

Benie
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Everything posted by Benie
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So that's what a Hohmann Transfer is. I was puzzled why it was called that in MechJeb.
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I found out when the tiny ship docks with this, it causes a weight inbalance. It flies straight without it. I'm going to have to find out where to best balance this thing when docked, to make it still work.
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Nevermind this. I found the problem.
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[0.20] ModuleManager 1.3 - for all your stock-modding needs
Benie replied to ialdabaoth's topic in KSP1 Mod Releases
Could I get the script to make MechJeb be enabled of all pods/capsules? I know it's lurking around here. -
Hmm. I know only some of editing .cfg files for this game. But I'll dig into it and see if I can find something.
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How to dodge FPS destroying lag
Benie replied to Captain Sierra's topic in KSP1 Gameplay Questions and Tutorials
I get pretty good framerate with any launch. Only time my FPS drops to like 3-5, is approaching one of my Space Stations, and my Duna Base. -
I have this little thing; The design is to get a specific Kerbal from a specific planet to a ship that orbits the planet (why the docking port is there). But I got a question. I want this ship to be probe-powered, so the Kerbal doesn't have to control it when going IVA in the lander can (I wanted a smaller habitation module, so this is the best I got). Unfortunately by doing so, the game assumes that I want to control the ship via the lander can (as it is a command pod). Is there anyway to override this, to keep the probe the one that controls the ship? This also leads to a similar question. The ship that will be orbiting that'll (hopefully) be capable of going from Laythe to Duna and back, will have a Mk3 Cockpit to control the craft. On the back, I want to have a PPD-12 Cupola Module. Both are command pods. This'll be where my Kerbal that comes from this rocket, can watch the stars as he's being, chauffeured between planets. With him going IVA, will the game think again, he's the one controlling the ship, or will it see the Mk3 cockpit being the one?
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I hope not. It wouldn't make sense if it was. It's a module for Kerbals to relax, not control the ship or whatever. Think of it as a Crew Quarters. Though I wish someone made a smaller sized Habitation Module for standard sized rockets. I need one for my little Planet-to-Cruise Ship rocket.
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what version of the game did you download first?
Benie replied to duncan1297's topic in KSP1 Discussion
I think I got it around .16. From what I can remember, there was no ASAS; only SAS. I gave up trying to get a simple rocket into orbit. Youtube got me back into KSP. Got the 0.20.2 version. -
I had a MechJeb-assisted docking smack into one of my station's solar panels. I didn't notice it until I had docked and saw a panel missing like a missing tooth, then looked down and saw the panel slowly floating away. Now when I do stations, I don't have that many of those large panels fearing it'll happen again.
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[0.23.5] Hollow Structures & Hulls (Updated: 2014-04-09)
Benie replied to Alskari's topic in KSP1 Mod Releases
So I just tested the parts. Got some problems that need to be ironed out of this mod; a mod I hope is still being worked on by the author and not dead because this thing is the best thing since this game (for me).... *breath* - Can't seem to get the airlock door to work. I'm thinking that "VG-Plugin" folder plays a part. - When exiting a chair in the cockpit, my Kerbal goes through the roof and appears outside, over it instead of in the cockpit. - Parts seem too heavy. I made a simple horizontal-shaped ship with engines in the back, and the CoM caused the ship to lift up, even with RCS/ASAS enabled and installed on it via cubic struts. Again, I pray this mod is still being worked on. This is the first ever Sci-Fi attempt of having interplanetary ships at this game that I've seen (that all you have to do is connect the hull pieces together). -
It really sounds like to me, you don't have enough Delta-V to get to the Mun. Are you sure you're selecting the Mun as a target, then using Maneuver Planner and selecting "Hohmann transfer to target"? I just tried and I have a Mun encounter. If you're using "transfer to another planet", that's only to get to another planet in another system.
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[0.21] Hooligan Labs - Airship, Submarines and More
Benie replied to Hooligan Labs's topic in KSP1 Mod Releases
Is there a wiki explaining the parts of the Airship mod, what they do, and how best to use them? I'm confused on the use of... everything but the inflatable parachutes. In my head I'm thinking of a Cargo Class Airship that can haul stuff from Planet A to Planet B. But I have no idea how to build something like that, except a box made out of structural panels, attached to a inflatable parachute (I think like such a noob...). -
Just a heads-up, your craft files should still work in .21
Benie replied to NovaSilisko's topic in KSP1 Discussion
This is why I'm holding up on the update until mods are updated. I should have this option to not update, having the KSP Store bought version. -
One feature that I would badly want? To do more with rovers and probes. Rovers: Being able to actually get soil/ice/water samples instead of pretending to do so. It would give my Duna Base a reason to be there. Probes: Sending data back to Kerbin that you can see as a HUD, like temp, pressure, and all of that. And to also include mapping the surface. All of this, without mods.
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(0.23) Wayland Corp. Development and released download Thread (new parts)
Benie replied to Devo's topic in KSP1 Mod Releases
Mmk, I'm confused on how to fly the WT-51 Kerban Transport. 1. How high in altitude do I go until I switch to horizontal flight (say, Kerbin)? 2. Why is it the tri-engine is as powerful as the single one? 3. The MK2 version wasn't included in the downloaded, only the MK1. Basically, gravity is forcing me back into Kerbin. I climb to 200m like I always do, and I'm getting pulled back before I even have a chance to circularize my orbit. It seems the engine in the back doesn't have enough Delta-V to do so. This is flying manual, by the way. I fear to use MechJeb on this thing. -
How do I make a floating base?
Benie replied to Benie's topic in KSP1 Gameplay Questions and Tutorials
It's supposed to serve as boat launching, why the sphere launchpad is there. The rover ramp is supposed to serve as a boat ramp. I picture having boats attached to rovers. Get them down the ramp and decouple them before they hit the water to free the boat. Unfortunately, as I said, the RocketParts capsules make it sink. This is no good. I can't have it sink if I'm also going to use it for refueling. And the platforms are for walking. It's for Kerbals on boats to get out and just walk around and stretch their legs. I managed to get a working version of Seasickness Cure. I tried to make a platform under the launchpad, thinking it will counteract the weight of the capsules. It failed. The only way this'll work is, I have this thing on the shoreline. But it would ruin the refueling part of the base (and also defeat the purpose of the walkway). -
That is really neat.
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How do I make a floating base?
Benie replied to Benie's topic in KSP1 Gameplay Questions and Tutorials
That's not a concern. It's not going there anyway. The RocketParts capsules (required for EL) make it sink. This idea is a no-go. -
Time to pack up Duna Base Alpha, then. I have three Hitchhiker Modules.
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(0.23) Wayland Corp. Development and released download Thread (new parts)
Benie replied to Devo's topic in KSP1 Mod Releases
Hello, Devo. I'm interested in your 'WT-51 Kerban Transport' ship. Saw a video of it, and stayed away when you had said "always land with low fuel or the tail will snap off". I'm hoping this has been "fixed"? Because going by my title.. well. I use all the 'cheats' in the Debug Toolbar. So... Am I going to have to deal with this? Will the tail still snap off if I don't land on low fuel? I can so use this to get some aquatic craft to Laythe, and I don't wish to use HyperEdit to do so. -
[0.22] Extraplanetary Launchpads Legacy Thread
Benie replied to skykooler's topic in KSP1 Mod Releases
Hey guys. Is there anyway possible to make RocketParts, not a requirement, yet the other stuff can? The reason I'm asking, I've been OK with the requirement, but not with this future Laythe base I'm planning. It sinks (not completely, but still), when I have full standard size containers. I'm hoping there's a way to remove the requirement for RocketParts. Or at least "//" it in a .cfg file. EDIT: Looks like I just answered my own question; the resource is hard coded. There's no way to disable it via .cfg files. I "can't cheat my way out of this". -
Whelp, there goes my floating Laythe base... I rather not be swimming in ammonia, thank you very much.