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Scarecrow

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Everything posted by Scarecrow

  1. I have only experienced this particular problem in 1.2 and I am not sure if it is a bug that has arrived in this particular patch, or whether one of the mods I have installed is causing it. To be fair though, I don't run that many mods, and none that are different from any that I've run with previous versions of KSP The glitch I am experiencing puts the ship in to an uncontrolled spin, that takes quite a while to settle down back to stable flight. I first experienced it when my craft was crossing the SOI from Kerbin to Mun, and it happened more than once when doing that. Whilst annoying, it is merely an inconvenience. My latest experience of it though had my ship suddenly glitching in to uncontrolled spinning and rolling during the final phases of a Mun landing. Being so close to the ground, it crashed before I could get it back under control. I was just wondering if anyone has experienced anything similar, and if not I shall start uninstalling my mods to see which one could be possibly causing it. The mods I am running, which are all the latest version to be compatible with KSP 1.2, are: Kerbal Alarm Clock, Kerbal Joint Reinforcement, Landing Height, Hyperedit, NavyFish Docking Indicator, RCS Build Aid
  2. Thanks bewing. Think I will scan Mun first as it's a shorter orbit time and more anomolies to find.
  3. Once you have started scanning, does it save the scans anywhere so that you can review what has been found, or do you have to watch the Kerbnet map as it is actually being scanned to see everything? I am just thinking that if I go and make a cup of tea while it is scanning I might miss an anomaly, but if it is saved somewhere all I need to do is review it to see if anything was found whilst I was AFK.
  4. I thought I read somewhere that it is now possible in 1.2 to survey a planet for anomolies. If that's the case, does anyone know which scanner you need to use and how to actually survey for anomolies? The only surveying that I seem to be able to find is for terrain, resources and biomes
  5. I've always considered docking to be a two part process; the actual docking and the rendezvous that puts you in to a position where you can start the docking process. For me I've never had too much of a problem with docking, but it took me a while to get my head around what was happening while trying to rendezvous, and to work out what I was doing wrong to cause me to pass my target just a few 10's of metres away but at an insane relative velocity. Once I'd worked that bit out, it's been plain sailing ever since.
  6. I must be looking in the wrong place then, because all the other links on that page are clickable, with one notable exception - the 1.2 pre-release download. Will go and have another look. ETA: You are right - no idea how I didn't spot that the first time.
  7. Thought I would download 1.2 pre-release to take a look, but it's not available for me. Originally bought KSP from the KSP store, and both the Linux and Mac 1.2 options in the store are selectable, but when I hover the mouse over the PC 1.2 button, it's not selectable. Anyone else experience this or is it just me?
  8. Strange that this should come up as I was thinking of a similar challenge only a short while ago after building an uncontrolled missile to hit the island to the north of the launch centre. Basically you just put it on the launch pad, hit space to launch it, and it's guaranteed to hit the target every time.
  9. I use the same lander for Duna that I use on Mun, I just slap a couple of chutes on it. The fact that you need to use very little fuel to actually land on Duna means that the vast majority of fuel that the lander is carrying is available for returning to orbit.
  10. Not sure why you would think disabling yaw on everything would help you with a stalling problem. As adsii1970 said, a picture of your craft would help enormously with trying to diagnose the problem.
  11. The other problem with necro threads in games like KSP is that the craft shown in the older posts can no longer be built exactly the same because the game has had several new versions with new/improved/replaced parts since the original thread was posted. Or the changes in the physics/heating model means that even if you could build the exact same craft, it now flies completely differently.
  12. I wouldn't have thought it necessary to block the hatches. Make sure the station/prison has no propulsion, so it can't go anywhere, and make sure there are no space suits left lying around. How would anyone escape such a situation unless they managed to flag down a passing space ship?
  13. Just recently I designed a small aircraft with no specific purpose in mind other than to have a slightly different look to other aircraft I had designed and built up to that point. I came up with this: It doesn't have a massive range, isn't particularly quick with a speed around 400 m/s depending on altitude, but it flies quite well and is easy to fly. What I subsequently discovered is that it makes an excellent submarine. Having landed on water to see if it would float, any attempt at turning would see the nose dipping below the surface and going underwater. So whilst it doesn't make a particularly good boat, it does make a very good submarine, making about 34 m/s whilst submerged. It does need to maintain forward momentum to stay submerged or it just floats to the surface, but it's an unexpected bonus from a craft that was originally designed as an aircraft. Has anyone else designed a craft for a specific purpose only to find that it fulfills another role really well too? If so, let's see them.
  14. If you simplify the scenario and assume that both vehicles are of equal mass and therefore use the same amount of fuel for any given change of speed, consider the following. In scenario 1 the lander has to accelerate all the way up to the speed that the mothership is doing. In scenarios 2 and 3 the lander only has to accelerate up to the speed the mothership is doing in orbit and the mothership itself then accelerates back up to it's original speed. It would appear that the overall dV cost is the same as scenario 1. However, this isn't allowing for the dV cost of slowing the mothership down to orbital velocity in the first place, which would be higher for scenario 3 than for 2.
  15. @Glaran K'erman thanks for that. Not only has @Claw's bug fix sorted out the docking port problem, but the sepratrons are also back in the staging list once the two vehicles are re-docked.
  16. I've tried again with a completely mod free install, and am getting the same problem. I have also noticed that the Sepratrons I have fitted to the stage that includes the lander also disappear from the staging list when the Cm docks back to the lander.
  17. This particular problem has only manifested itself in the last few days and I am not sure what is causing it, other than my game file may be corrupted somewhere. Basically I have an Apollo style craft where the Mun lander is initially attached to the engine of the Command module. The docking port on the lander is bound to an action group key for ease of separation. Once the craft has finished the Munar injection burn, the action group key is used to separate the Munar lander from the CM, the CM is turned through 180 degrees and then re-attaches to the lander, docking port to docking port. So far so good. However, once an orbit at Mun has been established is where the problems begin. Having transferred crew to the lander, I can't get it to undock from the CM. The action group key no longer works as it always used to up to this point. Right clicking on either docking port, lander or CM, and selecting Undock, only makes the option disappear without actually doing anything. I haven't added any new mods, and there hasn't been a new version for a little while, so I am struggling to understand why this problem should suddenly appear. Be interested to hear any theories. ETA: The above is occurring in v1.1.3 I've just copied and tried the same craft in 1.1.2 which is running with the same mods and it works fine, so it doesn't appear to be a problem with the craft or the mods I'm running.
  18. Once you really understand what is required to achieve orbit at the Mun, and have done it a few times, you'll look back and wonder why you found it so difficult to start with. I was like that with rendezvous and docking, I just couldn't understand where I kept going wrong. Then one day it just clicked, and now I can almost do it with my eyes closed. Congratulations, as being able to achieve orbit around another body is key to visiting other planets in the Kerbal system.
  19. Mun landers can be simple single stage affairs, with the entire vehicle designed to land on the Mun and then return to Kerbin, through single stage landers where the entire vehicle returns to Mun orbit only where the crew then transfer to a Command vehicle for return to Kerbin, to 2-stage landers that mimic the Apollo way of doing things. These are some of the simple designs I have used for missions to the Mun. On the left is a single stage lander that carries two rovers. Next to it is a stock 2-stage lander. The middle craft uses the Alcor modified lander can, but is just a single stage lander. The 2 craft on the right are variations on a theme of a craft that is designed to go all the way back to Kerbin. I think the entire launch vehicle for the lander on the right only consists of 44 parts, so you don't need to do anything complicated to get to Mun and back.
  20. I think you are right. I have KJR installed and did wonder myself if that might be the problem.
  21. It's rare that I download other people's craft, but this looks amazing and so I thought I would give it a go. I have to ask is there some secret to flying it though? At launch, I stage to fire up the motors, and the rotors start to spin, but after a couple of minutes they still aren't rotating fast enough to generate enough lift to leave the ground, and that's at full throttle. Is there something I should be doing to lessen the friction on the bearings to allow the rotors to spin faster? Basically I am throttling up to 100%, leaving SAS turned off and then staging to fire up the motors, as I figured that if I turned SAS on before staging, it might affect the ability of the rotors to spin freely. But even checking that the motors are running at full throttle by using the [ ] keys, I can't get it to leave the ground.
  22. Hmm, not sure why that should be as it's just a link to a Vimeo video file. I will investigate to see if I can determine the reason as it is showing fine on my PC. ETA: Changed it for a Youtube video, so hopefully should be ok now.
  23. Jebediah found himself wandering around the design department recently, so thought he would have a go at putting together something for fun rather than the serious business of space exploration. The flying sub is what he came up with, and surprisingly managed to get it on to the production line as well. Pros: Is quite versatile, fun for a while, is a bit different Cons: Has no real practical use, has a short range, doesn't fly particularly well which makes it a cow to land, isn't a particularly good submarine due to the positive buoyancy, though it does make a reasonable boat. Operational notes. Taking off from water should be done from the submerged position as too much speed is lost when trying to transition from the surface. Try not to land too slowly as this requires the nose to be pitched up to reduce vertical velocity, which usually results in bouncing all over the place when the main gear touches down. A nose high attitude when landing on water usually results in the engines getting knocked off. Action group key 1 toggles the engine mode. Craft file on Dropbox ETA: Have made a few small changes to the craft since posting, so that it now flies better (marginally) and is not so prone to skidding across the runway when landing, but it's still a cow to land.
  24. Duna. It's easy to get to and for that reason most players choose it as their first interplanetary mission. With a successful Duna mission and the realisation that it is really no more difficult to go interplanetary than it is to go to the Mun, people then feel encouraged to start planning missions to the other planets and moons. At least, that's how it worked for me.
  25. I've reduced the amount of mods I use these days, as I got fed up of searching out the versions that were compatible with the latest version of the game. These days I only play with Kerbal Engineer, Navy Fish Docking Indicator, Kerbal Joint Reinforcement, Kerbal Alarm Clock, RCSBuildaid, Landing Height and Hyperedit. Helps to keep the loading time to a minimum too.
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