Jump to content

Jetski

Members
  • Posts

    767
  • Joined

  • Last visited

Everything posted by Jetski

  1. Did it, thanks this was a fun challenge. I didn't take enough pics as I went, but what I have is here. http://imgur.com/a/1fBaV
  2. Yikes. SO I got my largest payload yet into orbit, a mini mining craft, with the intention of mining Gilly and really getting my space program jump started. GOt a nice intercept on Gilly, then some kind of warp kraken struck and sent me into an orbit far beyond Jool. I think I can salvage a Jool intercept in a decade or so, but Im thinking repeated use of Hyper Edit to get to the Eve launch site is fracturing the very fabric of space-time. [imgur]EjP3Y[/imgur]
  3. The station continues, spent half the night getting 900 fuel in a gray tank up. Biggest payload I've gotten up there so far. Next for the Hab modules! [imgur]KgxCB[/imgur] Edit: Hab module up, Bill is hanging out on station because science. [imgur]up2J0[/imgur] OK, I think that's as far as the station is going for now: functionally complete with habitation for 4, and 1900 LF plus Ox in 2 tanks, tug with 160 mono. Post me on the board for a mini station, I'm sending up a lander next and going to SPACE! By the way, I'm starting to get a feel for what I need as a lifter to get off Eve. Started with a 2 ton to LEO, and working my way up. Hab modules with leftover fuel was nearly 15 tons to orbit! I can post craft files if anyone is interested.
  4. Working on setting up my launch base now. Using Tweak scale just for the base to cut down on part count (fuel tanks, rocketparts, etc.) It's on! Edit: Man tweakscale plus epl is seriously buggy. I just want a launch pad on eve lol OK, Tweakscale was a bust, too glitchy. But now my launch pad is operational, along with limited fuel and mono production. Max ship size is around 12K fuel, but the space program was not built in a day. Here's my first launch, and my starter for a space station. Question: when building a station, does every flight up with parts have to be manned? Going to be a long project if so. For now, flying only manned missions, but let me know. Also I forgot I can't just hit "Recover" to get Val back, so I built a rocket plane to fetch her back to the launch pad. Which sucked. [imgur]pa8od[/imgur] Second flight, brought a mono tug up to my "station", and transferred a little fuel. It's all coming together! Also decided hyperedit to recover landed kerbals was OK. Because the Kerbals live on Eve now, right? [imgur]VLRh7[/imgur]
  5. Finally got some good tech on my new 1.05 career, captured an A size asteroid and dropped in the water close to KSC to play with. Sinks very slowly, like <1 m/s. Was hoping for a hard point to attach a seafloor base to, but even a few parts (klaw, probe core, mono, battery) are enough to make it float back up, like a salvage diver lift bag. Rats. Also had fun with a reverse VTOL sub (4 junos facing up) for maintaining a constant depth while trying to klaw a slowly sinking rock. Hard to klaw moving stuff underwater as most of my sub designs start floating if I slow too much. 27 m/s seems to be a comfy cruising speed for most craft, not setting any speed records, but can go pretty much anywhere. Anyone else notice banking underwater turns you the opposite direction as in the air? Fun. Next challenge STSSTO! Submarine to single stage to orbit!
  6. Not trying to nitpick, I just literally never needed anything else once I had the alum booster. Tweak scale it up until I have 4k or more dv, strap on some tail fins, and lift. Fuel drains weirdly though if you have more than 1. Doesn't affect performance but lox drains from radials first, even with no fuel lines connected. But all boosters keep firing until main is empty. Maybe alum is like mono?
  7. @yafeshan Best trick for going new places is to toss a deactivated big reactor out of kerbin soi with an intercept using on board plasma thrusters with microwave power. Then turn on the reactor (using a tiny molten salt or scraps of microwave power if it's fusion) in the new planet soi, use it to power your capture and circularization burn. Now turn it back off until the next ship enters soi, then fire it up as transmitter. Later antimatter reactors can be parked in van allen belt and left on. Also I find 100GW is often more than you need in a system, even 30 or so is plenty to power most regular stuff if you don't mind a longish burn for big payloads. More than that you have to carry a ton of radiators or turn receivers on for short burns only. Turning down receivers is also helpful, especially the new omni receiver. I found aluminum booster sized up a bit is the only lifter I ever used once I researched it. Hate to say it but it feels a little op. 5 meter with 4 tail fins and a big shroud will literally lift anything I can put together. Of course I only have to reach vacuum with it, then plasma and microwaves finish the orbit for free.
  8. I'm at endgame, using kspi and outer planets. Having a blast now with a pair of warp ships zooming around, feels like I'm in the future. What I've been up to: mainly conventional missions until researched microwave power. Got a decent network up around kerbin, one relay at mun, big ground reactor at ksp, eventually one in orbit. Got offered a bunch of moho missions, sent a reactor and a few relays there, lobbed a bunch of ships from kerbin microwave Hotspot to moho Hotspot. No power for mid course corrections but unlimited dv at start and finish. A tiny molten salt generally to keep the lights on for most payload ships. Got antimatter and quantum plasma researched and it was on! It didnt seem right to buy antimatter, plus bloody expensive. Bootstrapped 6 scilabs full of useless engineer types making antimatter at the runway (microwave receiver turned waaay down to avoid being cooked by nearby mess of fusion reactors transmitting power to the universe) into a quick collector station in kerbin van allen belts to get me started, then lobbed an antimatter reactor and a few collectors to jool, 50+ GW microwave power online. Sent over some relays and payloads for various jool missions, finished out tech tree mainly by ferrying Sci to a moho orbital scilab. Recovered all my stray kerbals from various missions started playing with unmanned warp drive ships. Didn't want to warp Jeb into interstellar space. Low on cash, so collected the gobs of antimatter that had accumulated around my 2 stations and landed it at ksc for 32,000,000. Now warping around to Sarnus, and various other faraway spots. My typical ship is just a big plasma, some radiators, microwave receivers, and a payload. I short the radiators a bit for weight, so basically I have to toggle receivers on, I can use plasma thruster to burn for free, then toggle off to avoid overheat. Early on to save cash i would keep a pusher ship with a vista or big plasma in kerbin orbit with a docking port to lob a payload to moho, burn until i had intercept, undock and burn back to kerbin for the next load, saving all the payload dv for the other end. haven't used thermals, tried atilla but burned all my fuel too quickly, magnetic not really as I rarely carry a large reactor, I'm an update behind so haven't tried vasimir yet. Just wanted to say great job on this mod, I think one of the best parts is that there are lots of ways to play through. This was one of them
  9. Hey great job with this mod, I've been trying to play Interstellar since early days, and this is by far the most playable and fun it's ever been. I'm pretty far along a career, just unlocked Quantum vacuum plasma, and have a fairly hefty microwave power system set up. My only request would be to bring back the solar power generation satellite ability, even in a bastardized form. I know 1.0 heat concerns make it impractical now, but maybe even a new panel with a higher melting point? It was a blast trying to get a low solar orbit with 28 gigantors, with a great payoff of free energy anywhere in system. Just my 2 cents. Keep up the great work!
  10. Did a system restore point to roll back to 2 days ago (when I was playing KSP fine), still glitching. reinstalled graphics drivers, still no dice. I can play if I just delete the settings.cfg every time. Frustrating though. Edit: Now it crashes even if I delete the settings.cfg - a KSP low memory crash during startup. bummer.
  11. Laptop is plugged in always, also been playing on this same laptop for months with a variety of mods and pure stock .90 no problems. Also strange that there's no issue the first time I start with a clean install (before it generates the settings.cfg file). I can delete the settings.cfg file and it will start up and run normally, but it sucks to do that (and reconfigure graphics options in launcher) every time I want to play KSP. Only breaks on the second startup, after the settings.cfg file exists. Running no mods, no special graphics settings, no command line options. Graphics drivers are the same as worked previously, no changes made. Only weirdness that I can think of is I tried to install ATM mod (crashed and wouldn't run), then deleted it and wiped the directory and installed a fresh download. Is it possible for a mod to permanently mess with my graphics properties even after I delete everything and do a new KSP install in a new directory?
  12. Have a gamebreaking glitch on the main menu screen, seems related to the floating Kerbals? Major graphics glitch makes it so I can't see the menu items (Start, Credits, Quit, etc), large black and white angular glitches covering the screen and wandering around. Also no progress indicator while displaying witty loading hints, but game does eventually get to the glitched main screen. History: I've been playing for months with no problems. Installed some mods, decided later to go back to a clean install. Fresh download from site today, new directory (no existing files). Install KSP, first startup goes normally. Second startup (now that there's a settings.cfg file) problem appears. Easy to recreate, happens every time. All log and image files (including a KSP.log before and after glitch, DxDiag.txt, etc) available here: http://bettermarineservices.com/ksp/ Second load in full glitch: First Startup (no problems): During second load, no load bar showing:
  13. So just beat the game in Hard mode without leaving Kerbin SOI. Actually, I haven't even landed on the Mun or Minmus. Just got some base sci/rep from a few flybys, set one strategy to max $$$/no rep, made some $$$. Had a low rep at this point, set a strategy to max rep/no sci, got 12K on the next parts test. Then set a strategy to max sci. Did 2 parts tests, 20K sci each. So sci is maxed. Now have unlimited $$$ from future missions, maxed tech tree, and perfect rep. WTF Squad? This feels like an exploit. Maybe some balance is in order?
  14. Sooo...I recovered a ship on the launchpad (forgot to load crew). Now the launchpad is destroyed. ???. Playing hard mode, but this seems excessive - are there random breakages like with the Dangit mod?
  15. If you're struggling with the economy, use solid fuel! A solid fuel "pyramid" can get literally anything to 75km, then use liquid fuel to circularize. One stage of the long SRBs stacked radially until you reach TWR of 2, a single decoupler, then a second stage of BACCs stacked until you reach TWR of 2 will put you just about exactly at 75-80km for a tiny amount of money. Just don't forget to add winglets to steer on both stages, and strut the daylights out of it. Also, for greater fuel efficiency and cost, you can use a single 4-way RCS thruster to steer by placing it on the top center of anything, even on top of a parachute or sputnik round probe. Just rotate your view until you're above is, use 2-way symmetry and move it until the 2 blend into one, then hit Shift-X to switch to single symmetry mode and click in into place. Just don't plan on docking, because you won't have forward/back thruster, only directional. Can also use to place a single antenna on top of a probe, etc.
  16. 726: I want to be able to move Gilly into LKO like an asteroid. Possibly land it at KSC. And Jetboots for Jeb that can make orbit.
  17. Happens in career and sandbox, I can send you the whole log, but this is the error that it throws when I try to reprocess, it repeats once in output_log for every time I click it: [Orbit Targeter]: Target is null (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Also, if I click twice quickly it shows in green letters onscreen (the message system I think) "Target null". Hope this helps.
  18. Been playing the mod since you released it, so maybe not an install issue? Just in case, I just did a new download/install of KSP, new download/install of KSPI Lite, ran a test in sandbox with no other mods at all. Still have the same problem. The research lab opens out the antennas, then folds them right back up. Also, once I shutdown the fission reactor via EVA, I wait for cooldown timer, then can't refuel. I have a tank for depleted, there's room, power, etc. I looked on the old KSPI thread, and there were a few similar reports but no solution other than try clicking lots, which didn't do it. Is this working for other people? Am I missing something stupid? Screenshot of test ship:
  19. Am I doing something wrong, or is it still impossible to do EVA maintenance on a fission reactor? I can't restart, refuel, or reprocess fuel with a scilab either. I used to do this regularly in KSPI, so I think I have the mechanics right, just that nothing happens when I click the button while EVA, or in the scilab.
  20. Interesting little short green lines poking up here and there through the surface of Kerbin, Mun, and Minmus. Bug or Feature?
  21. *rant* Just a quick thought for everyone who doesn't like the changes in Lite: have you actually played Lite for more than 30 seconds before posting? Not sure if anyone other than Wave has bothered, but I've played the career mode start to finish, max tech tree, then a Grand Tour of the planets. Did the same with the original KSPI, and I'll say the new version is a HUGE improvement. Original was a lag monster as soon as the ships got complex enough to be fun, and full of bugs (Reactors shutting off for no reason, microwave power super glitchy, various useless parts, crazy upgrade system, etc). Also a ton of options that were made quickly obsolete by the next tech tree node. There are a few balance issues in Lite, and a few bugs Wave hasn't gotten to yet, but that's what the github bug report is for. I for one am more than grateful for the hard work Wave has put in, basically for free, to make my favorite mod playable again. Try actually playing for a while before offering your brilliant critique. *rant finished*
  22. Anyone else have trouble with the dueterium/tritium tanks? I attach 3 to the outside of a fusion or AIM reactor, and when I reach 6000 meters my ship disappears. Easily recreatable bug. possibly they drop off as soon as the resources start drawing from the tanks? hard to tell with the timing. [Edit: this seems to be fixed in the latest version. Thanks Wave! Continuing my Grand Tour with a Vista strapped to an AIM reactor. Just landed/sci/return from Eve and Moho without refueling.]
  23. Hey Wave, great job putting this together. Been playing it more or less continuously since you posted it Just finished a 4-ship launch to Jool with a lander, orbital reactor, fuel tanker, and set of relays. 2 things I've noticed: 1) the science lab doesn't seem to be able to reprocess fuel. tried several configurations, and it just doesn't do anything. I have spare tanks attached, plenty of power, etc. Am I missing something? [imgur](http://i.imgur.com/ZCaIgVj.jpg). Also the EVA refueling functionality and restart don't seem to work. (Fission) 2) the Vista is a bit OP I think. once I got it, I don't bother with any other engines at all. it's too cheap to strap a liquid fuel and a Vista to anything and go anywhere, particularly as it scales in size/power pretty spectacularly. Incidentally, I think you've done a great job with the rebalancing, it's a lot more playable, and most of the really annoying bugs from the original seem to have been weeded out. Nicely done.
×
×
  • Create New...