-
Posts
1,411 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Apollo13
-
You encountered the well-known, unresolved, Undock Bug. Welcome to the club http://forum.kerbalspaceprogram.com/showthread.php/43829-Help-Undocking http://forum.kerbalspaceprogram.com/showthread.php/35777-Can-t-Undock-Bug It is my deepest KSP desire that Squad fixes this in pre-alpha v 0.22. I'd rather they fixed buzz-killing bugs like this instead of creating shiny new toys and features.
-
My choice is not listed. If it was, it would be: FIX THE D@MNED BUGS. FIX THE UNDOCK BUG. Do not develop other shiny new toys and features. The undock bug, especially, is a real buzz-killer. Being able to undock is ESSENTIAL to building stations and orbiting Mun and the planets. Until the known bugs are addressed and fixed, I REALLY don't care about the six choices in the survey.
-
A well-known bug http://forum.kerbalspaceprogram.com/showthread.php/43829-Help-Undocking http://forum.kerbalspaceprogram.com/showthread.php/35777-Can-t-Undock-Bug I do hope that Squad prioritizes bug fixes in pre-alpha update 0.22. Shiny new toys and features are nice, but buzz-killers like this need to be addressed. I would rather Squad concentrate on bugs of features that we all use rather than some flashy trinket.
-
Identify the highlighted ship component
Apollo13 replied to MattJoyce's topic in KSP1 Suggestions & Development Discussion
The part is highlighted both on your model and the staging guide to the right. That said, I would also prefer a better indication of selected parts on the model and in the staging guide. For instance, highlight the specific selected part with a red tint on the model, while all other effected parts are tinted green (as is done currently). -
Camera Unlock from Center of Mass
Apollo13 replied to Apollo13's topic in KSP1 Suggestions & Development Discussion
To rephrase my suggestion, I want to move the camera to a fixed position in space (x,y,z,roll,pich,yaw)(initial placement of the camera may be locked to a vehicle; then I want to unlock that relationship), so that I can then move the camera about freely without the vehicle constraint. Scorpi15's post does not satisfy that requirement. -
Performance Issues Need Addressed
Apollo13 replied to Caelib's topic in KSP1 Suggestions & Development Discussion
They don't know how to fix it? Or don't care? (I know you can't answer this; I'm just asking aloud.) While we're discussing fixes...shiny new toys and features in pre-alpha updates are nice. HOWEVER...Squad should prioritize the bug fixes for 0.22, such as the buzz-killing "undocking" bug. Forget the "oooo" "ahhhh" feature updates. -
Camera Unlock from Center of Mass
Apollo13 replied to Apollo13's topic in KSP1 Suggestions & Development Discussion
Thanks. I know the right button works that way. However, given that still rotates about the CoM, then it is not a basic functionality. -
Currently, the camera always points to the vehicle's Center of Mass. The control keys, and holding the right mouse button, cause the view to rotate about that point. I suggest that the player be able to unlock from the CoM. The control keys would then translate and rotate the viewport free from the vessel, even to the point where the vessel is out of frame. The player could then freely move about space and the planet. It would provide some real nice fly-by video footage. If this functionality already exists, then I don't know how to access it.
-
Which placement of RCS jets do you prefer (A or in relationship to the crew hatch? I've tried both and see little difference. Perhaps, I'm missing some small detail. For now, ignore Center of Mass considerations.
-
Problem is NOT RESOLVED. I had the same problem elsewhere on the station. I ended-up EVAing my Kerbalnauts to escape pods to return them to Kerbal. I then used a command module to deorbit the station to let it burn in the atmosphere.
-
2/10 trolling. Come'on, , you can do better. I may be 61, but I've spent over 40 years as a computer programmer/developer. That's how I know how to use a forum. I've written forum applications. I was 17 when I watched the moon landing live. I was living in Japan at the time.
-
I needed to rearrange the Station anyway. So, I undocked the whole assembly that I just delivered. I moved to another docking port on the station and re-docked. I was then able to undock from the assembly without problem. Before this, I undocked and redocked at the same docking node where I have the problem. My problem continued until I moved to another node, described above. Squad *REALLY* needs to fix this fun-killing bug. Since I'm not the first to encounter it, and it requires a tortuous and convoluted process to fix it by manually editing the .SFS file (see my 18:29 post). It's nice for Squad to create shiny new toys and features for each pre-alpha release. But, lets prioritize the fun-killers. Sidebar: Having undocked, I EVA'd Jeb from his living-pod on the station to the returning command module, so he could return home too. Upon reentry, the drag-chute deployed to slow the craft. When the chute popped open, it tore loose from the capsule. Jeb and the pilot plunged to their deaths. Funeral arrangement are TBA.
-
Thank you. I searched and found this. http://forum.kerbalspaceprogram.com/showthread.php/35777-Can-t-Undock-Bug A couple other topics as well.
-
Kerbals will also appear as "Missing in Action" on the Lost list if they landed safely well away from the Kerbal Space Center. Eventually, they hitch a ride back and are ready to fly again.
-
I cannot get my command module to undock from my space station. The image is my command module docked to the space station, having just delivered RCS monopropellant. I wish to undock and return to Kerbal. In the left image, when I right-click the docking port on the RCS fuel tank. I'm offered the context menu which allows undocking. When I click on Undock, nothing happens. That is, when I try to back away from the station with the command module (I'm in Docking mode, so I'm using translation key commands), I see all the jets across the space station fire. Also, I'm still firmly docked. When I right-click the docking port on the command module (right image), the context menu does not offer the Undock option. FYI, between the command module and the docking port, there is a parachute. In previous flights, I've docked to something, undocked, and deployed the parachute. so the chute should not prevent undocking from the space station. I've tried the "Control from here" option on both docking port context menus and the command module menu. What do I need to do? I want to go home. There's a cold beer and a hot chick waiting for me down there.
-
How to Select Target Space Vehicle
Apollo13 replied to Apollo13's topic in KSP1 Gameplay Questions and Tutorials
Trigger, Thank you. I'll give those two a try. The vehicles already have different names. But, I'll try both solutions. Squad REALLY needs to provide an in-game solution for this, such as using [ and ] when in the Orbit view. EDIT: Just tried the quick-and-dirty method, i.e., define it as a Probe, and select Probes from the Orbit view. Was able to easily select Vehicle B as target. I will look for the mod solution when I have a chance. -
How to Select Target Space Vehicle
Apollo13 replied to Apollo13's topic in KSP1 Gameplay Questions and Tutorials
I've tried moving the mouse cursor all round before posting the thread. Using [ and ] to switch to the close-by vehicle, then using [ and ] to select the vehicle I want does not help me set the target for the vehicle on the Launchpad. -
When two orbiting vehicles are close together, is there a way to select a specific one? Example, Vehicle A and Vehicle B are orbiting in close proximity to each other. I want to rendezvous with Vehicle B. From the launchpad, I hit the M-key, and the Orbit map is displayed. I then mouse-over the two vehicles; text is displayed showing both vehicles. However, when I left-click, I'm given the option to select only Vehicle A to "Set target" or "Switch to". What key do I push so that I can select vehicle B? I tried [ and ]; no joy there.
-
I searched the forum and didn't see this suggested; perhaps, it has been. Currently, EVAs are "flown" in third-person view. Thus, you are looking over the shoulder of the Kerbal in flight. I suggest that the option be provided in which the Kerbal flies in first-person view. We can do that now in-capsule with the C key and IVA. Therefore, the algorithms and coding are already in place for first-person perspective. Once on EVA, the player could toggle first/third person with the C key. The controls (WASD,SHIFT,CTRL) would remain the same. The player would look forward in the direction of travel. A "free camera" view would be provided by holding the RMB, as is done now in the orbital map. Upon releasing the RMB, the view would snap back to forward-looking view. In a later release/enhancement, the player could designate a target (by right-clicking on it in the third-person view). Upon switching to first-person view, a colored dot at the edge of the screen would indicate the direction of travel to the target. Once the target is in view, the colored dot would disappear. This would help our EVA player to not get lost. The first-person view would be fun. It gives the player the experience (almost) of a real-life EVA.
-
Extract the one folder from ZIP file. Move that folder to GameData. Do NOT move parts to other sub-folders. Be sure to remove old MechJeb from GameData. In Controller tab of VAB/SPH, install the MechJeb device on your command capsule. (If you already knew this, I'm not trying to insult you. When I first installed this mod, I did not know that was required. LFMF)
-
Dumb question: How do I start it once it is installed? I installed it in GameData: KSP/GameData/MechJeb2 Components: KSP/GameData/MechJeb2/Parts, KSP/GameData/MechJeb2/Plugins When I start the a mission, nothing is displayed that shows MechJeb. When watching the game loading sequence, I don't see it.
-
Perfect!!! Works like a bloody charmer now. A thousand blessings on your head. May all your Kerbal astronauts land safely on distant planets and return with gold and riches beyond measure.
-
I cannot get this to install. And, given the 230 posts here praising this mod, I know: IT'S JUST ME. I have the Steam version of the game. Granted, I am a total newbie (started yesterday). I was able to install the MobiusRocketWorks mod just be unzipping and dropping a single folder into the GameData folder. The mod appears in-game in all its pride and glory. I've tried the following: 1. Dropped single ProceduralFairings folder into Gamedata 2. Dropped the ProceduralFairings folder into the Parts folder 3. Created a "Parts" sub-folder in ProceduralFairings folder. Dropped ProceduralFairings folder into GameData and Parts folders. 4. Dropped ProceduralFairings folder into the GameData->Squad sub-folder The ProceduralFairings folder contains a sub-folder, Keramzit, which I did not include in any of the above. Is that the problem? Unfortunately, the Install instructions on the mod webpage in the Spaceport are the generic install instructions. perhaps there is a key element that I missed there. It discusses moving various pieces of the ProceduralFairings folder into sub-folders. I would appreciate your assistance.