Jump to content

phunk

Members
  • Posts

    146
  • Joined

  • Last visited

Everything posted by phunk

  1. I'm seeing the same constantly climbing percentage without ever fulfilling the contract. Completely stock.
  2. Put the maneuver node on the sunny side, around where those orbit lines disappear behind the planet on the right side in your "maneuver node position" image.
  3. Yes to all of those. - - - Updated - - - 100% sure. It was launched fully assembled and the only thing ever attached was a refueling ship that grabbed the asteroid it's carrying, and some kas struts... I wonder if kas is breaking it? Didn't work. Also found that the asteroid and some of the kas parts had launchid = 0, so I updated those to match the rest of the ship, still no good. - - - Updated - - - Got it! Updating the launchId of the parts did work, I just missed one.
  4. So I built a big ridiculous ship to complete this contract: And launched it about a year after accepting the mission. It has multiple antennas, docking ports, solar panels, RTGs. And that condition was marked as complete when I launched. Now that it's in orbit of pol, it is saying incomplete. Could the fact that it docked with an older ship to refuel have reset the launch date somehow? Is there a way to fix this?
  5. Related question: Will the ISRU Convertor in one craft fill fuel tanks in another when they are connected via KAS pipes?
  6. I think they may have reduced the heat output, I didn't try it until 1.0.2 but it didn't seem to heat up at all.
  7. A claw in the cargo bay should solve that problem.
  8. How do you do this? I had a base with two labs but when I ran experiments the data only went to one of them. It told me I couldn't store more data when one was full and the other still empty.
  9. You're right about that, it doesn't take most of us a week.
  10. FYI, I'm pretty sure Mechjeb is having some issues calculating dV in 1.0.x, on multiple occasions I've noticed it telling me the current stage has more dV than the burn I was about to perform, only to have the tanks run dry well before the burn completed.
  11. I had a similar problem with a radial parachute, said it couldn't deploy while stowed, when the other one symetrical to it deployed fine. Was near the top of a command pod, nearest service bay was under the command pod.
  12. For the tank sizes that don't have a fuel-only alternative, you could make your own pretty easily by making a copy of the part directory and tweaking its .cfg to hold only fuel and no oxidizer.
  13. I've edited the thread title, as this seems to be a problem with this specific part. Resetting it doesn't fix the problem, the problem is that I wanted to offset, but the amount I wanted was outside the range it allowed. Seems broken that the offset range doesn't even include the starting position.
  14. The problem is that the limits on the offset tool seem way off. To reproduce an example: 1) Go to the SPH 2) Drop any cockpit (I've tried a couple cockpits and tanks with similar results) 3) Attach an "LY05 Steerable Landing Gear" to the bottom 4) Select the offset mode and click the landing gear 5) Click the green arrow (don't drag, just a single click). When you click the arrow, the part will jump upward to the lower limit of it's offset range. Hit space, click the arrow, hit space... you can see it jump back and forth, and the offset tool can't offset it to anywhere between those two positions. Can't offset just a small amount from the starting position. Not sure if it differs from 0.90, the problem is happening with a new part.
  15. I should have mentioned that I tried that. It allows me to move it smoothly, but the range it still limited. Also tried changing between local and absolute offset.
  16. As soon as I offset this part a little bit, it snaps farther than I want to move it, and cant get back to its original position. Anyone know a workaround? This is where it started: This is as low as the offset tool will let me move it:
  17. Yeah, I hadn't heard about it, so it's new to me.
  18. Not sure it matters if the other object is another docking port, I think it only matters when they were connected. You'd only decouple parts that were connected in the VAB.
  19. 1 and 2. I try to design my launches so debris is all dropped before the last bit of circularization, but don't worry about it too much when I have do something like drop a transfer stage on the way to another planet/moon.
  20. I build each section as a subassembly, and put them all together in the VAB to make sure everything fits correctly before launching the sections separately. I save the complete station in the VAB so new sections can be tested for fit before they are launched.
  21. Ditto, and I hate that the subassemblies are nested in there too.
×
×
  • Create New...