Anquietas314
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Everything posted by Anquietas314
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I'm not sure if this is the problem or not, but even in stock air intakes care about your angle of attack - if it's too steep, you don't get intake air at all. If you have action groups I would recommend disabling autoswitch on the RAPIERs though, particularly if you have more than one of them. It's a tiny bit too sensitive, and if you have an asymmetric flameout having one engine switch to rocket mode and not the other one can be very bad. That's just how physics (and to some extent normal) timewarp works. Basically the simulation timesteps are increased, which means each chunk of intake air (and everything else) you collect is bigger.
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Cannot EVA While In Orbit
Anquietas314 replied to AlphaTangoBravo6's topic in KSP1 Gameplay Questions and Tutorials
It's just the one upgrade you need - the second one only gives you unlimited kerbal capacity -
My only concern with this is that it would become incredibly frustrating to meet the requirements for some of the trickier orbits (in particular, Kolniya orbits and similarly elliptical ones where burning at apoapsis is very sensitive to small errors). Also, the survey ones already cause people enough grief with trying to hit the marks precisely (see the fairly high number of "how can I reach these" questions in the gameplay questions forum). A simple fix for the issue with Minmus (and other small bodies) is have the size of the target zone be based on the size of the planet/moon. It might be worth making the ones on airless bodies a little easier overall though since changing your orbital plane around Mun can be quite expensive in terms of deltaV Yeah I agree that's a bit of an annoying issue, but it only seems to happen for nearly-circular orbits or towards apoapsis on the elliptical ones; periapsis on said orbits can be very picky. I think realistically a better solution than the difficulty settings would be to have both percentage-based and fixed bounds on the orbit, and have the game use whichever is more appropriate for that particular factor of the orbit. I do agree with the main point of the OP that contracts should be harder, not more grindy on harder difficulties, but I think it would be difficult to do that in practice without just making things stupidly specific and so on.
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Put lights on the sides of your docking ports They're massless parts, so unless you're constrained by part count (unlikely given how late docking ports are unlocked) there's really no penalty for using them. Except perhaps having a few butt-ugly things sticking out beside the docking port. EDIT: Oh, and of course there might be some aerodynamics issues if you're using FAR/NEAR. Docking in general just takes practice. I do however strongly recommend using the Chase camera mode - it makes it a lot easier to align the docking ports and match velocities precisely in my experience.
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Planar Inclination confusion
Anquietas314 replied to Smallish's topic in KSP1 Gameplay Questions and Tutorials
Well, more precisely it's that if you have a lot of dust particles in "random" orbits, then over time they'll bump into each other and gradually average out into a nice, clean plane orbiting in the same direction. Accretion takes slightly longer than that, which is why planets end up in roughly the same plane when they form. Also, planet formation is awesome (and complicated when you get to the details) . -
How do you do rotating VTOL engines?
Anquietas314 replied to innociv's topic in KSP1 Gameplay Questions and Tutorials
If you post a screenshot we might be able to help you more. -
Where are Costum Categories stored?
Anquietas314 replied to Seleukus's topic in KSP1 Gameplay Questions and Tutorials
After a fair bit of digging, I found mine buried in the GameData folder: KSP/GameData/Squad/PartList/SubassemblyCategories.cfg There doesn't seem to be anything tying it to a particular save file though. CUSTOM_SUBASSEMBLY_SUBCATEGORY{ SUBCATEGORY { categoryName = Launchers icon = R&D_node_icon_heavierrocketry SUBASSEMBLIES { subassembly = Low mass launcher subassembly = Medium mass launcher subassembly = Medium-Heavy Launcher subassembly = Heavy mass Launcher } } }Yes, I really do give my launcher subassemblies those horribly generic names I think custom part categories will be stored in the same place, possibly in a different file; I haven't had a need for them yet, personally. -
rock sample mission
Anquietas314 replied to deiwy's topic in KSP1 Suggestions & Development Discussion
I think you may have been better creating a new thread, especially given this one only had two posts before yours. Nice idea though -
Jool Aerobraking Altitude
Anquietas314 replied to Gojira's topic in KSP1 Gameplay Questions and Tutorials
I think it would really depend on how you entered Jool's atmosphere, what angle you were at, your rocket/ship/... design and so on. -
Are Contracts Company specific?
Anquietas314 replied to match's topic in KSP1 Gameplay Questions and Tutorials
It seems to be completely random. I think the company might have a small effect on the payout from the missions, but I'm not sure. -
where is 8e7k on Ike
Anquietas314 replied to kyotee89's topic in KSP1 Gameplay Questions and Tutorials
You should also note that those location names are randomly generated. That is, they're completely meaningless -
Docking ports refuse to connect
Anquietas314 replied to ROXunreal's topic in KSP1 Gameplay Questions and Tutorials
Heh. You know Squad added a feature to let you join parts only by nodes in 0.25 right? Hold MOD(Alt on windows) while you're placing the part. It prevents these kinds of things