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Ninjahgoblin

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Everything posted by Ninjahgoblin

  1. I started a fresh Career mode with some mods I like. Parts included Putting together Space Lab 2020; I put up the crew area, science module 1, and two 1 man escape pods. So far so good.
  2. This mod is one of my Base mods now. The nose cone alone is outstanding. But the Crew Module is fantastic. The interior is real well done. Everything about this mod is just solid. No issues so far. Accept slight oddity; Nose cone does not register as a dockingport for certain contracts. Thank you!
  3. I love this mod. I have it as one of my base mods now. I like career mode a lot, but feel it just needs a little extra for my playstyle. Thanks a lot! I'll keep track of issues if I have any. None so far.
  4. Thanks man! Oh indeed. I do a number of techniques. My favorite right now is spin fishing with a Fly on a 6ft lead with wet bobber. Pistol Petes kill it. I always have another line in sitting with bait as I walk around the lake. (the lake I frequent has Tiger Muskie, LG M bass, bluegill and catfish) My ships generally break in half as I have a tendency to build to tall haha and still attempt to launch, I have not lost a Kerbal yet. About have way up the tech tree in Career. (revert to launch helped a lot with that)
  5. Thanks all! I am working on planning my first Mun landing and base.! Got a refueling station in orbit of the mun, with housing for 12 Kerbals and of course science. Will be docking the lander to the station prior to going to the mun. Hoping all works out well!
  6. *drools over awesome looking bases* I wish to be this cool some day. I have barely started assembling Stations. I like the ideas I see here. *stores images for reference later* I am playing Career mode so it is taking a while.
  7. I just forgot to deploy them is all. SMH... Every time. lol
  8. Thanks I will! Any one who mods this game should immediately become a member of the forums. All the data and help related to any mod or issues is tucked nicely right in these threads. I plan on staying active, trust me Always Chutes, And MOAR boosters!
  9. Hey all! Just introducing myself. I am a hardlined PC Gamer from Boulder CO. I get a fair share of outdoors, dosed with countless hours in front of my LCD Gods. I go fish for an hour come play KSP for 10. lol I recently picked up KSP after following it and wishlisting it for some time. I must say, this game is beyond anything I expected or have gotten from a game in a number of years (and my steam library is over 200). The community is great (modders and not), the Devs are on point. And again the Game is simply amazing. I now have an understanding of the core concept regarding Orbital mechanics, (TWR, Delta 'v) introductory aerodynamics. All without spending hundreds of thousands of dollars! Outstanding. *shuffles back to work*
  10. Glad he got it to work! If in steam. I always just delete local content and redownload and install if I ever have issues. 600mb is like a minute download. Unless you are referencing people who have data caps. 600mb is laughable for a download. That is unless you are THAT restricted on HDD space or Network capability. 1Tb drives are super cheap these days. So are quality Wifi adapters.
  11. Well. After various mod testing and getting everything smooth. I finally was able to resume my Missions. But instead of completing some simple contracts. I decided to merge the two station pieces I had sent to the Mun. They had originally failed to rendezvous and ran out of fuel. So I had to devise a refueling tug ship that added to the station simultaneously, while bringing additional crew for rotation. Once done, the station will be a pit stop for Deepspace and a Mun base tether. I got my Tug ship to rendezvous with one of my station modules. But it ran out of monoprop, so I had to switch to the Station, which was out of fuel but had monoprop and maneuver it to dock with the tug. Miscalculations all over the place. SMH. Now I have 6 Kerbals floating in orbit around the Mun (one of is still by himself lost in a higher orbit), my budget is getting smaller and my payloads are getting heavier. But it felt so good to get the huge Arse payload into orbit and up to the mun. 150k launch however.
  12. I was having similar issues after the update. I use mechjeb. If you use mechjeb I recommend this profile posted by smjjames After testing this profile. I launch every time no issue. And so long as you have the fuel you can set the Orbit altitude to whatever. I set mine lower to 120. I also up 'limit acceleration' a few notches give or take depending on the craft.
  13. Squad even made an educational port of KSP. http://kerbaledu.com/
  14. That is awesome man! Aspiring kerbalnaut if I ever read it.
  15. Solid question with solid response. I came for the input myself. I have 4gb Gddr5 on my GPU. And 16gb Main board. Cannot wait to take advantage of it.
  16. This looks awesome! I will be downloading this and trying it out. Can you recommend other Station part mods perhaps? The one on Curse is outdated and does not work. Thanks! EDIT: I read May and thought it was this May. Turns out it is a year old. Does this mod even work with 1.0.2
  17. Honestly, I made myself. Put a gun to my head and say you will buy it! No but for real. I am patient Zero in my group, and I am slowly infecting my friends with this viral symbiote of a game. Was on my wishlist for some time, finally pulled the trigger. Never looked back. One MechJeb later and I am successfully advancing to the Stars. (for the record, I am no flight sim guy. But I love Space, science and adventure)
  18. Question: I am attempting to use another mod that references this one as a "bundle" in the overview. Am trying to find a support thread for http://kerbal.curseforge.com/ksp-mods/223715-stockalike-station-parts-expansion-0-3-2 Seem that it has not been updated to 1.0.2 and I was not able to get it to work prior to that either. I apologize in advance if this is the completely wrong place for this.
  19. For sure man, thank you for the input. I have not touched the sandbox mode yet (I get the concept). Mechjeb in Career mode makes it difficult enough yet rewarding enough for me to never leave. I like growing pains in games haha making mistakes, choosing the wrong tech tree etc. ---->If you make a SSTO Payload version for early/mid career Ill def try it out. I will also post back if I come up with a good SSTO design for early/mid career mode. Attempting to make a refueling rig on a station and getting the fuel payload into LKO seems to be my biggest issue atm. Trust me, if I could get paid to play KSP. I would. Never enough time in the day. Especially with a library of 200+ games. lol
  20. At what tier in career mode is this compatible with? Or only for Sandbox and late career mode. ---Am trying to find a Payload build for launching payloads into LKO for stations. I use a number of part mods as well. Looks awesome. Hope to try it some time.
  21. Thank you for this. I have seen a few ascent profiles I am going to try and match once I get home. *fingers crossed* I'll post back after I test them with a few builds. And perhaps we can get a community standard posted in regards to this.
  22. Understandably. But I have no idea how to set it up. No videos are posted for 2.5.1 Mechjeb nor a written guide for 2.5.1 on how to setup ascent guidance with the new atmosphere mechanics. So I sit here for hours trying to figure out the correct ascent variables. While I could be manually flying, but the point of me installing mechjeb is to automate this. Please ignore this post as it is mostly a rant. Am by no means upset as I love KSP and this Mod. Just trying to figure out the new system. Trial and error. Or until some one figures out the "sweet spot" setup and posts an across the board configuration. *fingers crossed*
  23. @Sarbian My issue with the below in bold. Is that yes, the turn starts early and I don't mind. But my apoapsis never gets above 20km. Ever. The turn starts early, I reach an exceptionally low apoapsis (when successful), I burn up in atmosphere while trying to complete Gturn. Also with the Limit AOA default setting of 5', it always goes past this and does a hard 90' turn from about 20sec after take off I have done reinstalls, fresh isntalls, just Mechjeb and KSP, the default settings and playing with the Edit Ascent path variables. Maybe I am not understanding things completely.
  24. Thank you for this. I read a small passerby snip of someone else stating the turn is starting early because it hits the Speed variable 1st before the height variable. Will test this when home and post back. But I believe this is the fix. Sorry for posting the same issue as many others!
  25. I made an account to post feedback. 1st- Thank you for this outstanding mod. Has helped me enjoy the game worlds over. ISSUE: -KSP 1.0.2 -Mechjeb 2.5.1 Every single time I use ascent guidance, no matter how I fidget with the turn start or shape. It starts the Gturn at around 1000, and proceeds to start doing flips after10000ish. Never getting an Apoapsis above 20k. I am not sure what to do, I have tried the "more fin method" I have tested using designs I know fly into orbit. Still no ascent. Do you need any more details? Rig info etc.?
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