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Mister Spock

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Everything posted by Mister Spock

  1. Returning player here. I got this tiny unmanned probe into orbit, using a two-stage rocket with four radially-mounted Spiders, an Ant, and Oscar fuel tanks. I'd never used these tiny parts before -- very fun! The total cost was about 3500 Funds. (Alas, I have all sorts of trouble with SAS control; I've posted details in the Gameplay Questions thread.) Normally I start manned, but it's been fun to play a career mod that requires an unmanned start.
  2. Thanks for your replies. That RLA mod does have a lot of cool-looking probe cores and engines. I'll probably give it a try. Just to be clear, I do have some control over the probe throughout the flight and right now, as it orbits with the engines off. (I have toggled on hibernation mode for now.) It responds to commands to tilt this way or that. In fact, I can spin it quite fast if I want. But I just can't get the thing to hold a particular attitude, which is the most important thing -- if you can't hold a steady attitude, you can't burn in a particular direction. Maybe I have enough electricity to rotate it but not enough power to make it hold still? On electricity: I have 4 solar panels evenly spaced around the Octo, as my screenshot indicates. So it's getting some power. But I did NOT pack batteries at all. Is this perhaps the problem? Are solar panels useless without batteries? Finally, I'm still curious why the Ant isn't covered by the stack decoupler, the way most big liquid-fuel engines are. The resulting "gap" is depicted in my first photo above. Thanks!
  3. Update: I got that little two-stage rocket into orbit -- with lots of fuel to spare! Kind of a thrill! I've achieved orbit countless times before, but never with a tiny unmanned rocket like this. And I don't think I've ever used the Spider or Ant before. In the VAB, total dV was 3,450 m/s. That said, I'm still having big problems with control. For this flight, I just removed the reaction wheel altogether. I guess the Octo has its own SAS system, because I can still cycle among SAS, Pilot, and some other setting. Everything was fine until I got to space; then the navball drifted constantly. At least it didn't jump around madly, and I kept the craft from tumbling end-over-end. It helped marginally to keep control authority pretty high. SAS has to be on too. I was able to point it in a wobbly prograde direction and achieve a quite high orbit, as you can see from this shot. But in this shot, the probe was tumbling slowly end-over-end. The probe itself is rather useless. It has almost no payload other than 4 basic solar panels. I took out the antenna, batteries and science experiments so I could concentrate on the basics of flight. But for a cost of 3,156 funds, I completed two big contracts worth many times that. So "Tiny 1" has done its job. Anyway, eventually I will mark this thread as "answered," but before I do, I invite anyone to chime in to help me fix my problems controlling probes. I had this problem with the Stayputnik, too. Am I missing some basic setting that prevents them from spinning around?
  4. Thanks for your further replies. I'm thinking my issue isn't aerodynamics so much as reaction wheel. I followed your suggestions and changed engine drain flow, used Ants inline, etc. This time I got into space easily, but once there, the slightest touch on the keyboard sends the navball spinning. I tried decreasing the reaction wheel's control authority to 1%, and that made things less bad, but still not controllable. I tried disabling torque and that didn't help. Using the alt key to make movements less drastic seemed to make no difference at all. I was flying a simple two-stage rocket, first stage with Spiders that got me out of the atmosphere, and the second stage with an Ant. Should I remove the reaction wheel? Er, what exactly does it do, anyway? I've never fully understood SAS or reaction wheels. Also, I worry the Ant is underpowered for circularizing the orbit, as it worked very slowly. But putting spiders or other radial-mounted engines on an upper stage does complicate aerodynamics. Here are a couple screenshots. First, a curiosity about the Ant -- how does one close the gap between the ant and the next stage? Normally, a vertical decoupler adds a metal shroud around the engine. But the Ant doesn't do that. It looks like this: So I tried covering it with these newfangled procedural fairings that weren't in the base game when I played. A bit top heavy, but the drag indicators were red only at the bottom. Here's an example in early flight. Note, though, that even here I'm having trouble pointing the rocket in the correct (eastward) direction. I'm going to try removing the reaction wheel altogether and going again. But I've had this problem with every unmanned flight I've done. It's a bummer, because the whole point of the mod I'm playing is to visit the entire solar system with probes before flying manned. Any further suggestions?
  5. @jimmymcgoochieThanks for your reply. I have indeed unlocked the Ant, though I don't think I have the Spark; I'll play around with the Ant. I did indeed have a successful suborbital flight with a 1.25m lower stage, so maybe I should go back to that. But I love the idea of getting to orbit with the smallest parts possible, just because. How do I drain fuel tanks from bottom to top? When I click on them in the VAB, I don't see an option for that. Maybe I need fuel lines? @The AzizYou're right, I'm flipping, not spinning. And yeah, I haven't played KSP for 5 years, so I have been using the "old" gravity turn. I'll try your approach. I like the idea of a lower launch TWR. Er, I didn't even realize there was an "aerodynamic overlay"; it seems it's new since 1.0.1. F12 key. I'll try that. After rebinding it so it doesn't conflict with screenshots. @paul_cOK, I was wondering whether it could be aerodynamics at 25K altitude, but it sounds like it can. I do indeed have a nosecone -- the rocket is pointy at top with big old fins on the bottom of stage 1 and 2. I'll try the aero overlay to learn more about what's happening. Thanks to all of you for your help. I'll report back later today! Maybe this time with screenshots.
  6. I'm trying the Unkerballed Start tech tree along with the Career Evolution contract pack, all of which emphasizes flying unmanned probes for a long time. My mod list is pretty short otherwise: OPM, EVE, KAC, Final Frontier. It's been a while since I played KSP, but I can't believe the trouble I'm having getting an unmanned satellite into orbit. I've managed suborbital flight and recovery fine. I've upgraded the launch pad once, so I can use up to 18t. I'm in Career mode on normal default settings. I've got Thumpers unlocked and the Reliant and Swivel, but those rockets tend to end up too heavy. Plus I'm short on cash. So I've been trying engines I've never used before -- Spiders and Twitches, stacked on tiny little Oscar fuel tanks. I'm trying to launch the first Octo probe. For just 4 or 5000 funds, three stages with these little guys gets me 3600 delta V or so, which is pretty cool. The Twitches have plenty of TWR to get off the launchpad. It's all very cute and small! I love the idea of putting teeny little sats like this in orbit. Except that I can't fly the darn thing. The first stage is fine; I easily get to 10,000m and can start a gravity turn, trying to keep speed under 300. Those little Twitches have nice gimballing. Plus I have the small basic fin on the bottom of stages 1 and 2, which makes the thing look like something out of Ray Bradbury. (Sorry, I forgot to take a screenshot. I can post one tomorrow if need be.) The second stage, with Spiders, starts okay too, but I gradually lose control authority until the thing starts spinning. Maybe I should try Twitches here too? Maybe get rid of fins on stage 2? I've tried putting the smallest reaction wheel below the octo, above it; I've tried multiple reaction wheels. Maybe I need no reaction wheels at all, or to turn down torque on it? One thing I haven't done is fuss with how fuel drains, because I can't remember how to do it. Eventually the thing just starts spinning wildly and I lose control. Any advice? Thanks in advance.
  7. @Dientus Thanks for those explanations! I think you've persuaded me to try SCANSat. I also think you're quite good at describing things. I really appreciate the help!
  8. @FruitGoose Thanks for that warm welcome! Yes, I installed the latest version, 1.11.1. I'm excited to see that stock has some inventory and attachment features. Thanks also for the tip on stock's refinement of nodes. I'll hold off installing a PreciseNode mod until I try the new stock implementation. Why do Kerbals need parachutes? Maybe for bailing out of my poorly-made aircraft? @Dientus Thanks for the tips on a hotkey for science. Er, that's an action group? I suppose I right click on the science part in the VAB to give it a hotkey? Thanks especially for that advice on selecting parts of a ship. I don't think I ever got good at that. I tried ScanSat once and remember making pretty scans but not doing much with them. Is there a gameplay reason to use it? I also used a mod that had me creating a satellite network so I could communicate with probes and such. That was fun, but I'm not sure I'm up for it for a first return playthrough. I remember installing KSPI once (before it was KSPIE) but I never got far enough down its tech tree to really try it. Thanks again for all the help, you guys! I appreciate it.
  9. Thank you for your reply, @Dientus! I appreciate your taking the time to respond. Yep, I do normally play modded, but I've taken your advice and (1) acquired both DLC and (2) fired up vanilla with no mods at all. I've actually been trying the new Missions, which were not a thing when I last played. I started with the most basic Mission. It was delightfully Kerbal. One early launch exploded on the launchpad because i couldn't remember basic staging. Another one burned up on re-entry because I inadvertently went too high. Can't wait to get back to it. I may hunt for player-created MIssions too. If you or others can recommend any, I'm all ears. How does one examine part of one's ship while in flight? I wanted to zoom in on the capsule to use the thermometer, but I couldn't figure out how to move camera focus to it. My settings say arrow keys, so maybe I'll try that next time. Also, I've found a career mod I'd like to try -- the Career Evolution Contract Pack, which builds on severedsolo's Bases & Stations, a mod I used to enjoy. My main question about this Career Evolution mod is whether it will work with Stockalike Station Parts Expansion Redux. I recall that the space-station missions in Bases & Stations didn't always recognize modded parts. I've posted about this in the mod's thread; no replies yet.
  10. I'm returning to KSP after a long hiatus, and I'd like to try a career centered around this mod. I have a couple questions about it. 1. Is the mod compatible with Stockalike Station Parts Expansion Redux, or Nertea's other parts mods? I recall when I played severed_solo's Stations and Bases, I often had trouble completing space-station contracts. If I need to stick with stock parts for this contract mod, I will. But I love making pretty space stations -- maybe my favorite thing to do in KSP. 2 . I've never used the Outer Planets Mod, but the OP says it's highly recommended for this mod. I'm delighted to try OPM. It works well with this contract pack? 3. The OP also says one of three tech tree mods is required. Any recommendations on which to use? I've tried the ETT before, and I'd like to try something different. I would assume the author's Historical Progression Tech Tree would be a good choice, so I'm going to try that unless anyone warns me off of it. 4. Finally, this is my tentative mod list. Any red flags here? I'm not wedded to EVE (Environmental Effects) if that's problematic. Outer Planets Mod, Kopernicus, Module Manager, Historical Progression Tech Tree, Stockalike Station Parts Expansion Redux, EVE, Transfer Window Planner, Kerbal Alarm Clock, Final Frontier, Docking Port Alignment Indicator, KER, Precise Node Cont'd or PreciseManeuver. Many thanks in advance!
  11. Hi all, I played KSP fanatically for a while, but if my hard disk is to be believed, I haven't played since May 2016! The last log I can find says it was version "1.1.2.1260 (Windows Player)". (Edit: though I do see I posted about 1.2.2 in 2018, so maybe I did play more recently than 2016.) I was never as good at KSP as most of you. I landed on Duna, orbited (but didn't land on) its moon, landed on Eve, and of course Mun and Minmus. Nothing more than that. I love making space stations but always lamented not having much reason to do so. Same with planet bases. My must-have mods were KER, Kerbal Alarm Clock, PreciseNode, Transfer Planner. and Docking Port Alignment Indicator. I see most of those are still around. I tried a couple contracts mods and kinda liked them. Tried Kerbalism but I'm not that into life-support mods. I have a couple specific questions: 1. I don't have either of the expansions. I suppose I should buy both? 2. I enjoy playing career mode, so I suppose I should start a new one? Will I find vanilla new and fresh, or should I consider a gameplay or tech mod?
  12. I have a related question. Can modders use the mission builder to make a campaign of linked missions?
  13. There's a mod called Kerbal Research & Development that gives a purpose to science past the end of the tech tree. Science lets you research upgrades to equipment: better batteries, solar panels, RTGs, etc. Linkage:
  14. Hmm, I'm not sure I'd disable the highest timewarp altogether. Perhaps give the user a warning before he/she starts the highest timewarp? Or give the user an option to disable it altogether? Personally, I don't use the highest timewarp very often, so it wouldn't bother me if you disabled it. But I'm guessing other players will want the option to use it.
  15. I also am happy with stock aero and re-entry. I used to use FAR and DRE, but no longer.
  16. Good bye, OP. Sorry it doesn't work for you. (Did he post a mod list? Maybe that's why?)
  17. Would it be worth it to do Raidernick's US Probes or Soviet Probes packs? As far as I can tell, very few of us are using those packs.
  18. Thanks, @TING. I'll try the splash-down thing, lol. Or a new save. It is certainly weird.
  19. Another innovative pack from @severedsolo Look forward to trying it.
  20. Thanks for the help on downloading. Installed it no problem this time. Looking forward to playing with it.
  21. Personally, I like playing with gradually-relaxing restrictions; for me, it adds to the feeling of accomplishment. But I admit that grinding the same old nodes can be a drag. A couple suggestions: 1. The Engineering Tech Tree. It's really a fresh take on the tech tree. I like it. 2. A good contracts pack that focuses on what you like. In my case, that's severedsolo's Bases & Stations, maybe Strategia, plus the Historic Missions pack. Trouble with Historic Missions is that it gives you 500-plus (!) historical missions, which may be a few more than you want. 3. The R&D mod, which gives you a reason to pursue science even after you've unlocked the tech tree: science discoveries can lead to part upgrades. I think it's a brilliant idea, as it addresses my main complaint about the career game -- that science becomes meaningless after that last unlock. Alas, I haven't tried it yet -- I just posted in the mod's thread that I had trouble finding the download itself. Link to the mod's thread: 4. There's a mod by Ippo that makes revenue an issue but not science. Forget its name. Might suit you, dunno. 5. Finally, as others have said, just configure your save game to skip the early science tree, but leave yourself some later nodes, perhaps.
  22. @-MM- Pardon me for a dumb question, but I don't seem to have downloaded the mod correctly. I see download links for source code on Github but nothing else. Is that what I want? I downloaded one, but when I tried to extract it, I was told there was no archive. I don't use CKAN; I prefer to install mods manually. Looks like a great mod -- it addresses one of my pet peeves, the lack of an endgame! Look forward to trying it.
  23. Thanks for the suggestions on getting to Mach 1. I don't have to do this contract now; I've got 65 days (and fortunately am not using KCT for this career). So I'll work toward some better engines and try later. This historical contract at issue is to fly the X-15 at Mach 1 over 10,000 meters. Historically, a B-52 released the jet at altitude, and the pilots just rode the mustang for a minute before plunging to earth to land. Still the fastest plane in history, yes? Anyway, if I were really clever, I'd build a B-52 to carry my little X-15. But then, I still need more tech to build the B-52, I imagine.
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