g0tchas
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Everything posted by g0tchas
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I think you might be on to something. I noticed that parts auto resize based on the size of the part it is being attached to, rather than maintain its stock size. I'll update my tweakscale and do another test. On a side note: I started a new game and am not having this issue any more, but rhat means I'll have to redo my 10 comsat network around Kerbin and Mun. Update: It appears Tweakscale was the problem. Updated my Tweakscale and no more spectacular explosive vessels :-)
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Thanks, Jacke. Admittedly, most of this has gone over my head, but thanks to the wonderful MS Excel, I've set up the formula in a spreadsheet and just need to plug in the relevant values to calculate the required A to have an orbit of a specified time. - - - Updated - - - I must be going blind as I can't find any μ value on the KSP Wiki. It shows the Standard Gravitational Parameter and Mass though, which, IF I used the formula correctly, equates to an μ value for Kerbin as 186,877,414,558,800,000,000,000,000,000,000,000.00. Considering that the μ for Earth is only 398,600.4418, it doesn't look right. - - - Updated - - - Doh - had a blond moment. Standard Gravitational Parameter = μ So, if my P = 75km and I want to set a 2 hour orbit, I need to increase my A to 2,060.20km.
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Forgive me if I'm being daft, but is there a way to create a maneuver node that will set my apoapsis/periapsis for the orbit to be a certain period of time, .e.g 2 hours, rather than distance. I can't seem to figure out how to do it with either the maneuver planner or the maneuver node editor (the later is way over my head). If this isn't possible in the current version, may I be so bold as to suggest it as a future feature?
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There's still something wrong in 0.90. As soon as I drop RT into my install and I go to a vessel, the RCS fires and the vessel is ripped apart in spectacular fashion. This doesn't happen if I don't have RT installed, so it's got to be where the problem is. This is from a 0.25 save game, but the same thing happens in a new games started in 0.90. I can send you a copy of my save game if that will help you trace the cause of the problem.
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I have the same probles with both a new game and a migrated game. RT seems to be brpken for 0.90 - for me at least
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It doesn't want to work for me in 0.90. Whenever I change active vessel, the new active vessel's RCS thrusters fire and literally rips my ship into tiny pieces from the force. To make matters worse, my whole game then becomes unresponsive. I have a couple of other mods installed - all updated for 0.90 and this only happens when I add RT to my install.
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Sorry for the late reply - somehow I didn't get notification that there'd been replies. I think I understand what my problem is. For each connection there must be a 'sending' dish on one end and a 'receiving' dish on the other end. I only had 'sending' dishes set up, assuming that the signal would be 'received' without having a 'receiving' dish set up. But I'll have to wait for 0.90 update to test this.
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Hi, I've been dabbling with RemoteTech for something different and ran into a problem that I can't figure out what's wrong. I have 3 short-range satellites in geo orbit around Kerbin and 1 short-range satellites in a lower (faster) orbit). Then I have two long-range satellites in synchronous orbit around Kerbin at 4k. In orbit around Mun I have 2 long-range satellites and 1 short-range satelite. Here's my issue. When either of my two long-range satellites around Kerbin is the active vessel, it shows a connection to at least one of my satellites in orbit of the Mun (see screenshot below). However, when I switch to that same satellite around Mun, it shows I have no connection back. Can anybody shed some light as to what I'm doing wrong? Thanks, G0tchas
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I've recently switch back from 64-bit to 32-bit KSP and now all the icons on my toolbar are tiny, and I mean so tiny that they're a white spec on the button. (those appearing on the stock toolbar from 0.25 are also fuzzy, like it's a low-res image shown blown up and shown in hi-res) Any suggestions?
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This is one of my favourite KSP mods. Any chance of getting a version that is not dependent on Modular Fuel Tanks and ModuleManager? Their developers disable them if you're running the 64-bit version of KSP (the 32-bit is completely unplayable due to the memory issues), so your mod doesn't work for me :-(
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Unfortunately for those modders, people like me then simply don't use their mods. My KSP constantly crashed under the 32-bit version because of the memory issues. Since using the 64-bit version of KSP, I've only had problems when I used mods that weren't updated for the 64-bit version. If I take out those troublesome mods, I have no crashes at all. I may just be lucky, but I don't experience any of this so-called instability of the 64-bit version of KSP.
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Sumghai, I ran it with just FusTek only and had the same issue. I've got the Active Texture Management plugin as well. I first thought it was the B9 pack so I took that out, but left FusTek in - still had the issue. As soon as I take FusTek out, no crashes. Makes me really sad coz it's one of my favourite mods. Btw - just now noticed you're a fellow countryman :-)
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I absolutely love this mod. Adds variety to the design of stations. Sadly, I found that it kept crashing my game, despite keeping it up to date (even with Dev releases). I have several other mods and I have no issues with them, but the moment I drop this one in, my game starts crashing. Very sad about it :-(
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Delta V AND TWR Calculator
g0tchas replied to g0tchas's topic in KSP1 Gameplay Questions and Tutorials
I've decided to take a staged approach: Stage 1: Eventual Dune Lander Stage 2: Eventual Dune Orbiter Stage 3: Kerbin Escape - Dune Capture Stages 1 - 3 "thrown" separately into space at a Minmus orbital plane, assembled and then flown to Duna. In theory, that should work. But I've learned theory doesn't work 90% of the time in KSP :-). Thanks for everybody's help. -
Delta V AND TWR Calculator
g0tchas replied to g0tchas's topic in KSP1 Gameplay Questions and Tutorials
I'm in 70km orbit, burning at Periapsis. By that time, I'm on stage 10 of my rocket - where I expect to be. I then have about 1000 Delta V left to break away from Kerbin's SOI, but that stage runs out of fuel before I get there. -
Delta V AND TWR Calculator
g0tchas replied to g0tchas's topic in KSP1 Gameplay Questions and Tutorials
http://i.imgur.com/yiN2da5.png' alt='yiN2da5.png'> -
Delta V AND TWR Calculator
g0tchas replied to g0tchas's topic in KSP1 Gameplay Questions and Tutorials
Except I'm not having issues with transfer windows. I don't even get that far. I'm out of fuel before i've even broken free of Kerbin's SOI. -
Delta V AND TWR Calculator
g0tchas replied to g0tchas's topic in KSP1 Gameplay Questions and Tutorials
Hmm - then I'm not going to get much fun out of KSP. I just want to put a rocket together, go to another planet, do some sight-seeing and come back. I don't want to strategically plan every single rocket, trip, manoeuvre I make. That means KSP sandbox isn't really sandbox after all. I'll go back to simpler games then, 'coz KSP is probably then not for me. -
Delta V AND TWR Calculator
g0tchas replied to g0tchas's topic in KSP1 Gameplay Questions and Tutorials
I got all my Delta V information from Mechjeb, Kerbal Egineer Redux, http://i.imgur.com/UUU8yCk.png and http://deltavmap.com/. -
Delta V AND TWR Calculator
g0tchas replied to g0tchas's topic in KSP1 Gameplay Questions and Tutorials
Thanks Stochasty. Then I need a calculator that tells me how much fuel I need to complete the burn because I keep on running out of fuel before the burn is complete, even though I have plenty of Delta V. Any suggestions?