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DelayedReaction

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Everything posted by DelayedReaction

  1. oh yay I've remembered my forum credentials! sorry to resurrect an old post but I have a question regarding launching to rendezvous and while it has been semi-answered in this thread I need a bit more information. so I set my target, click the launch to rendezvous button, then engage the autopilot and wait for the magic to happen... do I have to set my orbit altitude in MJ as well? the first time I launched to Rendezvous I noticed my orbit was equal to the old data I had in the box from a previous mission. Or is that just a sheer coincidence because my target's orbit was within 5k of my old orbit?
  2. I understood that the node was in 170 days not a 170 day burn, I have Kerbal Alarm Clock, I've just struggled to work out how to use it properly I didn't think it would be efficient, just speculating on if it could be done. I figured it was something along these lines, red for inefficient, blue for efficient, just didn't realise it was to do with the d/v, I assumed it was to do with how long until the window. I generally only send one rocket at a time, my pc doesn't run KSP too well (even when I use my linux 64bit installation) so I try to minimize required computing power as much as I can. This... This makes perfect sense to me strangely. haven't toyed around with nuclear engines yet, a bit unsure about how to use them but i'll have a play around later on... this is very helpful, thanks for the link thanks for the responses everyone, will have a play around and see if I can't get me to Duna
  3. Hi All, haven't posted for a while but i've been having a recurring issue trying to get to Duna for a contract. I use Mechjeb to help me out but it still doesn't seem to help. Basically, I build a craft to get me to Duna using the D/V map to check I have enough fuel, get into LKO (~90km), then tell mechjeb to transfer. this usually gives me a node time of ~170'ish days. the issue I have is that you are limited to a very low speed of time acceleration at a 90km orbit and accelerating for ~170 days will take me a good couple of hours, is there any way to change this? another thing that i've been considering is whether it would be worthwhile pushing myself into Kerbol orbit and then hohmann (sp?) transferring to Duna that way, or would that just be a ridiculous waste of fuel and/or an impossibility? thirdly, Mechjeb offers a 'Porkchop' Transfer option but I don't understand the graphic that i'm looking at, is anyone able to explain it? or point me in the right direction to find out the information? (I get that the picture looks like a porkchop). Cheers DR
  4. not able to help with much of it but did ksp actually crash when installing ATM? because the first launch after install will take a long time and will seem like it's crashed at times. also, I don't think the game uses steam cloud atm, i've never seen anything syncing from KSP.
  5. as was said above, those rechargeable battery packs have no way of recharging themselves when they run out so you need solar panels to recharge them
  6. it only happens the first time you install it, it also mentions it on the ATM page that it will happen
  7. Thanks for the Tip, Maltesh. I'll give it a go in a single launch and if I can't get something i'm happy with, i'll have a go at building it procedurally. Thanks
  8. okay thanks i'll give it a try, one other question about fairings though, when it comes to parts, i'm using stock. Does Stock have fairings in it or will I need to download a mod for them?
  9. is your VAB fully upgraded? the info panel you are showing in your VAB screenshot shows a maximum mass of 18.0t which ties in with a level 1 VAB
  10. Hi all, I've recently picked up my first orbital space station mission but i'm having trouble building it. Can the station be built in several launches or does it have to be done in one launch? as when you launch the second time the first part in orbit technically becomes a pre-existing part and is no longer new. If it can only be built in 1 launch then can someone give me a few example screenshots to look at as i'm drawing a blank on how it could be done
  11. did you build a new satellite? or did you just change the orbit of an existing satellite? the satellite contracts require that a BRAND NEW satellite be built and launched to the required Orbit. Also, the OP does not show your Ascending and Descending nodes, take a screenshot from your map view with the orbit and contracts showing so that people can look at the problem in a manner that they're accustomed to
  12. I've found launching to the required Pe altitude and circularizing there, allows me to see how far deviated I am from where I need to be, I will correct the inclination etc there, and then work out where I need to be burning in order to raise the Ap to the required altitude works well enough for me.
  13. try sticking a .craft file that you get the issue with up for download somewhere so that people that can't reproduce the issue can see if they can with a similar ship? Just a suggestion.
  14. saw this in another thread about a similar issue with OSX, i'll leave it here in the hope that it helps http://forum.kerbalspaceprogram.com/threads/104905-OSX-Malloc-crashes
  15. well, Tutenkhamun (sp?) was an Egyptian Pharoah from way-back-when so I would imagine it is something put in there by Squad as a means of referencing something that happened in the game. what that could be I have absolutely no clue.
  16. that looks like a graphics card issue to me, does this happen in any other 3d games? edit - ignore this post, you're on Linux so I don't know what the issue is, (although a similar issue I had in Linux a long time ago pointed to my gfx card not being properly seated.
  17. interesting, this thread didn't get bumped for me when you replied. I have since managed to solve the issue by re-installing the game into a non-program files directory.
  18. just a thought but are you running the game when you try and download it? if it tries to access any files while they're in use then it will throw an error back I think.
  19. checked the folders and they were read-only, changed the properties but it's still not working
  20. that's what im starting to think, I'll have a look when I finish work and report back
  21. hmm, I'll check when I get home, one thing that leads me to think its not that is that the stock craft (as well as craft I'd saved before the issue started) show up when I click the launchpad but I'll check it out when I finish.
  22. EDIT - I fixed this by reinstalling the game into a non program-files directory. Hi all, I have a couple of issues in the VAB that, while not exactly Gamebreaking, are becoming very tedious. 1) I am unable to save any ship designs, I click Save and nothing happens. 2) (linked to #1). I am unable to load any ships, even stock ships. I click the load button and nothing happens, if I go to the launchpad from the main overview screen none of my saved ships show up (although the stock ships do). While these aren't exactly gamebreaking, it is becoming very tedious to have to rebuild satellites and launch stages every single time. Also, while it's probably something that i'm doing wrong, I've been unable to save any of my satellites as Subassemblies, I keep getting the message "cannot be attached" (or something very similar). OS: Win7 X64 KSP: 0.90 32bit. Mods: MechJeb Chatterer Docking Port Alignment Enhanced Navball RCSBuildAid Kerbal Alarm Clock. If anyone can help or offer suggestions, I thank you in advance DR
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