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Everything posted by Project Pluto
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Landed a probe on Eve. During descent, I accidentally hit the wrong action key and deployed my solar panels instead of my parachute. Needless to say, the solar panels did not slow my descent, rather decided to disintegrate! First mistake. Second mistake was not utilizing F5 prior to entering the atmosphere. I think I recall reading somewhere sometime ago that it's possible to go into my game save file and locate the solar panels in the vessel and change their status from "broken" to "working". I tooled around in it, but could not find anything that resembled their status. Am I mistaken, or am I not looking for the right line of code? Any assistance is appreciated!
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What is your "complete game" installation?
Project Pluto replied to ezequielandrush's topic in KSP1 Discussion
After reading this tread, I installed KW Rocketry. Thank you. Thank you so much. I was getting bored with Kerbal. Now, I'm all in again! -
Having a strange issue. I recently was doing an EVA and as I manoeuvred my Kerbal, the ship (now unmanned but with a probe core) that he was in close proximity to, moved in unison. I even noticed it's RCS firing. I've noticed this with two ships that arrived at a destination as one unit, but then were separated (both with probe cores or Kerbal pilots). Is there an additional step taken to fully "disconnect" two vessels (or vessel/Kerbal)? Thanks in advance...
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thanks folks! I had success (well, after many attempts). turned off upper engines, hit throttle, nosed up, decoupled and got everything into orbit (and even back to Kerbin). Problems was, I forgot that my quicksave was BEFORE I got surface samples and planted a flag (had a contract for a flag on Duna). Oh well, partial success! Thanks for the advice.
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3.75m decoupler broken?
Project Pluto replied to Frozen_Heart's topic in KSP1 Technical Support (PC, unmodded installs)
I've just experienced crashes when using this decoupler. Just cropped up though and I'm pretty sure I've used it prior… I'll see if the fix works. edit: when to the part cfg and changed the physics value to 0 and it fixed it... -
You Will Not Go To Space Today - Post your fails here!
Project Pluto replied to Mastodon's topic in KSP1 Discussion
My first launch pad "mishap" since 23.5…. -
I've experienced some bugs. I've had a ship in Kerbin orbit all of a sudden end up in Solar orbit. I've also had the game crash when I decouple the new large decoupler. No mods used on my end.
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LOVE the update! Having trouble attaching anything radially to the new structures though. Every time I decouple radially mounted boosters (liquid or solid), the new tanks/engines disappear. No explosions (which I assume is simply missing in this update and that they are actually being destroyed), but they vanish none the less. Is anyone else having these issues? If so, what's a good work around?
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I'm pretty sure the SRB's were strutted to the external tank in multiple locations on the Shuttle. Kinda necessary, even IRL.
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I'm sure Scott Manley has achieved this with ion engines alone… but still! 103 onion staged mainsails at liftoff! Shed some layers and perform a gravity turn… 1/4 tank left in the last stage and we say farewell to the periapsis. Over 10,000km/s at burn-out. Suns gravity kicks in and almost 66,000 m/s!!! Moar main sails needed if we're to hit 100,000 m/s at impact…
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At least you're not alone here!
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Now that I've built this, what should I do with it...
Project Pluto replied to Project Pluto's topic in KSP1 Discussion
I did just stack another lifter on top of it. A 7 mainsail onion. Launch was, well, less than ideal! It did make it to orbit before engaging the 2nd lifter, so, it can lift a tonne of weight. The second lifter almost made a direct ascent (or decent?) into the Sun. I think the periapsis was 800000 km. Had launch been perfect, no problems! I just need to sort out the clipping issue with the decouplers. I'll start by inverting them so they stay attached to the plate as opposed to the orange tank. Failing that, I'll try stack separators. One must work! -
Now that I've built this, what should I do with it...
Project Pluto replied to Project Pluto's topic in KSP1 Discussion
Can I get those stats without mods? -
Now that I've built this, what should I do with it...
Project Pluto replied to Project Pluto's topic in KSP1 Discussion
I actually experience a different type of clipping. This is the only photo I have, but it happens occasionally with no payload strapped on top. The decouplers sometimes clip through the square plate. No problem until separation time. They then don't fully separate and, due to the sepratrons, dance around throwing the whole thing into disarray. I'm thinking of either inverting the decouplers (I know, you carry the extra weight, but small price to pay), or adding stack separators between for redundancy sake. I'll test soon... This was an older design (hence the slight differences in layout), but it happens with the "new improved" design as well. -
Now that I've built this, what should I do with it...
Project Pluto replied to Project Pluto's topic in KSP1 Discussion
Not sure how to post files. Advice and I'll happily do so! Although there are some issues with your plans! The "flower" wobbles upon flame out quite drastically! -
After learning how to build a thrust plate (thanks to: ), and having a bit of a dull evening, I've managed to create this - 55 mainsails, onion staged It launches well. Reaches 1900m/s at 70000 km altitude. And 7000m/s at 740km altitude at fuel-out. I call it "The Flower": . How would I go about attaching massive payloads to this? I must be able to shoot a multitude of orange tanks on a direct ascent to, what, Dres? Sorry if this should be in "Questions", but it's not really a technical question, more of a discussion on what to do with massive things!
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This cannot be overstated! I think the poll could have used another option. I've docked before and, in principle, can dock. However, I still find it frustrating (at times) and try to avoid it at all costs. So, a "Yes, with hesitation" option would have been great!
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Show off your Debris Near Misses here!
Project Pluto replied to AlamoVampire's topic in KSP1 Discussion
While launching 43 Kerbals on a one way mission to the Mun (http://forum.kerbalspaceprogram.com/threads/29533-What-did-you-do-in-KSP-today?p=962735#post962735), I had a few nearish misses… First 23km away. Then another piece a bit further away… My space is full o' junk! -
Decide to colonize the moon. Not good at landing multiple craft in the same spot, so launch entire Kerbal city in one go… 43 Kerbals lift off! Please don't land on a crater slope… Roll call! A mass "return to ship" button would be awesome!
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Stabilizing a Docked Ship for Flight
Project Pluto replied to Project Pluto's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the help folks! Back to the designing board (or VAB that is…) -
I've finally managed to dock in orbit! So, time to take Kerbals to another planet. Problem is, when I throttle up to escape Kerbin, disaster strikes… Here are the docked ships: And here is what happens when I throttle up: The clamp-o-tron docking ports don't provide as much rigidity as I assume/hoped. I like playing stock, so am hoping to not have to use any mods. Thanks for any help!