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LunchIn10Seconds

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Everything posted by LunchIn10Seconds

  1. Just started having a go with KSP after a long break. I'm going to start by saying I am not a fan at all of the take2 rebranding, the new UEA is pants and Squad have been relegated behind take 2s new 'brand' Private Division. Still I suppose if you sell your Sole you're going to end up getting battered. Which makes me wonder how much of a hand they actually had in the DLC. This lem remake looks like a modeller outside Squad was given the task of making one without ever seeing any of the game's other assets. As mentioned its too small for the standard docking port, but its also a pain to connect to much else. As soon as I add an engine I get the starting of a fairing but that's wrong as the lem was packed behind the csm in Apollo. I have no idea how to get a ladder attached - again these are out of scale with the lem. Trying to build a realistic lander stack leaves gaps everywhere ... And this is before I've tried to fly the thing, which to be honest I probably wont both to do given all the problems that have been raised in this thread. Nice model, 0 QA hope this is not the way things are going to go.
  2. Hi, I have a mobile procession lab orbiting duna with a barometer, thermometer and gravimax attached and have collected the data from these for research by the two scientists stationed there. This worked fine, the data was added to the lab and they are making science. I then docked a craft that had spent a lot of time (67 experiments worth) collecting science from duna, put a kerbal eva, collected the science from this craft and added it to the mobile lab. I expected the data count to go up but instead it just added the experiments. Could someone tell me how I add the data I have collected from Duna to that in the science lab? I'm completely stuck. Thanks in advance.
  3. Many thanks for the replies. I've fiddled around with this design and still can't get it to work. So I threw it away and built this... It's fairly close to the design that doesn't work but here I'm using one small holding tank in the stack, rather than radially mounted and then surounded this with radial holding tanks. This works and the pic shows it mining away on Minmus (another simple get this ore contract). Both designs have a coupler between the drills and the tanks so the only thing I can think of at the moment is that you cannot mount small holding tanks radially. Bit of a pain really.
  4. Hello, I have contract to collect 500 ore from the Mun. Thats all just drill it and leave it there. So I built this... However for some reason the drill won't transfer into the side mounted tanks. The decoupler is set to crossfeed so I'm stuck. Here's the craft file; http://pastebin.com/wKALBTa5 Could someone tell me why this is not working please? Many thanks in advance
  5. Hello, After a considerable amount of driving across the surface of the Mun I collected my Kerbals and returned them home. This netted me 1768.9 science (see below) It made me wonder, what's the most science you have earned in a single mission? I guess this is a bit of a challenge. Only one launch from Kerbin to somewhere (they could be multiple somewheres). Hopping landers and rovers are allowed but refueling is not. You have to use the fuel you brought with you on the initial launch and once that is spent it is mission over. However you are allowed a second launch to bring the science home. I was rather pleased with my haul, but I am sure it can be beaten.
  6. Just got one of those... I think this one is going to stay unfulfilled
  7. Hi, I don't think so, though it's the sort of stupid thing I could do its happened too often for it to be failing to leave warp completely every time. That said it didn't happen at all yesterday despite several hours gaming. I guess the only thing to do is wait until it happens again and post a quicksave in the hope that there is something in there.
  8. I'll try but as you say it is difficult to reproduce consistently. I think the most likely chance I have is by placing a craft in orbit around something so the signal from KSC gets blocked. Warping a vessel here seems to cause the freeze more frequently than just warping something that already has clear line of sight to KSC.
  9. Dear all, I am experiencing the following problem. Craft fail to respond to commands after leaving warp or after the craft loses radio contact with KSC. This happens even if the craft is probe controlled with full electric charge in direct sight to the KSC or if the craft is under full Kerbal control. The only way to regain control is to switch to the tracking station and reselect the craft. It affects 32 and 64 bit Windows versions of KSP 1.2.1 Anyone else found this?
  10. Hi, I can't see anything obvious, but here's the craft file just in case I've missed something. The rover is attached to its lander and is dropped with the second stage. Lander with underslung rover Hope someone can help Thanks in advance
  11. Weelll I don't know. I did a quick Internet read on what causes a sharing violation - apparently something else is accessing the file and has it locked. But nothing else was running other than the virus checker and that was not scanning at the time. So I followed the tried and tested - if it stops working turn it off and on again - and that appears to have fixed it. Thanks for the help.
  12. Thanks for the reply. I set debug to show errors on the screen and got this Trouble is I have no idea wat it means or how to fix it! Anyone seen his before?
  13. Dear all, I have been playing career in 1.2 for a while. I just went to load a ship and found there were none in the VAB list! There should be somethnig like 30ships listed there. The ships are in the saved games folder, so what has happend, and how do I get them back? Help! The Space plane hanger and subassemblies are not affected just the VAB Restarting the game has not fixed it.
  14. Hi, So I built my first rover.... Its rather wide so I had to transport it to Minmus slung under the lander. I tested everything, well almost everything on Kerbin. Dropping the lander and driving it away using the built in probe body worked fine so I launched and landed on a slope just short of one of Minmus' flats. I dropped the lander, but when I tried to drive it the Kraken struck and everything exploded into bits of exploding rover, lander and terrified Kerbal. I tried to move the rover repeatedly but every time - Boom. The only way I could get around this was to use the landers RCS and hop it away from the rover. I could then drive the rover fine. The other issue I have with this rover is that Kerbals get fired vertically out of their seats several metres every time they try to get out of the seat. I have not played KSP for some time, but don’t remember that happening in previous versions any ideas? On the plus side I was able to visit Minmus’ Lesser flats, Slopes, Lowlands, Midlands and Poles all in a few hours of driving which gave well over 1000 science points Has anyone else had these problems?
  15. Many thanks for all the replies I now have a functioning Rover on Minmus Yay! Incidentally how do I give rep to you folks? there should be a star or something at the end of your posts, but I can't find it.
  16. Thanks for the reply, unfortunately I dont have a jr docking port yet, and don't have enough science to get one. is there any other way to control a rover or am I stuck?
  17. Dear all, I know I am being thick here, but I cannot work out how to remap rover controls so that something makes it go forwards, backwards, and turns. At the moment w and s just spin the rover. Lots of forums say remap the rover controls but I cannot find any mention of wheels in the options other than steering axis and throttle axis. If I click on the < button I get a window with three lights in it marked staging docking (translation) docking (rotation) and have no idea what this is or how it relates to making the darn thing move. Can someone please post an idiots guide to how to remap the rover keys, where it is in the options and how to get a rover to move rather than just spin on its axis. I have a Probodobodyne OKTO as the control pod and this is sitting upright in the center of mass. Is this the problem? or is it that I just dont understand how to control a rover? Help!
  18. Dear all, I am having problems synchronising my launches with planetary positions. In other words I launch, click the target (say Eve), work out a manoeuvre node and then discover that I will miss it. I usually miss it by 100000 of miles as well I've looked at the various guides that suggest where my target needs to be in relation to Kerbin, wait and still miss it. My only successes have been fluked, or by building overly fuelled leviathans and burning huge orbits to make up for my lousy calculations. So is there a mod that somehow adds a ghost planet to the map? Something that shows where the target planet has to be in order for you to launch and get there without wasting a tonne of fuel? I've searched, but as I have no idea what it might be called I'm stuck. Btw I've used the Launch window calculator at http://alexmoon.github.io/ksp/ (which is very good) but struggle as the only clock I have found in the game is in the tracking screen, and you cannot warp on this. So I tend to select a probe, switch to its map screen, warp to the time, only to find I've missed it. Or I wait and wait and zzzzzz.... Any suggestions?
  19. Hmm, interesting point and KSP is only a game so no-one is suggesting that Squad spend time building a really detailed atmospheric model. Still even in a clear atmosphere no dust, clouds, birds, leaves on the lens or whatever you would still get convection currents as one side of the planet's atmosphere is heated by day and the other half cools by night. So Kerbals will have wind, or rather their planet will. I have no idea of their digestive problems. Anyway different layers of air with different temperatures have different densities and that reaallly mucks up an image. Another problem is that stuff in space is a damn long way away and unless our green friends have 100% perfect lenses with incredible resolving power they wont be able to see all the features on a distant world for the same reason as we cannot see the Great Wall of China from space and Hubble can't see the surface of Pluto. Most of features will just be too small.
  20. Hi, I couldn't see this is in the already suggested thread, nor find it in the forums, but I might have missed it so sorry if this is a duplicate. My suggestion is to add a level of ignorance as part of the science system. At present we can use the map view, focus on a planet or moon and see the surface. In real life (and yes I know ksp is not real life) this wouldn't be possible. If you look through a telescope you can get a good idea of the surface of near worlds but less and less info on those smaller bodies and those further away. Hubble's picture of Pluto shows a disk with fuzzy blobs on it and to get a better view you have to go there as the New Horizons probe is. So how about changing the map view so that the surface's of distant and smaller worlds are obscured (fuzzy) until you send something there. We had no idea of Venus's surface until we hit it a few times and radar mapped it. You could thus gain science (and a better map view) by sending something to a planet and transmitting details of its surface back. Expanding on this, the current science value of experiments either requires repeated transmission of the same data, or somehow returning the experiment to Kerbin. The Mariner, Viking, Voyager etc probes, were all sent on one way trips yet produced vast amounts of science. So how about tweaking the amount of science you can get on some kinds of experiments depending on the experiment type and, 'we don't know' difficulty. For example. Looking through a telescope at Lathe shows a small blue dot so the map would show a blue fuzzy moon to start with. Going there and flying past would give some science depending on how close you got and it'd improve the map. You couldn't spam the transmission and get lots of science as well you still don't know much. Going and orbiting would give more science on the surface detail, depending on how low you orbited and how long up to a predefined max. and improve the map further. Landing would open up a different kind of science, you could sample the temperature, dig holes etc and do limited analysis – giving more science score. Landing and coming back with stuff would give the full score on surface science as it would be so much more difficult. So basically we have remote sensing science (flybys and orbits) and going there and falling over stuff science (landing and getting back in one piece). Both give valid science and you cannot get the landing science by spamming a probe in orbit or the orbit science by just landing in one place. Both are valid. Orbiting improves the map, showing good places to land etc, but the landing gives most score and kudos.(I think the latter was hinted at in the recent Reddit Q&A session). Expanding further you'd probably need the ability to store multiple experiments in a probe. (It cost a lot to get to Lathe and all you brought back was a single rock!???) So the ability to store info on the atmosphere (temp, composition, pressure etc), water (is it water?) sand, rock etc and then bring all this back in one piece would produce massive science rewards (and fame/kudos whatever). For other worlds you could perhaps get different science depending on where you go and what you find out – meaning that you actually explore rather than landing and then just taking off again. Kerbin already allows this and I guess it'll be added for other worlds in time. Any thoughts?
  21. Hi, Many thanks for all the replies. Had no idea that craft had roots, but I does explain why, in 0.21, deleting the 1st part and replacing it with something else would not allow any other parts to attach. As suggest above starting with a dummy root (anything to can fix to) and the building a lander does allow you to save the lander as a sub assembly. I've switched this to answered 'cos well its been answered...
  22. Hi and many thanks for the replies. Hmm so by the sounds of things I won't be able to build a lander as a sub assembly and then attach it to various missions as it contains a pod? Shame if that's the case. Think I'll see what's possible and come back.
  23. Hi all, I'm stuck figuring out the new sub assembly mechanics in 0.22. I've built a simple goo carrier which consists of a command pod mk1 communcon 16 tr18a stack decupler mystery goo container However when I drag this lot to the sub assembly drop zone it ksp says 'The selected part is not attachable'. Any ideas why?
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