psyper
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Everything posted by psyper
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Docking clamps have stopped working
psyper replied to dccarles's topic in KSP1 Gameplay Questions and Tutorials
failing that do a search for "state = Acquire" - and change that to "state = Ready" - thats how I solved a similar problem I was having. Edit: Best OP problem and diagnostics ever (I wish my helpdesk opened a ticket anywhere near that level of detail!) -
try searching for any that say "status = Acquire" - I found that sometimes they are trying to connect and the game is reloaded they still think they are trying to connect when they aren't - change that status to ready and try again.
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answering this anyway just to help you out with this specific issue - you need to put a probe core (octo one is probably best) or a small docking port jr on the front of your rover and then right click on it and choose control from here - this will then show your navball pointing in the direction you're heading in. You should then point towards the waypoint on the navball and hit the gas.
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Multiple docking ports?
psyper replied to Strainborm's topic in KSP1 Gameplay Questions and Tutorials
I have a fuel transporter which has 4 radial orange tanks which connect to 4 other radial orange tanks (the transporter is brought up to orbit in two separate sections and joined together in orbit). When creating them I used the same basic structure for both ships so they are basically identical (created the first one put a probe core and engines on it - saved it and then remove the engines and probe core and saved that as the 2nd part). I use the docking port alignment mod which was suggested earlier. brought one part to a couple of meters away the from the other and used the alignment mod to make sure that not only do they line up but are also orientated to 0.01 of a degree from each other. I switched to each port selecting control from here and then targeting that ports partner to ensure all of them matched the same. Then coasted them together at about 0.14 m/s. All 8 connections are connected together - each pair shows one docking port with the disconnect option so they are showing as docked. I can turn the craft pretty harshly and can kick the engines in and it doesn't show any wobble and there are no gaps forming on the docks as far as I can tell so to me they are all real connections. I've done this a few times now and at first its really hard to get them all to line up exactly right but a few tries the first time and you get the hang of it after that. -
Its doing a dry run to Mun at the moment - I want to test it as a fast response for life-support as I use TAC LS at the moment - I want it to be able to get to minmus or mun within hours.
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I want a future where we define a moon to a certain size or shape and a small probe approaches Himalia to categorise it - as it approaches one of the scientists state - we are approaching the moon Himalia. Another scientist after doing the calculations stand up and with a very serious look on his face he states "Thats no moon"
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Many thanks for all your help guys. Oh and as a result to this I'd like you all to meet the IMC Halifax: Thankyou
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What kind of contracts do you want to see in KSP 0.90
psyper replied to .DJFrostbite's topic in KSP1 Discussion
mmm sounds familiar... http://forum.kerbalspaceprogram.com/threads/89224-Rendezvous-with-Rama -
I haven't tested it with that mod but it shouldn't conflict. If anything it would add resources to it if they overlap.
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What kind of contracts do you want to see in KSP 0.90
psyper replied to .DJFrostbite's topic in KSP1 Discussion
basically everything that is in the fineprint mod for starters http://forum.kerbalspaceprogram.com/threads/88445-0-25-Fine-Print-v0-59-Resource-Harvest-Contracts-Configuration-%28October-7%29 Pretty much everything requested here is in that mod and if they aren't feel free to suggest them for the next update on the thread. I like a lot of ideas posted here! -
do you using no-gravity hack when assembling landed modules?
psyper replied to JtPB's topic in KSP1 Discussion
This. Play the game how ever you want to play the game. If you think thats cheaty then install Kerbal Attachment System and create a crane yourself. I tend to cheat when the incident is caused by a bug. And I save and reload because all the previous crashes were done in a simulation... which it kinda is already ... meta -
save game naming..reloading a specific save.
psyper replied to sam1133's topic in KSP1 Gameplay Questions and Tutorials
You can also press esc when you're back at the KSC and choose load and save. Before i knew about using alt I used to rename the saves in explorer - you can name them back to quicksave when you need them and hold f9 to reload them. Probably a lot more difficult to do but its another option all the same. I've also heard of people creating a symbolic link to the save file and placing in the cloud such as google drive - that way if you accidentally overwrite a save you can recover it from backup. -
I had a similar problem with some small satellites I wanted to transport up - it turned out they were clipping slightly and when you undock one its collision mesh kicks in and throws it and all the other probes its clipped across the ether!
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Only just noticed it's a tail - sitter too! How do you solve the whole pilot getting off the thing after it lands or do you not bother like me? I've seen some horrible ladder configurations to get round it and some even use a kas winch!
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I'm liking the air intake array and engine cluster. Awesome ideas
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Interesting work around!. I'm away from my computer and trying to imagine how that would look like. is there and non stock solutions. Want to keep my part count down as much as possible
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I hope this is a simple question here. I did a search but I can't find a nice way to add the new space plane plus mark 2 parts to size 2 tanks like the large orange ones. Am I missing something or is there a part mod out there that someone can point me to?
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the only reason why things don't sink in the kerbin oceans and just float - even metal girders - is due to the extreme salinity of the water. The pond is made of kerbal loved-ones tears so is a lot less salty.
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I haven't personally but looking at the kethane updates it looks like there was no fundamental change to the config files that would break this. If you run in to any trouble let me know though
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Not sure if this belongs here or in general discussion so please move if it should be. When I send my ssto in to orbit to save some poor kerbal and bring them back to KSC I always imagine the kerbals reporting on it like this http://news.sky.com/story/1355493/mystery-shuttle-lands-after-two-year-flight Let alone some of the fineprint mods' recon mission in my Mach 3 jet.
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The launchpad is too sensitive
psyper replied to Kar's topic in KSP1 Technical Support (PC, unmodded installs)
announcer: "AND JEB HAYSTACKS THE LAUNCH PAD" *BOOOOM* "AND THE CROWD GOES WILD"!! -
The launchpad is too sensitive
psyper replied to Kar's topic in KSP1 Technical Support (PC, unmodded installs)
Probably needs some clown shoes then *bom,bom,tsk* Seriously though; people have posted that both the launch pad and runways are very glitchy as far as launches are concerned - some explode as soon as a large ship loads on them (sometimes they clip through the pad for a split second as they realign). I'm sure squad will fix it on the next release either minor or major but in the mean time I think you can turn off building explosions from your save for now. either that or as Reactordrone suggested - right click on your landing gear in the vab and select deploy - they should then start open and you can test it from there. -
Done and done I'm accepting entries now