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Sirrobert

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Posts posted by Sirrobert

  1. 4) Keep an eye on your TWR. If it gets too close to 2 (I try to keep it around 1.5), your engines are unlikely to throttle down fast enough, even if Mechjeb cuts throttle entirely. This usually leads to an overshoot, and the autopilot may try to correct for it, but it screws with the encounter. It's not the fault of the Mechjeb unit, it's a function of the engine throttle.

    You can always fix to high thrust by manually reducing the max thrust of the engine. Right click the engine, and reduce the thrust limiter to a more managable number. Especially usefull for high TWR ships where you want fine control

  2. Did you transfer Jeb to the lander can BEFORE detaching it? If there's no Kerbal, you can't control it. Mechjeb is not a probe core.

    As for a smarter way to do it: You can use [ and ] to switch between ships in the area

    And a smarter way to transfer Kerbals: Click on the hatch. You get a list of the Kerbals in the associated Command pod, with a button EVA and Transfer next to it. If you click Transfer, it highlights all the available commandpods. If you click on one, the Kerbal transfers to it. No need for EVA

  3. Another thing that has bugged me for quite a while:

    During the initial phases of career mode I totally understand the new Kerbal recruits are basically idiots, unable to do all but the simplest task. But later on when your tech level increases and KSC develops new recruits should be more skilled as well.

    Tier 1 buildings should start new recruits at level 0. Level 1 for tier 2 and level 2 for tier 3. Tracking station for pilots, R&D for scientists and perhaps VAB for engineers.

    That way it will no longer take multiple missions to Duna and Jool to earn the required experience to learn some basic skills.

    I like that. Perhaps upgrading the crew building making trained Kerbals available for expencive hire

  4. Possibly because of your radially attached boosters? The extended physics bubble now means it's possible to chute them up and have them fall safely down for recovery. It might be that, does clicking to expand it out give you any more info?

    It also happends when it's ONLY a pod and parachute

    Are you using realchute? I have noticed the same warning message after I installed it. I would probably post the same bug report in the mod's thread so it can get fixed.

    I am, that might be it

  5. Hello,

    I'm having trouble with this mod. I use the career version (have to unlock modules as normal), but it still unlocks all Mechjeb functions from the very start.

    I double, tripple, ect checked, and I'm absolutly using the career version, but the problem stays

  6. The easiest way would be to go the indirect route. Save money, instead of generating it.

    Setup a refueling station in LKO, and supply that with a mining operation on the Mun, or Minmus. (it's really cheap to move large quantities of fuel between LKO and Mun/Minmus)

    Launch your interplanetery ships empty. This saves you money in a number of ways. First, it's empty, so lighter, so easier to launch (cheaper to launch). Secondly, you don't have to pay for the fuel in the transfer stage.

    Dock the transfer stage to your station, fill it up, and send it on it's way

  7. How would one go about this with an interplanetary vessel/tug? If your orbital velocity is around 4000/4500, you come back to Kerbin and this higher alt aerobraking manouvre is not sufficient to capture your orbit even with retro thrusting.

    Had this in 0.9, two weeks before the 1.0 release and I now wonder how the heck I would have succeeded such manoeuvre in 1.0, without disintegrating the whole ship.

    You can do more expencive and longer aproach that leaves you with less relative orbital velocity on arival

  8. This adds extra thought in a mode called realism, in which you need to plan more thoughtfully on how your orbits look like, your orbits for your satellites can remain if you place them correctly or use a different mode, in the realism mode there should also be a random chance after a few game years the satellites parts will malfunction and break, it makes it interesting and means that satellites have a reason to be visited for repairs, though its cheaper to send a new one out and put the earlier one in a decaying orbit...

    That only makes it tedious as you have to constantly maintain your ships. It doesn't add any challange, only work

  9. Yeah, nice "sale" we have going on there :wink:

    The joke is that it used to cost 29.99 anyways.

    Early acces/beta is cheaper, because you aren't getting a full product

    One of the more annoying things I come across with "anti-early-access debates" is "Updates are too slow, I'll be 80 by the time the game finishes". A typical game takes well around 4 years to complete, sometimes longer; yet the children who buy the game act as if they're entitled to the developers releasing updates on their schedule; sometimes even going so far as to demand their money back and make a big fuss on the forums about it. While you do have the "take the money and run" syndrome, you also have the "I can't take this pressure anymore."

    No doubt a large part in this is kids seeing a new Call of Duty (or Assassins creed, or whatever) each year, and asume it only takes a year to make a game.

    Not concidering that those games are build by gigantic studios, and probably also take longer than a single year

    In related news, steamcharts reports a jump from the usual 2-3k people playing to 17k after launch.

    The current lowest of the day is around 6k

    http://steamcharts.com/app/220200

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