Lone K.
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Posts posted by Lone K.
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Sounds like you are launching them from outside of your physics range. Try bumping it up a bit with the Ctrl+B menu.
Although it's ALT+B, I didn't know about that at the time and I'd like to say thank you so much.
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I'm having a problem with the cruise missiles, in that after launching, they will arc in their trajectory but never adjust to actually fly towards the target (despite being launched towards the target to begin with). I feel like the problem is in my distance from said target, ~12km, because when I fire a cruise missile within a range of 5km, they will track and fly towards the target. Beyond that, they either keep flying upwards until they run out of fuel and crash, or they just crash into the ground (when launched at a low angle). And when they are able to hit the target, they never fly at the altitude I've set them at; they only behave similarly to the normal missiles and instead will directly fly at the target without regard to the landscape.
Is there a way to fix this problem?
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Thank you all for helping me! I figured that the Module Manager versions had some kind of script within them for specific mods, but now that I know I've gone ahead and downloaded the newer one. Thanks!
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I'm stuck with 3 currently, and I'm going to run on a single one to see if that helps any better, as it keeps crashing me when I use TweakScale with anything else.
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Enjoy, my fellow pioneers!
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It's like any ordinary rendezvous, but you have to plan further ahead than a normal rendezvous, because these things can whiz by at hundreds of meters per second faster than your ship is going currently. Just get ahead in the asteroid's trajectory (after its periapsis in Kerbin orbit). This might be some small details, but I assure you that it'll help in your endeavors.
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Well, here's my first shuttle (although it's an SSTO itself, too).
Enjoy!
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EDIT: I forgot to add that I made both the SLS and the "Shuttle" in the SPH. I found it was easier having a horizontal symmetry as opposed to a vertical one.
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And how do you strap the boosters on properly?
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It would become difficult to get through, but there's nothing better than a sense of accomplishment.
Wait, who said we needed to go through it anyways?
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Clearly because you don't have any struts.
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- Installed RasterPropMonitors and ViewVessel (VesselViewer?)
- Did a full IVA docking maneuver, from launch to rendezvous to connection.
- Got to Jool and back somehow (sped up too fast and missed my node, causing me to escape Jool).
Overall it's been an awesome couple of days.
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This was on the return trip from my first interplanetary mission.
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Second album for Part 2 is now up! Here it is:
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(Sorry for bump.)
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I don't want to alter the gameplay currently, but I want to make it look better. What mods do you suggest to make it look better?
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Thanks for all the replies, everyone! It really means something to me that you guys like what I've done. I'll get the second part up soon, expect it!
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I'm not too good, but I'm pretty well set in the game. Orbital maneuvers? I'm okay. Docking? Boom, done, easy. Flying? No problem. Transfers? Eh, it's easier said than done. Quicksaving? I screw up with this. A lot. I tried landing a probe on Duna in January and I screwed it up, so I pressed F5. And back to the mission before that one. Building? Heck, I haul either too much or too little fuel into orbit every time. Let's just say that one is a decent skill.
I haven't gotten to any other planet besides Duna. I'll give myself a 7/10 if I please.
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Title is self-explanatory, but here's the album. I'll update my ribbons, yes?
Today feels cool for me (pun intended).
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They really need multiple asteroids that orbit around the Kerbol system in the vanilla game (no missions, actual asteroids that spawn at random points in the system).
Maybe some that are larger in size and can't be moved, and small ones that are able to be manipulated.
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Here's two albums of the SSTO's I had recently built:
Album 1:
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Album 2:
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Yup, I still got lots to learn about piloting this stuff. I probably could have had much, much more fuel at the station if I knew what to do, but I guess that's the plight of a space plane newbie.
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Oh wow, I can't even believe myself right now. "Another space plane in not even a day? This guy must be insane!", you would say. In fact, I am almost insane. I am teetering on the edge of boredom until I fall into a sarchasm. Yes, I am doing well. My space plane is insane, but strangely enough to that it works better than what I've bargained for. Here comes another album.
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I think it's best to say that I've learned quite a bit from last time.
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Oh, those two RCS tanks? Hehe... just for making sure I don't run out from haphazard maneuvers. Although I did have a stack RCS tank, I didn't think one would be enough, and the weight change is probably what helped a lot.
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I use them depending on the mission, but I use them pretty evenly depending on how I see it. RAPIERS do well with SSTOs, jet engines work cooperatively with RAPIER engines and alone themselves. Liquid engines cannot go alone without SRBs, unless you use Mainsail engines. Actually, use SRBs with Mainsails. It's an added boost to an already high thrust engine.
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Pair up landing gears (instead of 3 or 4 put 6 or 8 respectively, 2 in (about) the same spot as the single landing gear). Landing gear pairs tend to be more stable than single landing gear parts.
Either or your craft may be nose-heavy. Pics would surely help.
Auto-rotating ship
in KSP1 Technical Support (PC, unmodded installs)
Posted · Edited by Lone K.
He solved my problem
It's not obvious when I'm within the atmosphere, but if I'm above the atmosphere without my ASAS on, my ship starts to rotate automatically in one direction without any input. I don't have any parts clipping either, so it shouldn't be happening. Has anyone else had this problem too?