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Pinchy

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Everything posted by Pinchy

  1. OK thanks - Yes I mean strategies. Ok I will upload the log onto Dropbox.
  2. Hi - I am back after a hiatus from the game due to GPP breaking in a previous release of KSP and waiting on Galileo to do some updates. ANyway I came back with the brand new 1.3 version and the latest GPP. I have installed Strategia; and I only have 3 contracts showing? Impactor Probes (the manned equivalent) - and one other. None of the other contracts that I remember from previous versions are there such as massive scale launches etc? Do i need a GPP specific version of Strategia - or do I have something screwed in my install?
  3. I believe you are running the incorrect version of GPP. 1.2.3 is not currently supported and this is the future version for KSP 1.2.3 Hi @Norcalplanner, @CatastrophicFailure - thanks for this info. Yes hadn't considered going into Retro burn before entering the SOI - as then I would be nervous of actually losing my intercept, and working out which is retrograde to Icarus rather than Ciro would be I guess by eyeball rather than relying on the navball (although thinking about it - I guess Anti-Target would effectively be planet retrograde) - I also have the Karbonite mod installed and the Karb resource but haven't really experimented with the vacuum engines and have only played with the SRB's and the Atmo Engines. I don't use MJ but do have KER - which I think gives similar readouts in terms of Vessel/burn stats. Thanks for the advice - and I already have my next attempt on its way to Icarus (this time with Porkjets Lantern engine to try and get me into Orbit). The Retro burn pre capture is definetely something I will work on with this attempt
  4. @Norcalplanner - Despite playing this game for more hundreds of hours than I even want to think about... Just looking at your screenshots and your commentary. Please can you talk more around this comment - as clearly I still have so much to learn.... I put a dawn electric engine on my last Icarus attempt that gave me plenty of D/V but not enough TWR to get into stable orbit and ended up doing yet another flyby!! However looking at your comments above then clearly you would have had the same issue as me; in that you would exit the SOI before you managed to reduce your velocity enough to circularize - so based on the fact you just shoot past - do you then set-up another intercept in "x" number of years to get another flypast and slow down again?
  5. Ok thanks - Yeah I don't seem to have had any isues building and assembling orbital bases in Ceti or Iota - only experienced when I put a mining operation on both planets that consisted of an initial landing probe (pathfinder) and then an automated mining ship, a manned lander power station and habitat/supplies. I won't try to make Thalia as my first interplanetary ground base
  6. @JadeOfMaar - Thanks - when you say within Mun's SOI - does this mean that the problem would only be unique to the moons within Gael's planetary SOI (ie IOTA and CETI) - and if I go interplanetery with Ground Bases the problem will not be there? I read from @Galileo that Kopernicus had been upgraded with the latest version of KSP and thats what has so far plagued him with updates to the latest version of GPP - so my question was really aimed at asking if Kopernicus had been updated to address this known problem and therefore by default fixing this in GPP.
  7. I posted a question about performance with bases on bodies where if I have more than 3 crafts landed and in the same vicinity (not even linked) but within a few hundred metres - there is massive lag - despite me having a pretty good rig. The answer back is Is this a known problem as part of GPP and if there is likely to be a resolution with the updated version of Kopernicus and the GPP update?
  8. Hi - I am using this mod with GPP. A question that is regarding performance in that as soon as I have 3 or 4 ships within the same location (not even connected) - the performance grinds to a halt. I guess it is not specifically related to MKS and more to do with the physics for having to work out all of the ships in the same location - but is there anything I can do about this apart from buying a bigger PC rig (which BTW is pretty good and I have never had problems running most modern games on full/high res)?
  9. Ok looking through this and looks like the parts and kits need to be assembled in parts - clearly need to spend some time understanding this in detail Thanks for this - I admit totally that I have not really spent anytime looking in logistics or experimenting with Kontainers, but this I didn't know so will have a play with this on the launchpad and see if I can work it out now you have given me this guidance.. Thanks once again for your help.
  10. haha - yeah for sure... Will post some screenies on the adventure Yeah I found this @JadeOfMaar from the inbuilt wiki - but I can't work out how I get the specialised parts or materials kits on board - or where they are from within the parts tree..... Swapping the separators for the drills can be done after they deploy but requires the following resources Drill SpecializedParts MaterialKits ElectricCharge MEU-100 Pulse Drill 1 5 5 MEU-500 Pulse Drill 3 15 15 Industrial Strip Miner 8 40 40
  11. Hi - This is not related to the GPP pack but comes as one of the suggested additions - I think it is part of MKS (but not 100% certain) - the various pulse drill heads with "interchangeable" drill heads? How do you change them? Within the VAB you can change them from Dirt - Ore etc..... However when you get onto a surface and right click to change them - there is no option to do so and it only sems to drill dirt? I had to revert to the "default" stock mining drill to extract my 2800 cubits of Ore to deliver back to Gael - but it would be nice to work out how to use the array of "automatic pulse drills" that I have unlocked? In other exciting news I have 3 willing volunteers currently cryogenically frozen on a manned mission to Thalia to dock with the Lab, the habitation extension and the life support extension all also on their way.. Docked with my interplanetery spaceplane and being dragged along is "hopefully" enough fuel to get them home again!! My latest Icarus attempt is on its way and has 3K more d/v so hoping this time I can get into orbit and not get yet another flyby. I now have more than the d/v map tells me I need so here's hoping I love the look of Thalia - the scarred surface of "facelift" biome is amazing and even managed to land before my probe melted.... You guys rock the socks of me!!
  12. and back to baby steps after your magnificent ships ^^ - I have successfully researched Grannus and have a probe on its way - I think it is 10 years before it gets there....... I am thinking that when it arrives I w am very afraid to find something like this....
  13. Thanks for the quick response @JadeOfMaar.. Now thats Service... I'll be rebuilding my telescope tonight
  14. @JadeOfMaar - sounds like another one for the enhancements list - Not that I have any plans of how I am ever even going to get there yet - but researching it was for the science squeeze......
  15. Hi - Another question this time regarding research bodies. So I have just unlocked the "large probes" in science which unlocks the more powerful TB75M-ES Telescope. However this does not show as a part in the VAB. It still only shows the TB75M telescope. However it does show an "upgraded stats tab" when right clicking and it demands I get into a 500K orbit which I have done so assuming this is just the same model but upgraded even though I get no visual indication. However I am still unable to research Grannus as I still get the message "A faint body has been detected, you are going to need a more powerful telescope" as you do with the un-upgraded version of the telescope? Any ideas - I doubt I can unlock something even more powerful to be able to research Grannus?
  16. One day I may get to see Icarus as more than a flyby... Lasts nights attempt I got to within 2500M/S of a capture insertion.... Oh well only another 60ish days to wait until my next window... The large sun is a joy to see and the dark side was hmmmmm dark
  17. @JadeOfMaar - Haha thanks for this pic I had seen this many times I can confirm fix applied and now works. No more exploding planes and no more plane launches from the VAB and having to manoeuvre from the Launchpad
  18. @JadeOfMaar - Does this make me a bonafide coder if I change this config Thanks for looking and fixing
  19. @JadeOfMaar - Did you get a chance to look at the runway bug in Southern Site and work out what it is?
  20. I am in the same mindset. KSP1.2.2 is stable and GPP1.3 is stable and with all of the other mods I have installed. I have a stable and beautiful game - I now have no intention of upgrading to KSP1.3 and breaking everything AGAIN. I will not be an early adopter of any of these next upgrades
  21. Thanks @JadeOfMaar for looking into the bug fix for KSC switcher. I noticed in the previous version of the mod as well, but assumed it may have just been a quirk with my installation - as it is also present in this version - then assume it is now a bonafide bug :). Thanks for both links - I will look tonight. Really hesitant to install anything else in my current install - as I now have a really stable installation but may take a backup and install these. WRT to Ven's stock part revamp - do you (or anyone else know) if this will break any of my ships in flight or those currently saved in the VAB/SPH or will it just replace the parts and load up with the right parts on switching to those vessels and not give me any "x part missing unable to load" type message?
  22. @Tyko - Spending a good amount of time trying to find out more on Porkjets mods. I know you know all of this but looks like he was originally part of squad but his parts never made it into general stock KSP, and has since long gone. Looks like some of his mods were taken over by Tokamok but again looks like the parts have fallen into none supportable parts as they have not been updated since September 2016 and the "atomic mod" looks like it doesn't even exist anymore?
  23. Hi @Tyko. this is a great example - and perfect for what I am looking for. I don't have Porkjet's mod I don't think - this doesn't come as packaged or recommended as part of the Galileo pack - so in the interests of stability I didn't install much other enhancements/mods - other than chatter/re-entry particle effect/and x-science - so yours is the 2nd comment around porkjets mod - so I need to look for this one and install. Thanks for the heads-up tho and a ship with ~14000 DV. This is only in my dreams to have a ship this big with enough TWR ratio to get into LGO @Galileo @JadeOfMaar - I think I have found a small bug with one of the alternative launch sites from KSC main. Southern Site - the runway is bugged out from the launch position as the plane seems to spawn under the runway and doesn't allow you to move without exploding into nothing..... Also did you have any other thoughts on the previous "feature" i mentioned with splashing down into the sea and the craft is just static and seems to no longer bob around? one further question with regards to transfer planner? When I plot a transfer from Gael to anywhere I get my window, but the launch window is always days before my angles align. I always have to wait another 10 days or so before my intercept angles align before the optimal launch? Is this something that is only unique to me, or am I doing something wrong?
  24. Yes ISRU is of course an option - I am more than happy to collect resources from planetary visits. I have installed most of the optional mods (near future technologies), Karbonite / Argon Gas/Xenon etc....... Although I have not yet unlocked the full tech tree - so haven't unlocked beyond the "539" science values....
  25. I am having a bit of trouble building a craft with enough Delta-V to sending either a manned or unmanned missions to Icarus and home again. Can anyone share any spacecraft ideas to help. I have managed to break out of the Gael SOI and get to Icarus/Thalia (not back) but this is currently as far as my adventures have gotten me, so would like some examples of what craft people generally use to get out and back from deeper space.....
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