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Posts posted by futrtrubl
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Hi,
Is there any way to remove the warp to AP/PE/AN/DN buttons? They are sometimes useful, but I keep accidentally clicking them when planning maneuvers and end up warping far ahead of where I want to be.
Yup, in the settings menu.
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Can this output x-y values for the generated graph?
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(note: in a newer design the parts connected to the stock active radiators are heating up more than the heat sink attached directly to the engine, so that also points to a heat-transfer failure in the engine)
That is the way the stock radiators work, they take heat from any part that is over a threshold. No heat transfer failure.
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If it turns on and off, then by definition it is not passive, but it's not really relevant since the premise of my point was incorrect to begin with.
I think we may have been arguing different things with different definitions of "active transport".
Mine is transporting heat against a thermal gradient.
Your's is controlably transporting heat.
Captain Siera's is requiring a module to transport heat.
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COntract issue with my first scanning contract I hae to scan Altimeter Kerbin, 498km orbit with 79.8 inclination (avrage values). Pass is at 95%..... Sadly this orbit is stuck at 94.4%.... missing the poles totally. Is that planned? Missing a powerfull engine and having to have the satellite on this orbit I now have to start a second satellite at a full polar orbit.... which means those contracts turn LOSS.
As DMagic asked in the Scansat thread, which scansat contract pack are you using? This or the lite pack?
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It's not passive, when a threshold is passed, they pull the heat. There's an active module specifically for it. I know the HC radiators actively pull the heat, I just thought they actively dumped it as well. I apparently made an incorrect assumption based on the heat equilibrium.
I'd argue that that isn't active heat transport but high conduction passive transport with a limit.
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So do I need to get the PEs below 23Km to cause Stage Recovery to "Recover" them?
Indeed. More fully SR only recovers things when they are deleted by KSP. If they aren't deleted they aren't recovered.
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Don't the Heat Control radiators actively get rid of heat?
The stock radiators don't do that. They do actively suck heat into themselves but then they just passively radiate it away. (Unless I missed them doing something with it. Didn't appear to be going anywhere. )
Actually the opposite. HC radiators actively pump heat into radiators (radiators can be hotter than source parts) but passively radiate. Stock parts passively suck heat from source parts (though over long distances) and passively radiate heat.
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Altimeter: problem calculating percentage? I am stuck at 94.4% for Kerbal and I see not a single pixel that is not checked on the map. I got the mission to deposit a scanning satellite at around 78% incliination on a 498km orbit, which Idid. Scanning 2 weeks now and basically the picture says I am finished (large map), while the percentage is 94.4
Out of ideas here... Is that a (known) bug?
Yes, it's likely that you are missing the poles and just don't realise there is a gray band there that is actually scanable.
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Then what do you mean by saying how well it travels if not how fast and far it travels?
He means that fast and far are completely different. The sound can travel very quickly rapidly attenuate and can travel very slowly but travel great distances.
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Got a couple of ideas that might fit in with KCT.
Adding a timed delay for transferring kerbals from one IVA to another and also for EVA simulating the time it would take to move from one ship part to another or to put on a space suit.
Just so you know the IVA delay is done in ShipManifest.
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Stupidity, bravery and badassery has indication directly in stock portraits as face impression
Not exactly a direct indication though is it. "Ahh, that Kerbal has about 75% stupidity and 50% bravery because he is looks moderately unworried while pulling 5Gs." doesn't really happen.
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the little connectors from KAS for hooking cables to? I can't find them anywhere...
I believe they consolidated them with ports. Either way probably best to ask in the KAS thread.
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Completely stumped on why this NASA style orbiter is not working (Career, mostly stock with some tweakscale). During reentry the shuttle is fine till 50,000-45,000 the it snaps upward pointing towards space and spins wildly.
Better to ask that in http://forum.kerbalspaceprogram.com/threads/121176-Official-FAR-Craft-Repository
They will also need more information, at the very minimum the various graphs.
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For portrait stats can we get an icon for "badS"ery? I suggest a donkey. ;']
Hmm, perhaps some indication of stupidity and bravery too.
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In fact not even change the actual value in the part config itself seems to do a thing. No matter what I try, in order to make my science multiplier apply to the lab, fails. Does anyone know, or have a guess as to why?
Not to be too obvious but I have seen this a couple times on this board. Are you sure you are editing and running the same KSP? I have seen people edit things in one KSP folder and run a shortcut that refers to a different KSP folder.
You are editing the files in GameData right? You're not duplicating the part file right?
Less likely delete your MM cache.
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waht happened to the connectors? i alwayus get situations that call for fixed mounting points, particularly with the insane power drain of the electromagnets.
Do you mean from KAS? They are still in KAS.
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Applogies if this has already been said, but how do you make new part shapes for this mod?
You will have to edit the code and recompile.
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I think the best work around is to go into the save game and add funds to value of successful completion + failure. Then restart the game and cancel the contract. This seems a lot cleaner that trying to force to contract to complete correctly.
Just for future info; A better way would be to go into debug menu and force complete the mission. You get the rewards without having to edit saves and are able to then get further missions that require this mission to have been successful.
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For now if you are happy that you should have completed the contract go into the debug menu and force it complete.
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No (not yet). You can transfer your crew through pipes thouth.
Unless you have CLS. Damn CLS getting in the way of me liquefying and pumping my Kerbals around my base.
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The same problem with connection. Please, help!
This is a stock issue with thin stack mounted parts. You can work around it by scaling it up a bit then attaching one node and then scaling it back down.
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Did SM and CLS ever get their issues between them fixed? (the ones that caused parts to highlight and never UN-highlight, as though Rick Astley had got hold of them?)
I believe so. Also CLS has been taken over by the SM guy but is still released separately for the other mods (and stock transfer) that use it.
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and the payload adapter like the one in the upper stage: http://upload.wikimedia.org/wikipedia/commons/2/22/DIRECT_Jupiter-232_Exploded.jpg
That adapter is pretty much what the raised fairing base is currently based on I think.
Foldable Relay-Antennas?
in KSP1 Suggestions & Development Discussion
Posted
Most of them. There are very few satellites with foldable antennae. TDRS is one that uses foldable antennae.