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sscamc

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    Bottle Rocketeer
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  1. Well, that stinks then. Using the transmit button on the antenna isn't an option because it would just transmit all the experiments I have stored for processing. Thanks for the answer though. Has a "preferred antenna" option been suggested yet? That'd be really helpful.
  2. Ok, this has been bugging me for as long as I can remember. Right now I have a station in orbit around Gilly and it has one large relay antenna that I also intended to use to transmit my lab science back home. However, whenever I try to transmit anything the station insists on using the tiny directional antenna attached to the lander I have docked to the station and it takes ages for it to squeeze all the data through. I can't for the life of me figure out a way to get it to use the relay dish short of undocking the lander every time I need to transmit something. This has been an issue for multiple crafts in the past, at one point I got so sick of it I used whack-a-Kerbal to snipe the smaller antenna off the top of a rover to force it to use the bigger one. Is there any way to tell a ship what antenna I want it to use, or will I just have to live with it picking on its own?
  3. You're right, probably should have done that, but looks like OP beat me to it. Hopefully it'll get fixed soon.
  4. Can confirm, Real Plume and Smokescreen are causing the issue! Simply uninstalling them seems to fix it. I'm a bit bummed since the stock engine effects are incredibly lame, but at least my stuff doesn't explode anymore.
  5. Same issue here, but for me it's happening not only to a science base on the Mun but also a completely unrelated mining outpost on Minmus. Interestingly enough, I have a large rover less than 3km away from the Minmus mining base and it's never encountered this issue so far. The Mun base is a total loss every time, half of it spwans in the ground and it then flies off into the distance in a shower of explosions. The Minmus one can sometimes be saved because it just spawns in the air and drifts down in the low gravity. I only have a few quality of life and graphical mods, but I doubt any of those are doing it as this problem appeared just a few days ago out of the blue for me. No new mods, no updates, just appeared.
  6. After a bit of testing, it looks like crashing and being completely destroyed doesn't count as landing, but if your vessel is made of more than one piece (ie, you actually have a ship and not an empty orange tank like what I tested with) and some pieces lithobrake you enough for so much as one piece to touch the surface and not be destroyed by the impact, it will count. So apparently KSP considers landing as "something touched the surface and didn't instantly explode." Since that's unlikely unless you're throwing single pieces at the mun or going really fast, I never noticed it and just assumed hitting surface = landed. But with that mystery solved, I still don't know how it could happen from 89 km up...
  7. I'm actually pretty sure it does, for example I remember when I was putting a rover on Ike, I ditched the transfer/decent stage leaving just the rover and its skycrane, and I got credited for landing on Ike while I was still going down because the previous stage hit the surface. As far as I can tell just touching the surface gets you "landed" status. I'm sure, I saved a shadowplay replay and after reviewing it I didn't seem to accidentally mess it up or delete it. I've already landed on Vall after loading a fairly recent save with minimal progress loss, though, so at least there's that.
  8. Doubt it, according to the map view the capture would have left it in an eccentric yet stable orbit around Jool and there were no new encounters for the next orbit. At this point, though, I'm more puzzled than anything else as I found a quicksave from a little while ago, and I just have to re-do a few missions and then babysit the Val probe through its capture.
  9. Long story short, I had a probe headed for Val and managed to set up my approach to get a gravity capture from Tylo with a PE of about 89 km. However, the Tylo encounter was at the exact same time as a Duna transfer window, so I set a KAC alarm for it and left it alone to send out landers for Duna and Ike. Then, when I went to check back on it, it was just gone. I got a message from the Kerbin World Firsts group awarding me for entering Tylo's SOI, but not one for landing, so it doesn't seem like it crashed. So, did Tylo just... eat it? Also, first thread, sorry if it's the wrong section.
  10. This is usually how my docking runs go: 1. Approach slowly 2. Try to orientate ship correctly 3. Discover I was an idiot when building and the thrusters are slightly off center 4. Do laps around target with next to no control over ship until sheer luck brings me near a port (regardless if it was the intended one) 5. Mess up final approach, bump into side of target, spin 6. Break off solar panel 7. Curse 8. Quickload I'm still new to this
  11. Starving on the Mun. Alone. He's been up there a while...
  12. Darn. My command pod comes off from the rest of the rocket Apollo-style and only one small parachute on it... Opps...
  13. Say I'm returning from the Mun with lots of new science on-board. Does the item used to do that particular science (say I did science with a Mystery-Goo container and pressed the keep button) have to survive and be recovered at Kerbin, or does only the command pod have to be recovered?
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