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Decided to nuke my old save and make a new one with a limited amount of mods, only FAR, ProcFairings and RemoteTech. (plus some must-have quality of life mods like Editor Extensions, Engineer, RCS Balancer, Chatterer and Fusebox of course) Jeb went to put the first satellite of the Kerbin comm network into orbit. Get into a nice geostationary position above KSC. Release the satellite and ... No Connection. Forgot to activate the antenna before decoupling.
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# ¿ Apr 2, 2014 10:24 |
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# ¿ Apr 19, 2024 04:03 |
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Vetitum posted:Are you guys deleting all old mods before updating and playing with asteroids?
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# ¿ Apr 2, 2014 13:07 |
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I just had a weird bug with the radial parachutes where they didn't become part of the staging stack and I couldn't manually deploy them either. Of course I didn't notice this until I was already on a re-entry trajectory towards Kerbin. RIP Jebediah. RemoteTech chat: I recall someone talking earlier about an easy way of setting up a comm network around Kerbin that didn't rely on perfect geostationary orbits and was more forgiving of imperfect orbits, but I can't find the post now.. Does anyone know what I'm talking about?
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# ¿ Apr 3, 2014 10:10 |
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Klyith posted:This is the post I made about Molniya-like orbits for RemoteTech or AntennaRange comms sats.
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# ¿ Apr 3, 2014 13:00 |
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haveblue posted:If I install Mechjeb right now, will it work on a ship already in flight or is it an add-on part that has to be included? This is really frustrating. code:
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# ¿ Apr 4, 2014 16:35 |
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Abyssal Lurker posted:I also want to report a real bug: What the hell is going on here?
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# ¿ Apr 5, 2014 15:13 |
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My only gripe with the ion engines is that they're in the Utility category and not the Propulsion category. This is ruining my immersion. edit: Anyone else had the problem where your rocket is locked from staging right from the launchpad? Pressing Alt-L doesn't change it. Collateral Damage fucked around with this message at 10:17 on Apr 6, 2014 |
# ¿ Apr 6, 2014 10:02 |
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Had an asteroid on a good trajectory, caught it, put it into LKO and was preparing to aerobrake and soft land it at KSC.. And the game crashed. edit: Didn't lose the mission! Collateral Damage fucked around with this message at 22:37 on Apr 6, 2014 |
# ¿ Apr 6, 2014 22:18 |
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AceClown posted:Can I have a ship with both the normal pod and the probe pod and just make the kerbal in the pod get out prior to launch? You can un-crew the capsule from the vab, or you can just eva the pilot before liftoff.
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# ¿ Apr 9, 2014 12:43 |
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If nothing else you have plenty of RCS fuel...
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# ¿ Apr 9, 2014 15:24 |
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EVA, then right click the science tool and select "retrieve science" or something along those lines. Do this on pods to retrieve things like crew reports and surface samples. The data is automatically stored in the next pod you enter.
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# ¿ Apr 10, 2014 13:31 |
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Also Chatterer, which although not a graphical mod adds a ton of ambience.
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# ¿ Apr 10, 2014 18:14 |
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Are the asteroids themselves indestructible?
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# ¿ Apr 12, 2014 15:10 |
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Spaceflight Megathread moved to SAL: http://forums.somethingawful.com/showthread.php?threadid=3580990
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# ¿ Apr 13, 2014 23:19 |
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MeramJert posted:I wish all these mods showed your semi-major axis so I didn't have to calculate it myself. MJ has a ton of info that isn't in any of the stock windows. Just create a custom window with all the info you want.
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# ¿ Apr 14, 2014 10:31 |
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haveblue posted:The main thing Kerbal Engineer will do that Mechjeb won't is give you TWRs for planets other than Kerbin. e:
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# ¿ Apr 14, 2014 15:36 |
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haveblue posted:And besides, anyone who's played for more than a few weeks maxed out the tech tree long ago and has been more or less back in sandbox mode since then.
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# ¿ Apr 14, 2014 23:05 |
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Acquire Currency! posted:Can't you see these anyways?
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# ¿ Apr 14, 2014 23:33 |
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Bucnasti posted:The next NASA collaboration should be to reproduce this things flight path.
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# ¿ Apr 17, 2014 10:09 |
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Fil5000 posted:What's a good setup for a refuelling station? I'm assuming a probe core, some RCS tanks and thrusters, a big orange fuel tank or two and some docking ports? Oh, and some solar arrays. If you have KAS installed you can skip the docking ports and just use winches or pipes. Collateral Damage fucked around with this message at 11:44 on Apr 18, 2014 |
# ¿ Apr 18, 2014 11:42 |
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KW Rocketry for awesome rockets that don't alter your gameplay. B9 Aerospace if you like building planes, although I don't know if it works with 23.5 yet.
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# ¿ Apr 19, 2014 01:23 |
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In water there's also a level where anything that goes below that depth will get destroyed. So if you have a tall ship that you plan to land on the water you should fit a radial chute at the bottom so you land on the side, otherwise the weight of your craft might push lower parts down far enough that they get destroyed even if you splash down carefully.
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# ¿ Apr 20, 2014 16:29 |
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Platystemon posted:It’s possible to get to the Mün with only the starting parts, but you really shouldn’t try. Just poke around Kerbin, get into orbit if you’re feeling ambitious, and don’t attempt to land on another body till you at least have decouplers.
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# ¿ Apr 20, 2014 19:53 |
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Well as long as you remember to turn SAS off once you're out of the atmosphere you have nothing drawing power. edit: Don't forget to increase your parachute deployment altitude, since you can't decouple your engine and tanks you're quite heavy coming back to Kerbin, and you'll probably be making a direct descent from the mun so you're coming in FAST. Collateral Damage fucked around with this message at 20:24 on Apr 20, 2014 |
# ¿ Apr 20, 2014 20:14 |
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Platystemon posted:If I’m interested in spaceplanes, what mods should I install? Strudel Man posted:Why do my totally symmetrical designs start spinning. Also strut your side mounted boosters. The radial decouplers will flex under thrust and induce spinning.
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# ¿ Apr 21, 2014 12:38 |
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TescoBag posted:Is there a mod with good caterpillar tracks yet? It hasn't been updated for a while and has some bugs, but it seems to work with 23.5 at least.
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# ¿ Apr 22, 2014 22:32 |
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Tusen Takk posted:Do you have to have the xenon containers attached to the engine? I wish there was a bigger xenon container other than the dinky one that seems to be meant for a probe
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# ¿ Apr 24, 2014 11:54 |
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Edit your persistent save file with a text editor, search for MissingCrewsRespawn and change it to False.
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# ¿ Apr 24, 2014 19:38 |
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Ratzap posted:Yes it was finished and posted but it was never updated so it's slipped way down the mod forum in terms of page count - good luck finding it.
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# ¿ Apr 26, 2014 18:37 |
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PDP-1 posted:Try flexing the landing gear in/out a few times and see if you can get the ship to roll over.
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# ¿ Apr 27, 2014 19:13 |
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The save file is just a text file, edit it with notepad and search for Science.
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# ¿ Apr 28, 2014 13:03 |
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Depths posted:Do people prefer KW rocketry or B9? I only have KW right now, don't think i can use both because my mem usage is at 3.2gb!
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# ¿ May 2, 2014 16:09 |
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True, if you're not building planes there's not much point in B9. There's the low profile lander engine that's useful for rockets I guess.
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# ¿ May 2, 2014 16:36 |
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Yep, hit Alt-F12 to bring up the debug menu and there's an option to allow part clipping in the editor. Just bear in mind that clipping parts might lead to R.U.D. in flight.
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# ¿ May 3, 2014 20:09 |
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The problem with TACLS isn't that there's 6 different resources, it's that each resource has its own container. It would be nice if you could have a container with x amount of space, and you could freely distribute that space between different resources. Would be great for spaceplanes as well, if you could reduce the amount of oxidizer in a fuel tank and use the space you free up for more fuel instead.
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# ¿ May 8, 2014 11:14 |
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Germstore posted:There's a certain type of gamer who equates more complexity with more fun. Look at Minecraft Tekkit for how out of hand this can get. But that doesn't make the game harder, it only makes more options available. Same with KSP. Just because I can build a complex orbital factory doesn't mean I have to, but I like that the option is there.
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# ¿ May 8, 2014 16:11 |
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Geirskogul posted:Funny, tekkit was fun at first, but it eventually split the playerbase and was the final nail that killed minecraft for me. Anyway I haven't touched it in at least a year. Actually I think giving up on MC coincided with buying KSP.
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# ¿ May 8, 2014 20:50 |
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Problem with the caterpillar tracks is that they don't actually seem to have more traction than wheels do, so you easily slide sideways on hills. They look cool though.
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# ¿ May 10, 2014 20:33 |
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I like Keso, but Kredits is pretty good too.
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# ¿ May 10, 2014 23:23 |
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# ¿ Apr 19, 2024 04:03 |
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Only the top and bottom nodes can be connected to other nodes in the VAB, so if you want to connect one radially you need to turn it 90 degrees.
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# ¿ May 11, 2014 23:30 |