use them (deployed them using mallet outside of base), I cannot click on EL build icon in toolbar to open build menu. This menu is accessible only when I have launchpad or runway on my vessel. Is this intentional or bug? Thanks for help
  2. Hello, Greetings to author of this mod, I recently discovered it and I love it. Can someone recommend me some other mod which I could use together with this to construct new crafts in the colony? As easy to use as possible, I dont want to install 5 other mods just for this feature
  3. Hello, I'm now building my first serious mining operation on Minumus. It consists of Miner itself and Tanker, which is hauling fuel from ground to orbit for refueling. Both have wheels for ground docking. Problem is docking these 2 vehicles on ground. As they are on wheels, their height is changing based on how much fuel \ ore they have inside, so docking ports are not usable. I tried to use magnet and winch from KAS, but when I eject the magnet and retract the cable, even when docking mode is selected in KAS menu, vehicles won't merge into one and I cannot transfer resources. Possible solutions other than KAS magnet: Put both vehicles on landing gear, which is not changing height and therefore docking ports would be possible - this would compromise my design, would like to avoid it Use claw - I heard it can often cause Kraken Use pipes from KAS - this would require manned craft and I don't want to leave my poor kerbal there forever So, any chance to get KAS connection working or other ideas? Thanks
  4. Nice results for first SSTO! But for only 2 crew SSTO, you don't need that many engines, especially not nukes as it is not worth the weight if you need to get only to 100km orbit. You should be perfectly fine with 2 rapiers. What is most important one - ascent profile. Be sure to have at least 1100m/s in jet mode on rapiers, before you will switch to rocket mode. Then you need only approx. 1500dv in rocket mode to get to 100km orbit and get back
  5. Can someone please post screenshots and stats of the parts? Plssss. Thx
  6. Use Kerbal Joint Reinforcement, it will load physics on selected craft slower and therefore things will not break. For me it is a must have mod
  7. Hi, I have created SSTO, which is able to get large orange tank to low orbit. SSTO has 9 rapiers and 4 ramjets. Before everything worked fine, but now, after activating engines on runway, game slows from 60 stable FPS to 1-2, while MET is flashing yellow. Even after I will disable the engines and stop the craft, FPS will not improve. I checked debug log, but no bad messages there. Any chance you know why is this happening?
  8. Ok, as I can see, its not a bug but feature After multiple attempts, I found out that PE 197,5km will capture me, but my spaceplane will survive it. Then at AP I made a small correcting burn to be aerocaptured by Laythe Lesson learned: don't mess with Jool in 1.02
  9. Hi, I have build myself a spaceplane for Laythe mission, which is now arriving at Jool. However, I have a problem with aerobraking at Jool. Atmosphere starts at 200km, but even if I will set my AP to be at 195km, my craft will burn and explode right after it will go below 200km. I'm not sure if any mod could break it of if Jool's atmosphere is so dense after 1.02 upgrade (did this many times before 1.0X and always worked fine). Thanks
  10. Hello, Is there already a mod which would add overheating indicator, mainly for spaceplanes? I know about ALT+F12, but I would prefer some better way. Thanks
  11. Hi Everybody, I wanted to install this wonderfull mod, but I was facing issue with crashing and weird white / pink textures. It took me one hour of research, so I thought I will share it to save your time. It was caused by combination of Astronomer pack and Active Texture Management. Wrong textures are result of ATM running out of memory during first texture compression. Fix is (note that paths are for standard steam install, you might need to adjust) 1. Go to C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\ActiveTextureManagement\textureCache and delete BoulderCo folder 2. Run KSP in x64 mode by running C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe. This will allow ATM to compress all needed textures 3. Exit x64 KSP and run normal KSP 4. .... 5. Profit!
  12. Hi, I have noticed that Service Propulsion System engine doesn't show amount of fuel in staging window when activated. I have to open resource panel to monitor how much monopropelant I have left. Is this a bug or feature? EDIT: Nevermind, I did a clean install of KW and it works now
  13. Add dummy weight to launcher (for example those 55t) and check deltaV in Mechjeb / Enginner. If it shows 4500deltav or more, it will get into stable orbit Edit: If you are using full fuel tanks as dummy payload, be sure to right click on it and disable fuel flow from it, otherwise it will count into deltaV calculations. Or you can use this mod, which adds nice dummy payloads http://forum.kerbalspaceprogram.com/threads/76231-0-24-x-Kerbal-NRAP-adjustable-test-weight-for-rocket-building%21-v1-5-30-07-14
  14. Unfortunately I can confirm that converters are not working, I'm using foolproof design (kethane tank on one side of converter, empty fuel tank on other) and converter isn't doing anything
  15. Hi, I noticed that trust of Jet Engine increases with angle of attack; especially during sharp turns. Is this bug or feature?
  16. Hi, you have to go to "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program", there you can find KSP_x64.exe application
  17. I did a test and again used two turbojets, but this time I build plane from stock parts. As you can see, with same scenario, plane reached 500ms, so it really seems like SpacePlane Plus issue. Maybe these mod parts are too aerodynamic?
  18. I did a test and again used two turbojets, but this time I build plane from stock parts. As you can see, with same scenario, plane reached 500ms, so it really seems like SpacePlane Plus issue. Maybe these mod parts are too aerodynamic?
  19. Hi, I just installed this mod and I really like it but I have found one strange situation with NEAR mod and I'm not sure if bug is in this pack or in NEAR. I already reported it in NEAR forum, but I will also update it here: I build small jet using Spaceplane Plus parts with 2 turbojets and its a bit too fast, right after take off it will reach approx. 780ms on sea level and without any difficulties it can make 75km suborbital hop just with these two turbojets!! It seems to me that spaceplane will be too easy with this behavior. Is it normal?
  20. Hi, I just installed this mod because I find FAR too complicated for me and so far I love it But I have encountered one situation and I would like to ask if this is normal behavior of this mod - I build small jet using Spaceplane Plus parts with 2 turbojets and its a bit too fast, right after take off it will reach approx. 780ms on sea level and without any difficulties it can make 75km suborbital hop just with these two turbojets!! It seems to me that spaceplane will be too easy with this behavior. Is it normal?
  21. Hi, I love this mod but I still havent figured out how to deploy chutes on separated boosters with delay. I checked example crafts but they also aren't deploying them automatically. Is there a way how to do this?
  22. Lando Kerman has today tested first Space Shuttle in history of Kerbalkind; "Orbiter Mk1". Landing is going to be interesting...
  23. Hi, I love this mod, but I'm using Procedural Wings on most of my spaceplaces. Is there a way how to add thermal protection to them? DRC has support for B9 wings, but not for PW
  24. Hi, I have a strange bug with B9 wings with integrated control surfaces. When I will attach these wings to aircraft and press S on runway, control surfaces should move up. But control surfaces on B9 wings will just move slightly up... When I will replace wings with stock ones and add separate control surfaces (even B9), they work fine. Do you know what can be the issue?? I dont have FAR installed
  25. But carefull aerobraking is not always possible during planetary transfers. With this Jool - Kerbal transfer, I had to go 28km in Kerbin atmospehre to be captured by planet. 28 km with 5500ms without heatshield is not good do you have any tips on how to properly use inflatable heatshield without flipping whole craft?
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