Anquietas314
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Everything posted by Anquietas314
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Space Shuttle (help)
Anquietas314 replied to Thraeorn's topic in KSP1 Gameplay Questions and Tutorials
Scott Manley did a video on shuttle building a few weeks back: It doesn't include the Mk3 parts, but it should help -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
Mesons: Those docking ports are just unused ones for the K-one station. The voyager ship itself is way down on lines 60,000+ or so. -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
Obviously, but at least you wouldn't have to re-launch the other two bits Wait.... you launched that empty and filled it? You could totally build a reasonable launcher that could just launch it full - I did that once for a station that had the huge kerbodyne tank as its fuel storage (just one though - yours is a tiny bit heavier). -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
You don't need to terminate the whole ship. Just undock the back fuel tank (the one attached directly to the engine) and terminate that. The rest of the ship is probably fine. -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
The problem there is the ship is already complete, and the engines - at least on my end - can't be undocked at all. You can undock the entire fuel tank it's attached to, but I somehow think deorbiting/replacing that is not going to be much fun. -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
So I just tried to undock the engine with the intention of redocking to see if that would work. Interesting problem: the ship stays docked, with no option to decouple the ports. Can you replicate this on your end ferret? (quicksave first, of course) -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
Hmm okay, having managed to open your persistence file, finally... Lazor actually modifies the stock docking ports? That could well be your problem; perhaps in doing so the fuel cross-feed is messed with. -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
Try actually reading the OP. It specifically mentions that is not the problem. -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
I doubt it. The game tracks ship names after docking so that the names are restored when you undock. Also, damnit. Now I have to go installing mods. lol -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
Not a problem. I'm still waiting for KSP to actually load too - I had to install active texture management because stock was using far too much memory -
0.90 and strut connectors
Anquietas314 replied to Bryce Ring's topic in KSP1 Technical Support (PC, modded installs)
Have you been able to replicate the effect without any of the mods installed? It doesn't seem like any of them should affect it, but there's always the possibility of strange bugs. I haven't encountered this yet myself, except for with subassemblies - but that's not a new problem. -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
You could try using this: http://expirebox.com/ (found via a very quick google search) Otherwise maybe a better screenshot of the engine section up close? -
How to hit a strange orbit effeciently
Anquietas314 replied to trinimac's topic in KSP1 Gameplay Questions and Tutorials
I was aware of that. If you read my first post in this thread, I suggested leaning towards (approximately) 315 or 135 depending on the direction of the orbit based on the screenshot. Oddly a 63 degree inclination doesn't fit that orbit o.O (look at the ascending/descending nodes.) -
How to hit a strange orbit effeciently
Anquietas314 replied to trinimac's topic in KSP1 Gameplay Questions and Tutorials
The numbers around the horizon on the navball are bearings. 0 = north, 180 = south, etc. -
Manuever nodes and vastly different TWR
Anquietas314 replied to xcorps's topic in KSP1 Gameplay Questions and Tutorials
xcorps mentioned an ion thruster, so that would suggest it isn't an option. -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
it should be under <KSP>\saves\<career name>\; it's the "persistence.sfs" file. -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
In that case, mind posting your save file so I can get a good look at the thing? -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
http://wiki.kerbalspaceprogram.com/wiki/Kerbodyne_ADTP-2-3 it doesn't really tell you any more than the tooltip ingame Give me a minute or two to get the game loaded up and I'll test it. -
Engines will not fire...
Anquietas314 replied to LordFerret's topic in KSP1 Gameplay Questions and Tutorials
I'm not certain, but I think those kerbodyne structural adaptors you have there don't allow (automatic) fuel cross-feed. That would most likely be your problem. If that's the case, one solution to this would be to swap the engine component for one that has its own (small) tank, and then use resource transfer (which does work with those adaptors) to feed it. -
Mun, Duna, Gilly(ect...) Program
Anquietas314 replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
To some extent this has already been suggested, quite recently too: http://forum.kerbalspaceprogram.com/threads/103993-Contracts-are-great-but-we-need-PROGRAMS%21 Your suggestion is a little more fleshed out though. Selecting a celestial body as a focus though would be quite cool -
Assuming you're playing career mode, that's a known bug with the 64 bit version of the game; switch to the 32 bit one if at all possible. If however you're not playing career mode.... well... those upgrades cost funds dude Right clicking on the building gives you the upgrade interface, but you seem to have figured that out already
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How to hit a strange orbit effeciently
Anquietas314 replied to trinimac's topic in KSP1 Gameplay Questions and Tutorials
Without knowing which direction that orbit is in, I would have to guess you should either tilt over at 10km towards ~315-325 on the navball, or towards 135-145. It's hard to tell from the angle the screenshot was taken at though. You want to wait til KSC (i.e. you) is just slightly to the west of where the orbit passes over the equator before launching. That should put you into an orbit that's not terribly far away from the right inclination. -
Manuever nodes and vastly different TWR
Anquietas314 replied to xcorps's topic in KSP1 Gameplay Questions and Tutorials
It really depends on where you're trying to go. Interplanetary missions really won't be affected much at all, neither will a trip to Minmus to be honest. Mun on the other hand orbits quickly enough that it could make you require a sizeable correction burn. If you're trying to do an orbital insertion, then you either let yourself go flying back off to deep space, or you use the ion drive. -
Manuever nodes and vastly different TWR
Anquietas314 replied to xcorps's topic in KSP1 Gameplay Questions and Tutorials
If you're going for efficiency, let the orbit become elliptical (assuming the apoapsis isn't 30+ days away) and then make a new node at periapsis to complete the burn. If you're trying to get wherever as quickly as possible, just go straight to the ion engine and finish the burn.