Jump to content

JAD_Interplanetary

Members
  • Posts

    87
  • Joined

  • Last visited

Everything posted by JAD_Interplanetary

  1. I'm having this same problem. It makes sense that it only applies when Bob is in the capsule, since scientists are the ones who reset the experiments. I have [x]Science! installed and running next to AutomatedScienceSampler, and you can see the science briefly shows as acquired, then is immediately dropped. It looks like the experiments are getting reset before the transfer to capsule happens. My current workaround is to turn off reset, wait for the science to be transferred, then turn reset back on.
  2. Will the new mod be up on CKAN soon? I would make a pull request to NetKAN myself, but I'm not familiar with the process or what the values should be.
  3. I usually put Pe between 32-36km directly over the large peninsula across the ocean from KSC. The craft re-enters on a shallow glide, keeping AoA around 45 degrees, using mainly wings and body to bleed off speed, but also with airbrakes fully extended. The shallow glide helps to manage the re-entry heat, you bleed off a lot of speed before hitting the thickest atmosphere. Once below 30km when air-breathing jets start working again, AoA lowers and becomes more like normal flight, and then I just use airbrakes to trim my speed down to manageable. Checking the world map, my trajectory is usually either right beyond or right in front of KSC by that point. Now it's more like a normal flight, but still bleeding off speed. I only throttle up the engines if it looks like I'll severely undershoot; it's mostly gliding. I usually pass just over the tops of the mountains west of KSC if I'm on the proper course.
  4. Thank you for the compliments! I'm really glad you enjoyed it. I've been screwing around in career mode lately, exploring the new physics with some SSTO planes, and learning the new resource mining system. Haven't had a lot of time to play lately, but eventually I'll start a new project. I'm eyeing Gilly as a potential site for another skyscraper. Any story that goes along with it will take place in the same continuity as this one, but with a new cast (and some cameos.) But all that is in the future, when I have some real life bandwidth to plan and play. I hope I inspired you to take on some monumental construction projects of your own. If so, please post them on the forum!
  5. Thanks to all for your suggestions. I verified the local cache through Steam but that didn't help. In the end, it turned out it was a working directory problem. I have a command line script to start KSP, but it wasn't switching to the KSP directory before running KSP. As soon as I added that, bingo! Re-entry effects. I guess there are some config files (physcis.cfg?) that look for their path relative to the working directory, not the KSP binary's location. @BrunoTheMad, try running the 64-bit version from inside the KSP directory, and see if that helps. I believe the reason launching from Steam works is that it correctly sets the working directory, but just running from the command line with a relative or absolute path does not.
  6. No cheats are on, so it's not that. I'll try the file integrity check. I haven't manually changed it, but that doesn't mean it hasn't been changed. If I delete it, will it be regenerated?
  7. KER, KAC, KJR, ScanSat, a few science-listing/-performing mods, PreciseNode, and Trajectories. The only one I can think of that might have an impact would be Trajectories, but I would have assumed it just measures and calculates, not makes any changes. A handful of them haven't been updated past 1.0.2.
  8. After upgrading to 1.0.4 (Steam autoupgrade) I don't seem to be getting re-entry/dynamic effects anymore. As an example, I'm hitting ~32km PE at Kerbin returning from Minmus and I'm not seeing any visual effects, heating, or any of the craft's exposed bits getting ripped off. Also, I have a few SSTO planes that would regularly experience shock and heating effects in the lower atmo (going about 1100 at ~17km for example) but now there are none. Did some default setting get flipped somewhere? Or has aero actually changed that much that those scenarios no longer show or have any effects?
  9. Yes, I use Linux as my main desktop, and I have Steam installed on it as well as KSP. I use Ubuntu (which Mint is based off of and they use many of the same package repos) so Steam will install just fine. I also use the GUI version of CKAN. All the mods I use are compatible and work just fine. From what I've seen on the forums, the ones that won't work are mods that fix Windows specific problems or issues with DirextX (the Linux version uses opengl by default.) The save and craft files are just text files, so they should be compatible across operating systems. I haven't tried it, though. My experience with KSP on Linux has been great. I've never come across any issues with running it or enjoying it. Good luck!
  10. Just grabbed and harvested my first asteroid, a little 6-tonne class A that gave me basically no fuel, but it proved the concept for my asteroid tug and drilling rig concept.
  11. It was probably about 2-3 seconds per frame. It was painful at times. The save isn't that big, but the memory usage is just shy of the limit. It took about 10 minutes to load from the tracking station, and about 6 minutes to load whenever a ship would pass within physics range.
  12. This 150m tall behemoth skyscraper on Minmus. It took so much time and planning. A huge sense of satisfaction when it was finished. It's hard to tell, but there's a Kerbal standing on top of the antenna mast.
  13. KER (Kerbal Engineer Redux) http://forum.kerbalspaceprogram.com/threads/18230-1-0-2-Kerbal-Engineer-Redux-v1-0-16-6 KAC (Kerbal Alarm Clock) http://forum.kerbalspaceprogram.com/threads/24786-1-0-x-Kerbal-Alarm-Clock-v3-3-2-1-%28May-21%29 Docking Port Alignment Indicator http://forum.kerbalspaceprogram.com/threads/43901-1-0-x-Docking-Port-Alignment-Indicator-%28Version-6-2-Updated-05-04-2015%29 Trajectories http://forum.kerbalspaceprogram.com/threads/104694-1-0-2-%28FAR-only%29Trajectories-v1-3-0-%282015-05-24%29-atmospheric-predictions Not a "couldn't do without" but I install them every time: Chatterer http://forum.kerbalspaceprogram.com/threads/92324-1-0-2-Chatterer-v-0-9-5-Talk-to-me-Valentina-!-24-May-2015 Contracts Window + http://forum.kerbalspaceprogram.com/threads/91034-1-0-2-Contracts-Window-v5-1-5-1-2015 SCANSat http://forum.kerbalspaceprogram.com/threads/80369
  14. I only run Linux at home, and I have KSP installed through Steam. But I don't run it through Steam, I usually launch from the command line or with CKAN. Works great for me.
  15. That's mostly my system. Plan out a flight path with a bunch of nodes, check the dV, then tear them all down after the first burn and rebuild them (because minor inaccuracies during that first burn throw all the subsequent ones off.)
  16. I'm the same way. Not out of necessity, but because I like the ability to plan ahead and because I'm not the accurate when I try to eyeball things.
  17. I find myself using maneuver nodes for pretty much every burn. I also use the Precise Node mode for multi-burn planning, mainly so I can make sure I have enough fuel. Does anyone else do it this way, or do most players use maneuver nodes rarely? It's not going to change my play-style, I'm just curious. In you comments, also indicate whether you use mods with your maneuver nodes, and which one(s).
  18. I launched, orbited, and landed my first SSTO spaceplane, the Nightshrike IV.
  19. I finally got my first SSTO ever into orbit and back again! Smooth ascent, but gets a little "yaw happy" at around 12km Finally in orbit Coming in a little too steep, and with barely enough battery power left to maintain control (need to put some solar panels on the next gen) Even managed to land back at KSP, albeit with a minor wing strike that snapped off the port wingtip Handling is a bit goofy, even with the CoM far forward. Need to play around more with amount and placement of control surfaces. But, Jeb and Bob made it back in one piece! So success and champagne all around.
  20. I set up Rep-for-Science right away, at maximum. Unlocking the tech tree is important, as that determines the types of missions you can do. With low rep, you get lots of similar missions, but doing similar missions several times means getting to go back to already visited places with new science equipment, yielding even more science. I've almost unlocked all the 300-level nodes, so I'll probably stop using any strategy until the entire tree is unlocked, at which point I'll start trading Science-for-Funds.
  21. Glad you enjoyed it! They are Kerbodyne ADTP-2-3 structural adapters with red lights shining on them. http://wiki.kerbalspaceprogram.com/wiki/Kerbodyne_ADTP-2-3 The idea was to make it look like foundational pylons driven into the ground to support the tower. But really, they're just sitting on top of the surface. You can see the ground plate landing in the first chapter's screenshots.
  22. JAD Interplanetary "Even we don't know what we do" The banner in my sig changes on page refresh, explaining what the recursive acronym "JAD" stands for, according to our most recent company mergers and acquisitions.
  23. Thanks for the info. That's what I was looking for. I also learned that you only get the highest XP award for each planet/moon, they don't stack, which I think is a bit weird, but whatever.
  24. Is there anywhere in game (or with a mod) to see the list of achievements for a kerbonaut that have given them experience points? Basically, a way to track what each kerbal has done in the table at http://wiki.kerbalspaceprogram.com/wiki/Experience I want to use it to plan what kerbonaut to send on each mission, and I'd rather have an in-game way to do it rather than a separate spreadsheet.
×
×
  • Create New...