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Those times...


Deadpangod3

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...When you can't seem to get something to work right, from remembering electricity, or keeping unplanned disasemblies happening mid-launch, and you just want to throw your computer out the window.

Vent your frustration here, and get help and suggestions to make whatever is angering you work right!

99.9 % of the time my kethane miners aren't even close to efficient unless their tiny, and then they bring tiny amounts of kethane back, so I have to make a million trips.

And even then they don't work sometimes, leaving me with a headache after numerous face-desks. :mad:

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99.9% of the time I forget to add Fuel lines. I always say the mantra* fuel lines*. But for some reason, when I get to the end of setting up staging, I leave them off and notice once I have already hit launch.

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While I have the curse of overengineering everything, which means high weight and high part counts, it also means that everything has RCS, backup RTGs, struts everywhere, a 0.625m docking port just in case, and batteries. :)

>_>

<_<

*puts a barometer on a space station*

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No real problems with electricity or fuel any more here, but the way the damned VAB resets my crew loadout every time I edit or revert my craft for whatever reason...I could find much time to get angry at the unknown dev who didn't make that setting a bit more persistent, if he didn't also help make the other parts of the game I love so much.

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Aside from getting stages in the wrong order, accidentally hitting "space" one too many times and leaving a command pod in space because that was the motor that was going to be my retrograde burn, getting fuel lines mixed up.... All the silly things.

But the best one happened to me just now, rage-quit.

Bob was out flying the Ravenspear Mk3 so I could get an idea of how high turbo-jets can go, and how they should handle when I spotted the river in the northern hemisphere from 15km up. Why not land there and have a look around? Fine, just bear the undulations in mind, and the fact that he touched down at 150m/s.... Surprisingly, it held together only for the engines to catch on the ground and tear off, leaving him there. Now, for some reason I'm quite fond of the little guys, so I figured I'd drop my rendezvous planning/building and mount a rescue operation...What could go wrong?

After about an hour trying and scrapping numerous different designs, I went back to the first creation dubbed "Ravenspear Mk5" (it used the Mk4 as a base, and modified it to only have one turbojet with a something like 8 ram-jets, airhogging is fun). I'm not sure why it got scrapped in the first place, but it flys beautifully so off Jeb went to rescue his buddy. Cruising at 25km, he used around half the available fuel to get there, but that's no worry. The return trip will be more efficient since there won't be as much faffing around trying to get my bearings.

Anyway, he got there, landed 500m away from Bob and the crippled Mk3...only to find the only ladder on the craft was for his cockpit, and in any case there is no action group set up to activate it... Now I have two Kerbalnauts stranded on literally the other side of the planet (engines blew on the "rescue" plane during a dodgy move trying to get the wing within jumping distance).

I wanted to try a rendezvous today, not devise two then three seater sub-orbital planes to rescue guys on bloody Kerbin!

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When building a lander with parachutes, I frequently forget to move the engines into a separate stage from the parachutes, even after repeated reversions back to the VAB. And when I add ladders so Kerbals can climb up to repack the chutes, I usually forget to create a "deploy chute" action group to deal with the bug that hoses up even correctly done staging for repacked chutes.

I usually put 2 RTGs on everything but sometimes forget to do it until construction is well along. So, I pick the RTG, I set symmetry to 2, I drag the RTG to the side of the crew pod, and on the way I drag it across one of the 4 radial fuel tanks, so symmetry gets increased to 4. But I don't notice and think I've just added 2 parts. Then I get to wherever I'm going only to discover the hatch is blocked by one of the extra RTGs.

I often put crew pods at unnatural angles to save weight or space, intending to actually fly the ship from a probe core that's oriented correctly. But sometimes I forget to set "control from here" to the probe core so the ship flies off in a crazy direction.

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