DeMatt
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Everything posted by DeMatt
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NEAR spaceplane - not working?
DeMatt replied to KITTYONFYRE's topic in KSP1 Gameplay Questions and Tutorials
You do not appear to have ANY control surfaces that can act as a rudder. I do see RCS blocks, but I assume you're not using those in atmosphere. So you're totally dependent on your torque for yaw control - and you don't appear to have very much of that. Try adding some vertical control surfaces, both on your tail and partway down your wings. -
The corporation that gave you the contract wants you to test their part under specific circumstances - specifically, dunked in a body of water. Theoretically, you need to put the engine at the top of your rocket's staging sequence and not use it until you reach the correct environmental situation. In practice, you can get around the limitation in one of two ways: Use an action group (or just use its right-click menu) when you want to activate it in flight, and only officially stage it when you reach the ocean; Rearrange the staging sequence to put the used engine at the top of the sequence again, and stage it again. Note that this tends not to work very well.
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Colour merely groups a contract's individual destinations together. The symbols in the markers tell you which experiment you need to perform at that destination. Also, by default the F1 key will get KSP to save a screenshot to its "Screenshots" directory - so you don't have to pull the camera out to take a picture of your screen.
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[1.0.5] Snacks! Kerbal simplified life support v0.3.5
DeMatt replied to tgruetzm's topic in KSP1 Mod Releases
Eh... so long as it's only temporary - the kerbals get the experience back when you return to Kerbin (they take a vacation).Wouldn't want my level-5 crew to suddenly become useless and have to be retrained... or worse, have no more destinations for them TO be retrained on. -
Clamp-o-tron Jr. won't show "decouple node"
DeMatt replied to snipekill1997's topic in KSP1 Gameplay Questions and Tutorials
Assuming the Clamp-O-Tron Jr.'s are surface-attached, the most likely explanation is that you've accidentally attached the ion engine's node to the "inner" node on the Clamp-O-Tron. Since they're not attached to the outer "docking" node, they won't undock. If it's connected correctly, you should be able to see the entirety of the ion engine's yellow ring (and, indeed, a very narrow gap between the bottom of the ion engine and the top of the Clamp-O-Tron). You'll have to adjust it in the VAB before you try launching it again. -
Generally, if you've visually matched the orbits, the major problem is that your satellite is orbiting in the wrong direction. If you look closely at the contract orbit, there's small lights chasing each other around the orbit; you want your satellite to be orbiting in the same direction. Similarly, if you hover over the AN or DN markers, they should say something pretty close to 0 degrees; 180 degrees means you're going exactly opposite. Don't hesitate to use the "Revert Flight" button. You may be thinking to yourself, "this shouldn't be hard, after all, it's a game, it's not rocket science"... but it's a game TOTALLY ABOUT rocket science, so it is. For reference's sake: Inclination: How many degrees away from a perfectly equatorial west-to-east orbit. 90 degrees inclination would go over the North pole (first), while 180 degrees would go east-to-west. Longitude of Ascending Node: Where, along that perfectly equatorial orbit, does the inclined orbit cross it going northwards. Argument of Periapsis: Where, along the inclined orbit, does the periapsis occur.
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Mass limit in career mode :/
DeMatt replied to albo_IT's topic in KSP1 Gameplay Questions and Tutorials
Upgrade the Launch Pad or the Runway, as appropriate.If you find yourself launching several copies of the same ship, then you can do so directly from the Launch Pad - just click on it in the Spaceport scene like you click on the VAB. -
RemoteTech and Unmanned Atmospheric Drones
DeMatt replied to Zeenobit's topic in KSP1 Technical Support (PC, modded installs)
There is a setting in the RemoteTech_Settings.cfg ... "RangeModelType". The Standard model simply sets the maximum range of a link to be that of the shortest-range antenna. If you change it to Additive, then a long-range antenna at one end of the link can somewhat compensate for a short-range antenna at the other. I remember reading somewhere that they recommend changing "RangeMultiplier" to 0.5 if you do switch to Additive - this adjusts the antennas back to their initial balance, otherwise you get Communotron-32's which can talk to each other from 10 Mm away. -
I have to say that I have the same problem. Un-grabbed the asteroid to move the probe around (rather than rotate the whole asteroid), can't re-grab. Probe's entry in persistent.sfs (minus all the parts save the Klaw): VESSEL { pid = 8d5cd12b5b384612852edff4edee668f name = Pusher XRZ-886 type = Probe sit = ORBITING landed = False landedAt = splashed = False met = 843904.674821795 lct = 1699779.07786351 root = 0 lat = 1.57429384552836 lon = -40.8880465270186 alt = 13771045928.2353 hgt = -1 nrm = -0.0001853776,-0.0121984,0.9999256 rot = -0.5935039,0.6924151,-0.2545876,0.3217137 CoM = 0.002100301,0.01565827,1.607194E-06 stg = 1 prst = False ref = 1442432966 ctrl = True cPch = cHdg = cMod = 0 ORBIT { SMA = 14459790881.5075 ECC = 0.0583260541655585 INC = 1.63928652489948 LPE = 168.683585234419 LAN = 172.656423360769 MNA = 5.2937630057258 EPH = 2543683.7526853 REF = 0 } // edited out PART entries... PART { name = GrapplingDevice uid = 2266354856 mid = 1644142589 launchID = 113 parent = 2 position = 0,1.48380088806152,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 sqor = -1 sidx = -1 attm = 0 srfN = None, -1 attN = top, 2 mass = 0.075 temp = 7.660917 expt = 0.5 state = 1 connected = True attached = True flag = Squad/Flags/kerbinmunflag rTrf = GrapplingDevice modCost = 0 EVENTS { } ACTIONS { } MODULE { name = ModuleGrappleNode isEnabled = True state = Disabled dockUId = 2144052774 grapplePos = 13.94105,4.337672,2.137333 grappleOrt = -0.9447441,-0.2940901,-0.1448096 grappleOrt2 = 0.3023647,-0.611139,-0.7314948 EVENTS { Release { active = False guiActive = True guiIcon = Release guiName = Release category = Release guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } ReleaseSameVessel { active = False guiActive = True guiIcon = Release guiName = Release category = Release guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } Decouple { active = False guiActive = True guiIcon = Decouple Node guiName = Decouple Node category = Decouple Node guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } MakeReferenceTransform { active = True guiActive = True guiIcon = Control from Here guiName = Control from Here category = Control from Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } SetLoose { active = False guiActive = True guiIcon = Free Pivot guiName = Free Pivot category = Free Pivot guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } LockPivot { active = False guiActive = True guiIcon = Lock Pivot guiName = Lock Pivot category = Lock Pivot guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ReleaseAction { actionGroup = None } DecoupleAction { actionGroup = None } } DOCKEDVESSEL { vesselName = Pusher XRZ-886 vesselType = 3 rootUId = 1442432966 } DOCKEDVESSEL_Other { vesselName = Ast. XRZ-886 vesselType = 1 rootUId = 2144052774 } } MODULE { name = ModuleAnimateGeneric isEnabled = True status = Locked animSwitch = True animTime = 0 animSpeed = -1 EVENTS { Toggle { active = True guiActive = True guiActiveEditor = True guiIcon = Toggle guiName = Arm category = Toggle guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } } ACTIONS { ToggleAction { actionGroup = Custom01 } } } MODULE { name = FXModuleLookAtConstraint isEnabled = True EVENTS { } ACTIONS { } } MODULE { name = FlagDecal isEnabled = True flagDisplayed = True EVENTS { ToggleFlag { active = True guiActive = False guiActiveEditor = True guiIcon = ToggleFlag guiName = ToggleFlag category = ToggleFlag guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = FARBasicDragModel isEnabled = True EVENTS { } ACTIONS { } } } ACTIONGROUPS { Stage = True, 2525484.90892683 Gear = False, 1699848.43786358 Light = False, 0 RCS = False, 0 SAS = False, 2543440.53268508 Brakes = False, 0 Abort = False, 0 Custom01 = False, 0 Custom02 = False, 0 Custom03 = False, 0 Custom04 = False, 0 Custom05 = False, 0 Custom06 = False, 0 Custom07 = False, 0 Custom08 = False, 0 Custom09 = False, 0 Custom10 = False, 2539606.87028406 } DISCOVERY { state = -1 lastObservedTime = 0 lifetime = Infinity refTime = Infinity size = 2 } FLIGHTPLAN { } TARGET { type = Vessel vesselID = d9cc518b-64bb-4ace-80a5-b2a5e56a5baa } CTRLSTATE { pitch = 0 yaw = 0 roll = 0 trimPitch = 0 trimYaw = 0 trimRoll = 0 mainThrottle = 0 } } Asteroid's entry: VESSEL { pid = d9cc518b64bb4ace80a5b2a5e56a5baa name = Ast. XRZ-886 type = SpaceObject sit = ORBITING landed = False landedAt = splashed = False met = 4886.04240200482 lct = 2538797.7102833 root = 0 lat = 1.57429386226097 lon = -40.8880466262876 alt = 13771045927.9369 hgt = -1 nrm = -0.3925391,0.579319,0.7143548 rot = 0.7495806,0.129304,0.5767156,-0.298008 CoM = 0,0,0 stg = 1 prst = False ref = 0 ctrl = False cPch = 0 cHdg = 0 cMod = 0 ORBIT { SMA = 14459779522.9039 ECC = 0.0583257600765503 INC = 1.63928703997213 LPE = 168.684348965906 LAN = 172.656363327985 MNA = 5.29375091647882 EPH = 2543683.7526853 REF = 0 } PART { name = PotatoRoid uid = 2144052774 mid = 2144052774 launchID = 0 parent = 0 position = 0,0,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 sqor = 0 sidx = 0 attm = 0 srfN = None, -1 attN = grapple, -1 // a bunch more "attN = grapple, -1" lines edited out here attN = grapple, -1 mass = 173.8646 temp = 14.85547 expt = 0.1 state = 1 connected = True attached = True flag = rTrf = PotatoRoid (Ast. XRZ-886) modCost = 0 EVENTS { } ACTIONS { } MODULE { name = ModuleAsteroid isEnabled = True seed = 16489110 AsteroidName = Ast. XRZ-886 prefabBaseURL = Procedural/PA_C EVENTS { MakeTarget { active = True guiActive = True guiIcon = Target Center of Mass guiName = Target Center of Mass category = Target Center of Mass guiActiveUnfocused = True unfocusedRange = 500 externalToEVAOnly = False } TakeSampleEVAEvent { active = True guiActive = False guiIcon = Take Sample guiName = Take Sample category = Take Sample guiActiveUnfocused = True unfocusedRange = 18.07728 externalToEVAOnly = True } RenameAsteroidEvent { active = True guiActive = True guiIcon = Rename Asteroid guiName = Rename Asteroid category = Rename Asteroid guiActiveUnfocused = True unfocusedRange = 18.07728 externalToEVAOnly = True } } ACTIONS { } } MODULE { name = FARBasicDragModel isEnabled = True EVENTS { } ACTIONS { } } } ACTIONGROUPS { Stage = False, 0 Gear = True, 0 Light = False, 0 RCS = False, 0 SAS = False, 0 Brakes = False, 0 Abort = False, 0 Custom01 = False, 0 Custom02 = False, 0 Custom03 = False, 0 Custom04 = False, 0 Custom05 = False, 0 Custom06 = False, 0 Custom07 = False, 0 Custom08 = False, 0 Custom09 = False, 0 Custom10 = False, 0 } DISCOVERY { state = -1 lastObservedTime = 0 lifetime = Infinity refTime = Infinity size = 2 } FLIGHTPLAN { } CTRLSTATE { pitch = 0 yaw = 0 roll = 0 trimPitch = 0 trimYaw = 0 trimRoll = 0 mainThrottle = 0 } } }
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
DeMatt replied to Arsonide's topic in KSP1 Mod Releases
As I understand it, there is a maximum of 15 total contracts, between active and offered. "Explore Minmus", as far as I know, is set to come up after "Explore Mun" - I don't recall offhand whether it's after you complete some of the "Explore Mun" parameters, or after you complete the entire contract. -
The other thing to check is that all of the engines have clear firing directions - that is, their exhaust doesn't hit any part of the spacecraft. Engines that hit parts try to shove them away, but if they're part of the same craft, they can't be shoved - so the engine's thrust is negated. If some of your radial engines are hitting other parts (and thus generate no thrust), and some aren't... that'll send your craft off-course too.
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7:8 or 8:9 Resonance for 8 Satellites?
DeMatt replied to waterlubber's topic in KSP1 Gameplay Questions and Tutorials
Either resonance will work. The 7:8 resonance will take less time, as you can release a satellite every 7/8ths of a geostationary orbit, instead of every 9/8ths. Note that the 9:8 resonance means you will be releasing satellites at perigee. It's worth noting that real-world global navigation systems don't put their satellites into geostationary - instead, they've got half-day orbital periods. Similarly, they're not in equatorial orbit - GPS has six orbits all at 55 degrees inclination, while GLONASS has three orbits at 64.8 degrees. -
Be advised that Minmus has 9 (!) biomes and the Mun has 15 (!!). IF you've only landed the once on each moon, then you can go back and get more science from the other biomes. Additionally, you can use Strategies (in the Administration building) to further boost your science gains.
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If you are piloting your booster down to a safe landing, then you can click the green "Recover" button to directly recover the booster instead of having to visit the Tracking Station to do it. The button is located above the altimeter at the top center of the screen; hover your mouse over the altimeter for it to pop out.If you are not piloting your booster down, then KSP is assuming your booster crashes, and removes it accordingly. You'll need to add a mod like DebRefund or StageRecovery to get KSP to check for parachutes and soft-landing capabilities.
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Be warned that there is a limit on how many light-sources KSP will light parts with. If this is a problem, you might want to look at GlowStrips; they're "Emissives" rather than "Lights", which means they glow but don't try to light up other parts.
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Need some help with a transporter spaceplane.
DeMatt replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
Hmmm... my thoughts after a test flight: The download page for that guide specifically says that it hasn't been updated for 0.25. Smaller probe if you can. Where are you sending those two Goo canisters, Eeloo? And why does it need RCS? Those five Reaction Wheels in the bow cargo bay probably aren't doing you any favors. I'd say you need a bit more rocket fuel. Easy enough to tweak it into the existing tanks. Speaking of fuel tanks, switching from the X200-32 to an X200-16 plus an X200-8 would save you 0.5 tons of dry mass per side. This by itself might be enough to allow you to ignore point 4. Don't let the RAPIERs automatically switch. Reduce your throttle and fly more on the jets. It looks like the upper-starboard engine is the one that spools down first, so right-click it and watch its thrust output. The RAPIER overheat problem is easily enough avoided by not throttling them to maximum. Just one interval on the throttle gauge is enough. Not personally a fan of the RTGs, but if you don't want to futz around with solar panels, I suppose they're all right. Might consider switching from the small Elevon 4's to the larger Elevon 3's. You can delete at least the aft centerline BZ-52. And switching the decoupler from the 1.25m version to the 0.625m version will save you more mass. -
How can I slow a spaceplane for landing?
DeMatt replied to jebster's topic in KSP1 Gameplay Questions and Tutorials
Holy necroposts, Batman! -
I like the idea for this part, but think the description is insufficiently "Kerbally"... so I rewrote it:
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Help with premature parachute ejection issues
DeMatt replied to dlack's topic in KSP1 Gameplay Questions and Tutorials
Prepped a tutorial on Imgur for you: -
Mun Rovers - Unsafe at any speed ?
DeMatt replied to Louella's topic in KSP1 Gameplay Questions and Tutorials
Previous post in thread: November 2013. Holy necropost, Batman!