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Apollo13

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Everything posted by Apollo13

  1. QuickSave. Then, QuickLoad. Do this while Kerlnaut is on EVA. You'll then be able to place the port.
  2. I use AVG Free Edition. It's never had a problem and it updates automatically with newest ant-virus definitions.
  3. If you didn't do a QuickSave, then there is no return to previous version.
  4. The Undock Bug continues to plague the game. Until a Squad dev takes about 30 minutes to fix this, you can use this to workaround the problem when delivering parts and equipment to orbiting stations. Insert a low-explosion decoupler between the docking ports of the piece you are delivering and your vehicle which delivered it. Then, after delivering and docking the piece, manually decouple from station side first, then from the vehicle side. This blue-striped decoupler has a 15 explosive force. Since this is a workaround, I have no guilt about going to the Tracking Station and terminating the decoupler debris. If you don't need a docking port on the delivery vehicle, then simply insert the decoupler between the vehicle and the port of the part and bring the decoupler back.
  5. My only concern with F9 is the function key is already bound to Fraps as the start/stop video record. Don't want to change Fraps, given that I use it elsewhere. So, I rebound QuickLoad to function F8. Nice to be able to rebind keys. As another wise poster mentioned, "if I can't remember when I QuickSaved, I don't QuickLoad."
  6. You are experiencing the well-known, yet unfixed, Undocking Bug. It is a frustrating, fun-killing bug that Squad has not addressed. I would think that it would take about 30 minutes of some dev's time to find, fix, and test. My sincerest wish is that Squad cares enough about the bugs in the current version that they fix these things in alpha version 0.22. Shiny new toys and features are nice, but I'd rather they fix bugs.
  7. I have this problem as well. Glad to know it's not just me. On the ground at the Launchpad, I can stick the removable ports to tanks et al. In space...no joy. I'm happy to learn it's fixed in the next version. I look forward to it.
  8. Would it be possible to package the mod such that we simply copy it to GameData instead of installing the individual pieces in Parts, Plugins, PluginData? EDIT: Answered below. It's in the ToDo list.
  9. I installed the Lazor Cam (v3.0) yesterday. It's a neat toy to play with. I especially like that I get the freebie docking cam. I previously installed the Docking Cam, and it consistently crashed my game. This docking cam works perfectly. I would like to activate/deactivate the Lazor Cam via action groups. Can I modify the .CFG file to do that? Or, better yet, please make changes to the mod to allow this. You may also wish to provide AG access to the Fix and Lock.
  10. The Lazor Docking Camera also caused CTD for me as well, so I removed it. Recently, I added the Lazor Cam v30, which is just a camera that you can place anywhere (it's a fun toy). As a freebie, it also creates an "invisible" Lazor Docking Cam, which DOES NOT crash the game. So, now I have Navy's DPAI and Lazor Docking Cam.
  11. There are a few mods that can enhance your experience without effecting base play: - Kerbal Alarm Clock. Needed when warping. - Editor Extension. Helps in the VAB/SPH - SelectRoot. More help in the VAB/SPH. - Docking Port Alignment Indicator. Helps when docking. This is NOT auto-pilot. You do the work. - Mechanical Jebediah 2 (MechJeb). Helps with planning maneuver nodes. You execute. Just for fun: - Kerbal Attachment System - MagicSmokeIndustries pivots and hinges - StarVisions Flags. Add your own flag to your spacecraft. If you're a real geek: - KOS Scriptable Autopilot System. A programing language to automate launching. This is an up-and-coming mod. I anticipate it to become a standard. And don't worry about stranding your Kerbalnauts. That's what rescue missions are for. I just recently had a challenge of rescuing a Mun mission that went awry. The Command module, with one kerbalnaut, was stranded in an elliptical orbit about Mun (700km+ x 170km+). Two Kerbalnauts were stranded on Mun. This required pinpoint accuracy with the rescue vehicle to get them out. Good times!!
  12. Another very helpful nav aid is Docking Port Alignment Indicator Congrats on your Mun landing. Now...to the planets!!! OR, at least Minmus.
  13. Flixxbeatz: nicely done. Simple and direct. May have been a bit more challenging if the target docking port was on other side of target vice facing the docker vehicle. I like your signature with it's quote. I completely agree with you and Khrissetti.
  14. Love that lifter. LOL. For a weight loss, you can lose the nosecones. They do not effect aerodynamics in the current version. They just look pretty.
  15. 1. Camera Chase mode 2. Docking Port Alignment Indicator mod 3. Docking mode. Why folks find this difficult to use, I do not understand. Much easier than IJKLHN, since you're already using WASDQE. I've programmed a mouse button such that it toggles between Rotation and Translation. So, left hand on WASDQE, right hand on mouse to toggle Rotate/Translate. Keep my eye on Docking Port Alignment Indicator. When I'm within 15m, rotate camera so I can eyeball the two ports, while keeping an eye on the Docking Port Indicator. And, if you need a little help, MechJeb's Docking Auto-Pilot. Don't rely on it; it's wasteful of monoprop. Just toggle it on and off as needed. When you get off alignment, toggle on and it will align you. Then toggle it off and proceed. Repeat as necessary. SIDEBAR: and to those posters who will eviscerate me for this advice...whatever. And, finally: "Usually I just point at the screen and shout, "THE POWER OF MANLEY COMPELS YOU!!" and I end up where I want to be....."
  16. Forgot to mention. The two vehicles would be at the closest rendezvous point for less than one minute. By the time Shepgee made his four-minute "flight" to the rescue vehicle, the abandoned vehicle was already over 4.5 km away. Indeed, his EVA was a leap of faith and a flight of desperation.
  17. Glaucus: you can use AND and OR in your IF statements. IF verticalspeed > 150 AND verticalspeed <200 { print "We're Cruisin'". }. Download: Version 0.46
  18. Alarm Clock should be in the basic vanilla KSP. I consider it essential for warping.
  19. I'll take a look at FAR. I've seen many references to it. I just didn't want to add another mod. (Full disclosure: I use many, such as MechJeb(for planning, but manually execute), NovaPunch,KAS,Alarm Clock). Thanks
  20. I was having lots of trouble with tall rockets. I asked for assistance and one of the suggestions provided a good solution. I now use Reaction Wheels on the stages. I no longer depend on the lone SAS/RW in the command module. In order to fly correctly, you may have to toggle the RW to do some maneuvers.
  21. I like the idea of making spacewalk EVA's more than just flying about. They should have tasks to perform.
  22. I will launch rescue missions to help stranded Kerbals.
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