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mockingking

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Everything posted by mockingking

  1. Hi there, if I install a mod pack containing parts, then use those parts in a vessel, then uninstall the mod - can I still load my game? Will the vessel be missing those parts? Will the vessel disappear altogether? Thanks in advance for any elucidation.
  2. Hey, I'm having some trouble installing CivPop through CKAN. The error occurs on every attempt to install CivPop, even after a clean wipe of the entire KSP folder. Error as following: Any idea on what causes it and how to fix it?
  3. No hurry. The borked bins keep me from playing ATM; so I'd rather wait a bit longer for them to be proper fixed than run into another unfortunate and sticky-to-explodey incident.
  4. My recycler got stuck to debris and I have no way of getting it loose again. I tried moving in another recycler, but when I activated that one it also got stuck...and a few seconds later the entire vessel was violently blown apart, pieces flying off in all directions at very high speed (> 300m/s) and exploding on their own after some time. Help?
  5. Greetings! I am having recurring problems of the inventory buttons of parts and/or Kerbals no longer showing up; inventory windows closing automatically after one frame of being opened; and inventories losing their contents for no discernible reason. Might there be a particular cause to these issues? Much gratitude for any advice, enthusiastic inventory user and EVA attacher
  6. So what's the differences between USK and USSK?
  7. Hey, I know this has been suggested before, but I'm curious about the devs' position on it: How about a mod list feature, that lets user mark mods as favourites independently of whether they're installed or not?
  8. I ordered a Kerbal into the Workshop in the VAB, but now that I'm in orbit I notice that I can't see his face in the corner, nor can I get access to him through the Workshop's right-click menu. What happened to the little guy? How can I get to him?
  9. I just confirmed that my problem was also due to Final Frontier. Sorry to have bothered you.
  10. Nothing immediately obvious as such. Are we looking for something specific? Should I maybe upload the log?
  11. Already tested the main menu issue on both 32bit and 64bit, neither work. Re-downloading, even from different sources, did nothing to solve it either :/
  12. "The Toolbar Plugin does not even do anything at the main menu. " Interdast. But then why does removing the toolbar folder fix the bug?
  13. Using toolbar breaks my main menu. Starting a new game leads to the menu text being greyed out and nothing happening, whereas loading a game causes a blank window to appear. In either case, nothing can be clicked anymore.
  14. I sent up an orbital construction module with a full container of rocket parts, then docked another container and started building ships in orbit. Thing is, the rocket parts never deplete. Is this intentional?
  15. True enough, this all seems awfully complicated for what I thought to be a fairly simple problem. Is there really no more compact way of calculating *during the turning process* whether the ship needs to switch to deceleration in order to avoid overshooting?
  16. Rest assured, nothing is further from my mind than mucking with the people I'm trying to get to help me! Think of moving targets. If you plan a rotation (or a zero-zero intercept) in advance, but the target accelerates in whatever fashion, then by the time your manoeuvre is finished your target's position will no longer correspond to your heading (or new position). This necessitates the real-time calculation of the point of turnover from acceleration to deceleration, unless one tolerates a degree of inefficiency o.O
  17. Alright, thanks for the input. Let's expand. We now have strong relative velocity to start with, and both craft are subject to random bursts of acceleration - using any sort of pre-planned schedule won't do any good. Instead, we need to actually do some math to find out whether we should still accelerate the rotation towards the target or reverse it, based on our angular velocity and the thrust available. Gentlemen
  18. Let's say I have two spacecraft in...well, space. They have thrusters, RCS and a good lot of fuel for both. They're moving at a modest relative velocity, possibly with one or both of them accelerating a bit in whatever direction. Assuming they want to rotate to point their ships' noses at the other as quickly as possible, I suppose they would fire their RCS at full force to get some rotation going, then apply torque in the opposite direction from a certain point onward. How would the captain of one such vessel calculate whether that point at which the RCS thrust needs to be reversed has been reached? Thanks for any help!
  19. I've been using Orbital Construction ever since it came out, so forgive me if I'm a bit behind the times...but WTH is this Extraplanetary Launchpads thing, anyways? Well, what is it *compared to OC*?
  20. My worries aren't that I'll have to move elsewhere, but that my entire Kerbolar system runs out of kethane and, consequently, out of things to do
  21. The point is the ability to recycle otherwise useless ships that would clutter up an orbit, not to have an efficient alternative to spare parts
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