

Steve-S
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Rocketeer
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How to turn RCS on by stage?
Steve-S replied to FennexFox's topic in KSP1 Gameplay Questions and Tutorials
You could load TAC Fuel Balancer mod and set the upper stage tanks to input so that any used from the upper tanks is automatically replaced from the lower tanks. -
Also the lab can store unlimited experiments. I found that with 10 chutes, 5 per side, and landing legs it lands rather well. Brings back LOTS of science that way. Just don't forget to put batteries and a probe core on it so you can deploy the chutes.
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Hold down the shift key and us the angle keys, (Q,E) to rotate them to the correct orientation. Or try what Kenbob said.
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You have to be zoomed out enough to see them. Zoom out until you can see the Kerbin's orbit around the sun and you should see some grey circles with question marks inside them. Click on one of these.
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Can I make F2 hide everything except NavBall?
Steve-S replied to phemark's topic in KSP1 Gameplay Questions and Tutorials
Can not stage in map mode as far as I know. You could use the toolbar plug in to temporarily turn off the items you do not want. Not sure if MechJeb is toolbar friendly or not as I prefer kerbal Engineer Redux myself. -
Test of continuing KER developments [0.24.2]
Steve-S replied to Padishar's topic in KSP1 Mod Development
Working for me. Thank you very much for the update. -
[Tutorial] Duna For Dummies: How to get there without math
Steve-S replied to Trebuchet-Launch's topic in KSP1 Tutorials
Thanks for the guide. I was googling for a Duna guide as I was having fits trying to figure out the Dv needed. I built my ship based on your directions and have 12,434m/s as it sits ready to launch. I'm planning on lithobraking so prolly have extra. I like extra. :-) Looks like I have 3,252m/s for my xfer stage and 3,828m/s for my lander/orbit/return vehicle. I feel prepared to risk 3 Kerbals in this attempt thanks to your guide. WOW!. 376 day mission cause I missed my departure from Duna just a tad. Only by .2 degrees or so. Oh well. I got there, planted flags, left 2 Duna Buggies and got back in time to see the kids graduate from college. Thanks for the guide. What a blast of 7.5 hours of gameplay. -
What method to get into Munar polar orbit?
Steve-S replied to JenBurdoo's topic in KSP1 Gameplay Questions and Tutorials
I'm trying something now and it looks like it will work fantastically. I used my mid course correction to have me pointed directly at Mun, collision course. Upon Mun SOI I set a node to send me over the pole to just under 60k (alt of choice) and then at apoapsis I circularized. My orbit is polar passing through the current Mun's orbital plane on it's orbit line, 90* to Kerbin. Might make the return trip interesting if I can't loiter long enough to be pointing at Kerbin. I still have 452 Liquid and 552 Oxidizer, 91.1 Mono at 19.54t. I'm using BTSM & DR as my only mods. I'll edit with return status if, er um when I make it. Made it. Had the plane of orbit pointed at Kerbin and burned for a Periapsis and then corrected at appoapsis for re-entry. Didn't even skip and had 200 fuel left to burn to assure no skip. I like this flight profile. Hope this helps y'all. -
Scenario won't "finish". Is this normal?
Steve-S replied to jakhamma's topic in KSP1 Gameplay Questions and Tutorials
Put your mouse over the altimeter at the top center of the screen. It will move down exposing a 'recover vessel' button. Click it. -
Assembly Building Action Grouping
Steve-S replied to insylem's topic in KSP1 Gameplay Questions and Tutorials
An option to toggle symmetry from 'symmetry to craft' to 'symmetry to part' would be nice. Then when you put the lights on with symmetry they ring around that part rather than similar parts around the craft. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Steve-S replied to cybutek's topic in KSP1 Mod Releases
Re-dloaded and installed KER and all is fine now. Not sure what it was. I think there was a small update but not sure. Works fine now though so not worried. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Steve-S replied to cybutek's topic in KSP1 Mod Releases
I'm experiencing alot of lag spikes whenever KER re-calculates it's values. It's not keeping up real time anymore and when it catches up it's about 5 seconds of waiting. I also have Editor extensions, KAS, Kethane, Navyfish (docking assistant) and RCS Build Aid installed. Any ideas? -
I'm having trouble with KW & Engineer Redux. The Redux thread seems to think it's a result of KW not being updated to .23. something about 'calls' or some such. I know if I add a KW engine or part onto my ship Redux loses all data. Sounds like an incompatability issue at least. I really like KW Rocketry but need Redux for the math. Looking forward to future compatability.