Anyone having trouble with the satellite launch missions? Made a new probe to spec, and it's orbit is within a few thousand meters on both AP and PE, with a matching inclination. Still won't complete. Do I need to just wrestle with the maneuver nodes until it completes or what?
I'm baaaaaaackyou sure it's orbiting in the right direction?
"Never let the truth get in the way of a good story." TwitterUnless it wants the satellite orbiting the opposite way of Kerbin's rotation, yea
Old forums let me be logged on multiple devices. Now it doesn\'t, and I don\'t feel like fighting my phone every time I want to post.yeah that's what i'm asking. check the direction that the arrows are moving along that orbit because the game does regularly ask me to set up in a counter rotating direction.
"Never let the truth get in the way of a good story." Twitter...WHY WOULD THEY DO THIS TO ME.
I'm baaaaaaackWell thanks to my over-engineering everything, had enough fuel to flip it's orbit around and get it into it's proper rotation. And now I know. And knowing is half the delta-V to anywhere, or something like that.
I'm baaaaaaackMy friend's obsessed with this game. I just think he's got his head in the clouds.
croak
I don't talk soft, that's the other guy.Join us! Joooiiin usssssss!!
If his head is only in the clouds, and not beyond the 70km altitude limit, he's doing it wrong.
Devs seem to be leaning towards putting the 64-bit stuff on the backburner, or at least, not a huge priority. Meaning, if it works, it's good, but they won't go out of their way to fix it. This is okay with me, since I only play in 32-bit mode anyway and it seems that the 64-bit stuff is a bug-filled buggy mess.
edited 6th Feb '15 1:13:15 AM by pvtnum11
Happiness is zero-gee with a sinus cold.That's a pretty accurate impression.
I went back to 32-bit with 0.90 to keep the game somewhat playable. The cutting back on mods that required was not fun. With the various new assets coming to the stock game in 1.0, that's only going to get worse.
A different shape every step I take A different mind every step of the lineDo you use active texture management? It saves a lot of resources.
The very first thing I installed.
Lately, I've been combing through and compressing the sinfully large .wav audio files some mods (and the stock game!) use into .ogg format, a 90% reduction in most cases.
A different shape every step I take A different mind every step of the lineI really like the design. Lightly feminine but overall nice and simplistically kerbal.
She also doesn't strike me as the "crazy girlfriend" that meme's from. Looks more like a near-Jeb level of enthusiasm.
edited 20th Feb '15 6:26:09 PM by Joesolo
I'm baaaaaaackjeb totally strikes me as a crazy girlfriend
"Never let the truth get in the way of a good story." TwitterPff. Jeb's not gonna let a girl hold him back. He's got boosters to ride.
I'm baaaaaaackhe is an overly attached girlfriend to his only mistress: space
"Never let the truth get in the way of a good story." TwitterI'm making my first serious bid at a spaceplane. Everything is going great up until I reach about 25,000 feet, when my plane suddenly goes into a flat spin. I don't think it's an engine burnout, but I'm not really sure how to tell, and if it's not, I have no idea what the problem is.
If you have more then 1 air breathing engine, and there not RAIPER, it is engine burnout.
Always keep airbreathing engines center mounted, for some reason they dont all burn out at the same time, which would be nice...
Thats what causes the flat spins in my experience.
Positioning air breathers off center does cause the flat spins in most cases but that solution drastically restricts your TWR at lower altitudes. For the high altitude planes I made I ended up going with a ARARA(AAA for anything that was purely atmospheric) configuration with A's being Air breathing engines(or Sabre/Rapiers) and R's being Rocket engines, setting up action groups to manage them (typically 1)toggle outboard A's on/off; 2)toggle R's on/off; 3)toggle center A on/off; and if using Sabres/Rapiers, 4) toggle outboard A's on/off and toggle air breathing/closed cycle for all A's).
Then I'd run a few test flights to figure out the typical burnout altitude for the outer and center air breathers and cycling them accordingly. It's fairly complicated but allows for some pretty amazing altitudes and speeds up to and including managing orbital speed(for the altitude I was at; ~5Km/s if I remember right) while in the upper layers of the atmosphere. Granted it's been a while since I played and I think I've seen mention of the atmospheric flight model being updated so it might not work quite the same anymore.
Whatever it is, it's not flameout. I kept a close eye on it, and had plenty of air.
I gave up on making a pure spaceplane and tried to give it a vertical liftoff, and that doesn't work at all. So I guess I'm going to have to just make a regular disposable rocket, and that means no cargo bays, because what's the point of a cargo bay on a disposable rocket?
^ KSP is generally regarded as one of the main exception to the "crappy" Early Access games (there's multiple games that ARE good even in EA...but generally people only use KSP and Prison Architect as example)...but yeah, I can see why.
Still, I think that implementing that many feature in at once might be...I don't know, may have a lot of bugs. Oh well.
Give me cute or give me...something?