AengorKerbow

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About AengorKerbow

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  1. I've been in a situation where I did have a quicksave from before attempting the landing. Then I crash in a ball of fire or what have you. Time to reload, let me just hold down the F5 key to reload. I've done that so many times I've just stopped using F5/F9 and only use Alt-F5/Alt-F9. At least then when I hit F5 instead of F9 I realize my mistake when it asks me for the name of the quicksave.
  2. I ran into this problem when I built wide. First of all, there is no fairing that you'll have available that will be able to cover it most likely. I got it into space, but it wasn't easy. If I didn't handle the incline perfectly then it would tumble out of control.
  3. Extra-terrestrial takeoff and landing. "Hmm...I don't see my shadow yet...where is it? Am I near the grou--KABOOM! There it is." "This place looks flat. Coming down slowly...still looks flat. Touching down...OH CRAP! Its at a 45 degree angle! Throttle up! Oh know, I'm too far down on the fall. KABOOM!" I really wish there was a way to tell how level the ground is before the last minute.
  4. So I installed KAS for the first time yesterday. I remember seeing a Scott Manley video where he used the KAS mod to attach struts via EVA, and to attach other parts as well. It has been a while, but I remember there was some container that your stored the parts in, and then would go to the container during EVA, pull out the parts, and attach them. I can't figure out how this was done, or if there is some other mod that does this. I can't find any container part to store parts in, and I'm not sure how to get the parts to attach them during EVA. What am I missing?
  5. I was trying to setup a base on the Mun, and I just wasn't getting enough delta-v. Well I had the bright idea to use the nuclear engines on the decent phase as a method of getting more delta-v. Don't do this...it's stupid. Anyway. I ended up having to do a suicide landing where I had to start burning a exactly the right point, 8150m. Too soon and I would run out of fuel before I landed. Too late and I would slam into the surface. After much trial and error I arrived at that number, and managed to start burning at 8150, and then run out of fuel just before touching down at 5m/s.
  6. So I am coming back to KSP after last playing it back in 0.24 timeframe. For some reason I can't manage to brake when landing. I've got a plane I built out of MK2 parts, and I'll hit the runway doing about 60 m/s. I'll hit the brakes and slow down at the rate of about 1 m/s/s. I end up going off the runway quite a ways before finally coasting to a stop. My first thought is that somehow my brake action group got messed up by adding airbrakes, but it looks fine. Essentially there is no way to actually land the plane on the runway. I do not remember ever having such an issue before. Usually the brakes were fairly effective.
  7. Ugh...nevermind. I figured it out. I had downloaded both the source and the actual binaries, and when I inadvertently extracted the GameData folder from the source package. All fixed now.
  8. That is kind of what I figured. It wasn't nearby the part of the log where Kerbal Alarm Clock was loading. It was just the only error I could find in the log. Nothing looks out of the ordinary, except the icon for the alarm clock never shows up. Is there some other change in how mods are installed since 0.24?
  9. So I started fresh on KSP after not playing it since 0.24. Back then I had uses Kerbal Alarm Clock (as well as other mods). On the current game I've started on 1.04 I hadn't used any mods yet and now I'm at the point where I could really use Kerbal Alarm Clock. So I downloaded the latest (3.4.0.0), extracted the TriggerTech folder and placed it in the GameData directory, started up KSP, and nothing. No Alarm Clock from any view. I tried starting a new game to see if there was some issue with my saved game, no luck. I looked at the output log for KSP and saw it loading Kerbal Alarm Clock components. I don't see any errors, except a bunch of these: Serialization depth limit exceeded at 'Contracts.Agents::AgentMentality'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) Serialization depth limit exceeded at 'Contracts.Agents::AgentStanding'. There may be an object composition cycle in one or more of your serialized classes. (Filename: Line: 67) I don't know what this is referring to or if it has anything to do with Kerbal Alarm Clock not loading.
  10. I finally perfected my large rover, that includes the ability to land on the Mun from orbit, go up to 60 mph on Kerbin, perform all sorts of science, dock with the science lab I have on the Mun, provide thrust for getting up particularly steep terrain, etc. Tested it all out and it worked great. Then my computer was acting weird, going slow. I shut it down and it just hung there at the shutdown screen for half an hour, so I hit the power button. Now whenever I boot it up it can't find the OS. Not a good morning.
  11. So in this post I was proud of how my design worked perfectly. My lander/science lab/rover landed, dropped the rover onto the surface, lowered the landing gear, blew the radial decouplers to get rid of the engines/tanks, and settle the science lab directly onto the surface, with the lander module on top ready to take off when done, and a docking port on the side of the science lab so the rover could dock and get its science experiments processed and cleaned. It was perfect. Except for one fatal flaw. My rover sucks. I tested it quite a bit on Kerbin, driving around collecting science from the biomes near the space center. But the differences in gravity and terrain on the Mun kicked my rover's butt. My final resting place was in a smaller crater near the Far East crater and the Canyons. I had landed in the Far East, got science, landed in the Canyon, got science, and then moved into another small crater which had some Highland Crater science. So then I drop the rover and get going. It is then that I realize having torque enabled causes really bad things. Any time I tried an significant turn, my rover would topple over. And I couldn't access the probe body to change it because it wasn't exposed. Eventually I figured out the trick of moving the view inside the vehicle and clicking on the probe to shut off torque. That helped out quite a bit with stability. But my rover still was not powerful enough, or stable enough, to even get out of the crater I was landed in. It couldn't get over the sides. I tried for hours, trying to climb up multiple sides, and it always resulted in tumbling down the side at high velocity until explosion and reload from quick save. I was very bummed, until I realized (using the jetpack and spam EVA report technique) that there were tons of biomes in the crater I had serendipitously landed in. There was Canyons, Highland Craters, Highland, Midlands, and NW Crater (?) biomes. All in that one crater I was stuck in. And I sapped every bit of science I could out of there. My entire mission, I end up gathering over 3k science. That is about six times more science than I'd ever collected on a single mission. So I'd call it a pretty major success for me.
  12. So I landed on the Mun to establish a base. Notice the rover underneath? I release it to drop the rover to the surface, then move it out of the way. Then I used the radial decouplers to jettison the engines and fuel tanks, and drop the lab down onto the surface. Notice the docking port on the side? there is also one on the rover. The rover can dock onto it so that the experiments can be processed and cleaned. It is the most complicated thing I've designed in KSP yet, and it all went off without a hitch.
  13. So I built a rocket to take my rather large Mun lander into orbit to dock up with my space station (to refuel and link up with other parts of the craft). I put a probe on the rocket, so that I could control its decent, recover the vehicle, and save some on cost. So I launch, get into orbit, decide to do a little science with my new negative gravioli thingamabob. It is then that I realize I forgot to put some Kerbals in my science lab. Revert launch. So I populate the lab with kerbals, get back into orbit, go to extend the solar panels on the rocket itself. No solar panels. How could I have forgot them? Now as soon as I decouple the launcher will be dead in space. Revert launch. Before launching I realized that although my idea, to launch with no fuel in the lander so I don't have to lift the weight, and instead just refuel it from the space station, is a good one, I need to put some fuel in there so I can adjust my encounter with the station. So now I've got a little fuel in the lander's tanks, I've got the launcher's solar panels, and am back in orbit. I extend the solar panels, detach from the lander, do a burn to bring the launcher into atmo. Then I check my electricity and realize that I am not a bright man. Yeah, I've got solar panels, but I didn't put a battery on it. About 10 seconds after I pull in the solar panels I'll be dead in the water. Screw this, I'm not launching again. I decide to keep the engines running on low during decent to keep charging. It works, I'm keeping them running. I am coming down for landing, I decide it is time to cut my engines. I hit Z instead of X, go full throttle, cut my chutes, flip over, and slam into the ground and blow up in a million pieces. Screw this, I'm not launching again. I switch back to my lander. I setup my maneuver for the station encounter, activated my engines, and I have no fuel in the tanks.... I had been connected to the launcher with a docking port, rather than a decoupler. That mean the fuel in the tanks had been used up by the launcher. Oh well, I've got RCS. With some RCS fuel. A little. Why the heck didn't I put more RCS fuel on my launcher? As I realize that I do not, in fact, have enough RCS fuel to setup an encounter and dock. At that point I rage quit. This morning I tried again and was successful with no issues.
  14. Jeb climbed a mountain... With a jet airplane... I...don't know why. I did get some nice mountains biome science.
  15. There's a scifi series by Ryk Brown that used this capability as a literary device to do a flashback. It was a very inventive way to do a lengthy and important flashback.