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Palicgofueniczekt posted:Uh, sidereal day or Kerbol day? I've noticed when going back to KSC menu view after warping a bunch in Tracking/Map View (while not on Kerbin), the building click+menu locations had creeped west of visual models. I'm thinking this could be due to the visual and clicky/collision meshes using different day definitions (solar vs sidereal, respectively). Loading a craft to launch pad seemed to re-synchronize the KSC menu positions. That SSTLaythe+Return space plane video also mentioned that the KSC runway became unlandable upon return from Laythe (some versions ago). Maybe this is a related error.
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# ? Jan 16, 2015 01:09 |
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# ? Jun 9, 2024 17:59 |
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Synnr posted:Yeah going through it all, its the little connector thing that you stick the wedges to. I'm not really sure what the root node thing DOES exactly but when I clicked the two of them in sequence (I guess it combines them? I dunno), it seemed to launch. Root is basically the part that anchors the entire assembly, by default the first part you choose. I don't know why the interface is set up the way it is so I'm sure I'm missing something but that's the gist of it.
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# ? Jan 16, 2015 01:37 |
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Landing legs should come in iterations, higher tiered variants have a built-in sensor that mitigates X% slope for easier landing.
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# ? Jan 16, 2015 01:46 |
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Hey Roverdude, Does FTT require Firespitter and/or Regolith to be installed? KSP is refusing to launch with FTT installed, it gets hungup on the ductfan parts. e: ExPack also gives me problems, but Kolonization and Sounding Rockets work fine. e2: I just installed the whole slew of USI stuff and it works now, so nevermind. Count Roland fucked around with this message at 02:49 on Jan 16, 2015 |
# ? Jan 16, 2015 01:52 |
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So uh, anyone else's game do this... I focus on a planet, speed up time and click out of the KSP window...puking ensues.
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# ? Jan 16, 2015 02:24 |
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Gotta focus on the sun if you want to go to full time dilation.
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# ? Jan 16, 2015 02:32 |
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Plinkey posted:So uh, anyone else's game do this... I think KSP can pick up scroll wheel events even when not focused, so that's probably why you ended up zoomed so far out. And since you were focused on a planet, the rest is as should be expected.
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# ? Jan 16, 2015 03:15 |
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I just did a docking mission with the craft docking port on backwards. Is there a way I can edit the ship to flip it around without flying another mission?
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# ? Jan 16, 2015 03:23 |
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I'm watching the video on diverting an asteroid https://www.youtube.com/watch?v=i-ArwCbkgDk What mod is he using that makes the antennas open and close (and aim?) automatically?
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# ? Jan 16, 2015 03:46 |
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two_beer_bishes posted:I'm watching the video on diverting an asteroid https://www.youtube.com/watch?v=i-ArwCbkgDk Those aren't antennaes, they're energy receiver things from interstellar
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# ? Jan 16, 2015 03:57 |
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Nalesh posted:Those aren't antennaes, they're energy receiver things from interstellar Ah, thanks!
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# ? Jan 16, 2015 03:58 |
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Palicgofueniczekt posted:Uh, sidereal day or Kerbol day? Kerbin's sidereal day is exactly 6 hours long. Which is good for launching into specific LANs by using the clock, but bad for the little Kerbal KSC astronomers who have to keep track of a different sunrise/sunset time every day.
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# ? Jan 16, 2015 05:18 |
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Is there some way with mods or whatever to have a ship point directly at the sun?
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# ? Jan 16, 2015 05:57 |
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Good question. Don't things rotate arbitrarily once you look away from them? Not sure if Squad will change that. Be interesting to know if any mods tackled it. Be more impressed if said mod(s) accommodated sun tracking.
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# ? Jan 16, 2015 06:26 |
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Station Science is a good mod. I just recently installed it.
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# ? Jan 16, 2015 06:56 |
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Count Roland posted:Hey Roverdude, Anything required should have been bundled - and probably a combo of firespitter, USI_Tools, and Regolith. Tho I thoroughly approve of your solution as it falls neatly into my plan of converting KSP into RoverDude's Space Program.
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# ? Jan 16, 2015 07:05 |
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Spookydonut posted:Is there some way with mods or whatever to have a ship point directly at the sun? MechJeb. SASS, advanced, Sun, "up".
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# ? Jan 16, 2015 07:15 |
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Geirskogul posted:MechJeb. SASS, advanced, Sun, "up". How do you target the sun?
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# ? Jan 16, 2015 08:49 |
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Welp after 800+ hours in the game, I've finally launched a manned interplanetary mission. Crew of 3, 500 days of life support, two unmanned probes, two nuclear reactors, one Argon thruster, ~11km dV. Heading to say hello to Duna and Ike.
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# ? Jan 16, 2015 10:13 |
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OldMold posted:Welp after 800+ hours in the game, I've finally launched a manned interplanetary mission. What are your calculated life support margins?
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# ? Jan 16, 2015 10:19 |
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Do any of you have any favourite never-got-off-the-drawing-board designs from real life that you've tried to recreate in KSP? Obviously everybody makes an Apollo /Saturn V at some point, and I bet most of us have made a rover+skycrane too, but I'd quite like to try replicating some engineer's wet dream that was too expensive to do for realsies.
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# ? Jan 16, 2015 11:16 |
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I made yesterday a facsimile of the Saturn V-B: http://www.astronautix.com/lvs/saturnvb.htm That's a stage-and-a half design where 4 of the 5 F1 engines are dropped (and recovered via parachutes) partway to orbit like the original Atlas. No second stage. Using the big 5m KW Rocketry tank and 5 Mainsails it can put 100t to 100km orbit and leave enough residual fuel to deorbit. Getting the booster engines to drop as a single unit and not separately was tricky, but the end result works and looks great. Posting from work so no pics (yet), sorry. E: disclaimer: payload capacity measured with FAR. Performance in stock not guaranteed. rmdx fucked around with this message at 11:59 on Jan 16, 2015 |
# ? Jan 16, 2015 11:55 |
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Oberleutnant posted:Do any of you have any favourite never-got-off-the-drawing-board designs from real life that you've tried to recreate in KSP? Obviously everybody makes an Apollo /Saturn V at some point, and I bet most of us have made a rover+skycrane too, but I'd quite like to try replicating some engineer's wet dream that was too expensive to do for realsies. SSTO spaceplanes
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# ? Jan 16, 2015 11:58 |
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Okay currently every time I enter the atmosphere of Duna the camera zooms out crazily then the non-ui goes black. Swapping to map mode also displays black.
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# ? Jan 16, 2015 12:09 |
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Ladies and Gentlegoons, I give you, what I will call for the purpose of this post, the Delta-V Heavy Lifter. Here it stands, poised for it's inaugural flight. Liftoff! ...Hey. Who forgot to unclamp the launch towers??? The awe inspiring nature of space travel.
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# ? Jan 16, 2015 12:46 |
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Erectile dysfunction is no joke.
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# ? Jan 16, 2015 13:03 |
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This is quite possibly my most successful plane. It owns. (Uses FAR) The unusual engine configuration probably helps, but it's not like I know what I'm talking about. Fast, maneuverable and doesn't explode when I do a 3º bank. 2.8 or something TWR, too, for them nice 90º climbs. I'll probably try making it into an SSTO. I love it. e: Bonus planform because I like this plane a lot
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# ? Jan 16, 2015 15:44 |
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What does it carry?
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# ? Jan 16, 2015 16:31 |
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Am I misinterpreting the point of FMRS?. I'm trying to build a plane that can drop manned pods over surface EVA contracts, my intention is to fly over, drop the pod then either before or after landing the plane, go back to each pod, land them, then once all are landed perform each EVA. Everything I've read seems to make it sound like once everything is landed it all gets merged into a composite save file? I've tried a few times now to do this, but it keeps going this way: Fly Drop pods Land plane Switch to pod #1 Land pod #1 Switch to pod #2 Land pod #2 Switch back to pod #1, pod #1 is in the air immediately after being jettisoned instead of on the ground. I've seen screenshots where people are controlling one stage and others are listed in green as "Landed", but no matter what I do, if I switch to any other stage or the main flight then I lose all progress on whatever stage I was just controlling. Am I way off on this?
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# ? Jan 16, 2015 16:36 |
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Ummmm what?
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# ? Jan 16, 2015 16:59 |
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Looks like your flight computer is out of power.
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# ? Jan 16, 2015 17:00 |
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KSP gets a shout out in the Guardian, towards the bottom of their piece on Musk tweeting the Falcon 9 pics http://www.theguardian.com/technology/2015/jan/16/elon-musk-falcon-9-rapid-unscheduled-disassembly.quote:The term originated on forums for discussing the game Kerbal Space Program, a gruellingly difficult simulation which tasks players with building spaceships and getting them to orbit (and, eventually, landing on other celestial bodies). While it is somewhat easier than real spaceflight, the game still refuses to pull punches, and perhaps as a result, its fanbase has been forced to come up with a fair few euphemisms for “my rocket blew up”.
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# ? Jan 16, 2015 17:11 |
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Vetitum posted:KSP gets a shout out in the Guardian, towards the bottom of their piece on Musk tweeting the Falcon 9 pics http://www.theguardian.com/technology/2015/jan/16/elon-musk-falcon-9-rapid-unscheduled-disassembly. "Hardware-rich combustion" is still my favorite.
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# ? Jan 16, 2015 17:13 |
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I am trying to test engines for a contract which requires them to be splashed down, how can i activate them when in the water? Im not sure i understand....
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# ? Jan 16, 2015 17:20 |
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Ghetto Blaster posted:I am trying to test engines for a contract which requires them to be splashed down, how can i activate them when in the water? Im not sure i understand.... You don't actually 'activate' the engine, right click on the part you have a contract for and there should be a 'run test' option for you to hit.
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# ? Jan 16, 2015 17:27 |
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Ghetto Blaster posted:I am trying to test engines for a contract which requires them to be splashed down, how can i activate them when in the water? Im not sure i understand.... Read the "notes" on the contract. If it says "activate the part through the context menu" or something similar, splash down and then right-click on the engines and "run test". If it says "activate the part through the staging sequence", either: - don't stage the engines until you splash down, or - after splashing down, create a new stage, drag the engines into it, and activate that stage Yes, this is stupid as hell. I hope that in a later version testing just automatically happens once you're in the correct situation for it.
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# ? Jan 16, 2015 17:39 |
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Has anybody noticed any problems with the Dangit mod recently? Playing at the moment, and any time I laucnh or take control of a craft I start getting failures every couple minutes like clockwork. I just aborted three airplane takeoffs in a row because of control surface failure, coolant leak, gimbal failure. My space station just lost 2 or 3 batteries and my probes are all starting to fall apart too. This is all in the space of about 15 minutes. I installed Orbital Science before loading up, so that's an obvious candidate, but I just uninstalled and the problem is persisting.
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# ? Jan 16, 2015 17:47 |
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Oberleutnant posted:Do any of you have any favourite never-got-off-the-drawing-board designs from real life that you've tried to recreate in KSP? Obviously everybody makes an Apollo /Saturn V at some point, and I bet most of us have made a rover+skycrane too, but I'd quite like to try replicating some engineer's wet dream that was too expensive to do for realsies.
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# ? Jan 16, 2015 17:47 |
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Oberleutnant posted:Do any of you have any favourite never-got-off-the-drawing-board designs from real life that you've tried to recreate in KSP? Obviously everybody makes an Apollo /Saturn V at some point, and I bet most of us have made a rover+skycrane too, but I'd quite like to try replicating some engineer's wet dream that was too expensive to do for realsies. Also Shuttle-c, Shuttle II http://www.armaghplanet.com/blog/10-shuttles-which-never-flew.html I think there was also a gas core ssto design kicking around
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# ? Jan 16, 2015 17:59 |
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# ? Jun 9, 2024 17:59 |
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Inacio posted:This is quite possibly my most successful plane. It owns. (Uses FAR) I try to go as simple as possible with my designs. Here's my first SSTO. I use NEAR for my Aerodynamics. It has a docking port and that's it. It technically does the job but uses all of my fuel to get up and then back down to the KSC for a proper landing. My next goal will be an SSTO that can actually bring up a sizable amount of fuel or cargo for delivery. I'd really like some airbrakes that are not part of B9. I don't like the B9 parts at all because they don't blend in well with Spaceplane Plus. Would be nice to not have my part list half filled with just B9 stuff. I do like this goofy cockpit though. If I knew anything about modding I would just pull out everything but the cockpit and airbrakes. Zesty fucked around with this message at 18:17 on Jan 16, 2015 |
# ? Jan 16, 2015 18:14 |