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LaytheDragon

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Everything posted by LaytheDragon

  1. Today Yesterday, to refuel the Transport Trucker to Jool, I landed on Pol for my first time! @Pine might want to see this... Edit: First post of page 999, I have made 199 posts as of this post, and have 99 rep as of this post! but someone liked the post, boosting my reputation to 100 .
  2. I would raise the priority for "Fading" and for "Nearest vessel range max/min", @pizzaoverhead, but otherwise, everything looks great! Edit: To quote @Avera9eJoe: This appears to be a nice solution to overlapping playlist conditions.
  3. @CaptRobau I am experiencing something like the poster of the above quote almost every time I enter a building for the first time after loading KSP (and not at all after that until the next time I load KSP), and the crashes are increasing in frequency. The crash happens in the output_log immediately after saying Cannot find preset 'High' for pqs 'Thatmo' ,or Cannot find preset 'High' for pqs 'Karen' Kopernicus is up-to-date on this install. Edit: It may have been due to a residual SigmaBinary Core still being installed, even though I previously deleted the quite-obviously-after-seeing-Plock-and-Karen-drifting-off-their-visual-orbit-lines-but-not-their-actual-rails broken in 1.1.3 SigmaBinary itself. I know not if I fixed it, but uninstalling and reinstalling Kopernicus and OPM had mentioned SigmaBinary Core being uninstalled in CKAN when I uninstalled Kopernicus, and this time, there was no crash when I entered the tracking station.
  4. You don't need any delta vee mods to play KSP. In my 0.90 career save, I had not one mod, and I successfully did things such as landing on Ike, landing on Duna, several dockings including docking a 4-port-at-once connection to add the solar panels I forgot to add to previously add to a space station ready to be sent to Laythe (I hadn't unlocked the Senior ports yet, so I decided to go for a multi-port connection, which I happened to need to use), sending a space station to Laythe orbit and bringing back the Interplanetary Transfer Ship that brought it there to Kerbin, building a 5 ton 3-stage-to-orbit rover-jetpack, using the same ship that just got back from Laythe to bring that rover-jetpack to Dres (after said ship was refueled), landing on Dres twice with said jetpack before ditching the empty jetpack and bringing its kerbals home with said Interplanetary Transfer Ship, capturing an asteroid (accidentally into a retrograde Kerbin orbit), switching the direction of said asteroid's orbit to prograde with a second craft I brought to its retrograde orbit and lowering its apoapsis through aerobraking, docking a beautiful space station that wrapped around the asteroid in LKO, and sending two probes to Jool, one of which ran out of fuel and was ejected by Tylo into an extremely eccentric solar orbit diving close to the sun, while the other I added extra fuel that allowed it to land on Bop on an extreme slope, using the .625 meter engine attached to a 1.25 meter fuel tank on the extra fuel tank I had added for it to not fall over (but Bop was too serene and beautiful at the time for me to take it off from). I also landed a spaceplane on Laythe, which didn't have enough fuel because I hadn't unlocked turbojets (it used basic ones) and because and it was untested on Kerbin except in agility tests Was that horrendous run-on-sentence and that extra tidbit enough to show that KSP on consoles should be fine without a delta vee readout? (sorry, that sentence did come out a bit rude, I apologize for it) Some people have become too reliant on delta vee mods, but newer players on consoles may find their ways to do without it just by playing sans the option of using one. That is of course only until a delta vee readout is added in stock (if it ever is), but until then, many a player shall be fine without it.
  5. That was for Xbox 360, Wii U, and PS 3 Minecraft. Minecraft for the PS 4 and Xbox 1 has three world sizes, with the largest "large" size being 5120 X 5120 X (a world height of) 256, or 6710886400 blocks total in the game world. KSP for those two consoles should run fine by those standards, especially with the "forced stock" feature that comes with all non-Fallout-4 console games. For the delayed (I wonder if it is due to laggard performance reasons) Wii U version, we'll just have to wait and gaze.
  6. You could upload them as .zip files and send them to me. It would be more immersive for the listener, and better for providing feedback, if this mod were updated before you send them/upload them for all users of this mod to listen to, but if you provided them early, I could still attempt to listen to the playlists during their intended playing scenarios to hear if I enjoy them/to gift feedback/to test the playlists...
  7. If a song is cut off by another song due to the parameters not being filled for [X] seconds, I would like the current song to fade out (not too fast, but not too slow of a fade), but not end abruptly. I hope that is a feature being incorporated, @pizzaoverhead Those playlists do sound nice (not literally, as I haven't heard them yet). If I were to download them, I would probably tweak them/remove and or add songs to my liking, but they should be quite stellar right off the (launch)pad.
  8. Here, this is Banana Staging in its purest form: Banana Staging doesn't appear to be any different than Stack Asparagus except the top tanks come off first, rather than the bottom. But I could see the Banana Staged Drop Tanks being useful, as they allow only one drop tank at a time to be dropped rather than two, adding more flexibility (and also making it inline) to drop tanks. Here is that Imgur album from before, for those who missed it.
  9. Today, I invented Banana Staging (needs a better name, but "Banana Staging" shall for now be fine), and Banana-Staged Drop Tanks. I also brought the Transport Trucker to Jool from its parking orbit (the Transport Trucker to Jool is the name of the VAB launcher with the truck attached, but I also did send it there today). That is just the prototype Banana-Staged Drop Tanks ship in the album, as by now, the radial decouplers have been replaced with slightly-lighter Clamp-O-Tron Jrs, which also come with built-in crossfeed, eliminating the need for fuel pipes. The heavy I-Beams in the above prototype have also been replaced with tiny struts (see Banana Staging pictures in spoiler). Banana-Staged Drop Tanks is (potentially) revolutionary, as it exterminates the problem of having to eject two drop tanks at once to keep a one-engine ship utilizing drop tanks in balance. The draggy apparatus (and extremely minimally during tests the mass of the decouplers, the almost-completely-empty-to-save-mass separatrons, etc.) makes it unefficient for 1.25 meter ships such as the prototype one, but it should provide more flexibility to the usual benefits of drop tanks for larger launchers and vacuum stages. And here is Banana Staging itself, below in the spoiler. Banana Staging is basically an inline version of Asparagus Staging. Even though the drop tanks can be dropped one-at-a-time rather than two-at-a-time, there has to be a minimum of two engines per drop tank rather than one. I know not whether Banana Staging is more efficient than Asparagus Staging or not (the Rockomax-sized tester did reach orbit, though). On the topic of sending the Transport Trucker to Jool, see the below Imgur album. I ended the day off with a nice future Tylo gravity assist that, after a 20 m/s burn, will not only put my craft in orbit of Jool, but will also give it a convenient encounter with Pol (I need to refuel before I can (attempt to) land the Transport Trucker on Tylo or Vall).
  10. That is a bit disappointing, or is it... it isn't that disappointing! Thanks excellent modding community for adding this. I am surprised nobody ever mentions this useful extra-but-not-full-immersion-adding feature...
  11. That is okay, as it gives me more time to land my truck on Tylo (I already have the gravity assist to get into Jool orbit, I just need to refuel on Bop (edit: or Pol) Pol, bring it to Tylo, and hope that there will be enough fuel left to land (or at least lithobrake good enough so that the truck can survive intact, though that doesn't sound easy)). And plus, you NEEDTM some sleep, and of course, quality over quantity speed.
  12. I have confirmed that you can have a kerbal go on EVA by clicking on the hatch to the outside when in the IVA of the Hitchhiker. (I still know not whether this is a modded or stock feature, and I am too busy with a mission to interrupt and drag mods out of my GameData).
  13. Once this mod is updated, I would like to beta test your 2.34 gigabytes of music! In the meantime, it is a Wednesday, and the most recent few progress reports for this mod have come out on Tuesdays, Wednesdays, and Thursdays (not in that order). Because of this, I am even more excited (is the mod about to be updated/is it almost complete? It is likely that we will find out not long from now).
  14. I am testing the radial engines version, but with Banana Staging. Edit: After testing, as far as I can tell, I have created an inline version of asparagus staging (still two engines are being dropped at once, and two sets of one engine each with half the fuel is identical, except in radial form). I DID create a way to drop one drop tank at a time though for rockets, by making the drop tanks inline. Also, no fuel lines are required for either of these if docking ports are used rather than stack or radial decouplers, though only using a 0.75 meter docking port as a decoupler also saves mass from using stack and (rocket) radial decouplers.
  15. That is why I just was tasked with building it myself. Behold, Banana Staging! (Please, if you can, help me find a better name for it) In the background, I am starting Banana Staging Test 2, so I'll post that soon, @HebaruSan.
  16. Do you mean placing the engines radially or on a beam below the fuel tanks, and having seemingly-stack-attached fuel tanks connected with radial decouplers and fuel lines, rotated to be in line with what appears to be a center stack? The I-Beam approach would make the beam part clip inside the fuel tanks, but the radial engines wouldn't. Or, even better, you could have two I-beams going around the fuel tanks attached in that manner described above, so they'd eject out of one of the two open sides, while an I-beam would wrap around each of the other two parallel sides leading to an engine attached on one of them at the bottom (the beams would be strutted together at the bottom below the fuel tanks, and the engine would look like it were attached to both). If done so the top fuel tanks in the "stack" ejected first, it would look like what one would imagine would be called "banana staging", and the fuel lines would conveniently lead directly down, from fuel tank to fuel tank, straight to the last fuel line on the bottom ejectable tank that would feed to the engine.
  17. I've had my share of "Epic Moments", but here is an interesting slide with a mix of "epicness ratings" throughout its variety.
  18. Yesterday, as I had just moved a kerbal into one of the Mk1 Lander Cans (out of a Mk1 Crew Cabin, the lander cans are just used as a hatch) on my Transport Trucker in orbit, to check how much delta vee RasterPropMonitor would say I had, I clicked on the window in front of Sancee Kerman. Then, I wanted to switch back to the kerbal's perspective, but for some not-wanting-to-break-immersion-by-pressing-a-key reason, I turned the view around so it faced the kerbal, and clicked on her twice. Before I knew it, the screen stared at the OUTSIDE VIEW of the vessel. I was confused, until a {B}: Board popped up on screen. The kerbal had actually gotten out of the pod when I double-clicked on her face, which was obstructing the view of the hatch! I went EVA, from an IVA! I have also repeatedly done this now, so I am certain it exists. Now, I don't know if this is a hidden stock feature for the Mk1 Lander Can (a functionality for moving between IVAs such as by clicking on the Mk1 Crew Cabin inside hatches was added a major update or two ago), or a hidden mod feature (RasterPropMonitor and Stock Bug Fixes(/Stock Plus?) are the only mods I could imagine potentially having this), so I have created this thread to discuss the wholly remarkableness of this feature, whether or not it is stock, and to find peoples who can pinpoint whether it is stock or modded without anyone being forced to uninstall mods temporarily. Or, there may be people hiding knowledge of this who can also pinpoint whether it has stock or modded origins (or I have just been oblivious to this for awhile, and everyone knows of it). It also needs to be found for what pods it works, whether or not it is a stock feature. It is much easier to go EVA from IVA by rotating the camera while it is from the window view, and then clicking on the hatch, or the edge of the kerbal's helmet and/or head where the hatch is easily identified as being behind (see third spoiler). It is much harder to access from where the camera starts in IVA, but by turning the view to stare straight at the kerbal, and by spam-clicking on the kerbal's forehead, it eventually still works (see first spoiler). Here is a snipped screenshot in which I have used the snipping tool to write all over (in first spoiler): And here is a picture of after clicking in the right spot and rotating the camera to double it up as a beauty shot (in second spoiler): Edit: When I wrote the letter B within brackets to show what it said on the screen, the forum software thought it as me wanting to bold everything. I have fixed that with the use of curly brackets, so the thread may be more-professional-looking again!
  19. Oh so very true when in the sandbox... Look at what was on my launchpad yesterday...
  20. Just in case you're wondering, here are some screenshots of said truck (including one of two good ones I have of it driving in the distance). I have gotten it to orbit, and soon enough, I will have a to-be-re-imagined-by-Pine-the-Great screenshot from driving on the surface of Tylo.
  21. The biggest ship I've launched? DysonCube Station. At one point after docking more modules, as I planned to bring it to Vall, the space station was so large (over 2,500 parts, and many sizeable ones) that the small claws holding the modules together, plus EVA struts (from a handy mod, they require the EVA strut base to be placed for the other end to be placed/connected) on modules docked via claws, were not enough to keep the entire station rigid. Due to that, bringing the DysonCube to Vall was a complete failure, and I deleted the otherwise-empty, 1.1 pre-release save (which wasn't my main sandbox, so that sandbox wouldn't be bugged potentially)(not without saving the craft files of the DysonCube. Next time, there will be one less module, and I may launch them all connected (excluding the massive heatshield)). (The spoiler below doesn't spoil anything, it is just to reduce lag on this thread). One of my other biggest crafts was launched earlier today. I added another booster stage to my biggest refueler (the same type seen docked to the DysonCube Station in the above screenshot), and then added a large, unconventional payload atop instead of the claw. I am taking that truck to Tylo, by the way.
  22. What's wrong with the Mun, and Kerbin? Both just don't look right.
  23. This stubborn truck I built is so hardy that it and its kerbals just won't die. The Transport Trucker can even survive (to save its kerbals, though if it lands on its side on Kerbin, it is staying that way) a failed launch, and has come out with all of its kerbals alive, from deliberate stage testing launches that are guaranteed to cause explosions, multiple times!
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