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Fubarbrickdust

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Everything posted by Fubarbrickdust

  1. Not really a comment of any relevence - however... I just wanted to say that KSP is a totally awesome game!!! And the community (devs included) that surrounds it mirror that awesomness Even though I've not played for about 6 weeks now **not the games fault...I just had a bit of KSP burnout from playing it WAY TOO MUCH** I still check back here every week to read the dev notes and comments - and every week I always leave the page feeling super hyped for 1.1 and generally happy all round. I'm so gonna be burning myself out again when it drops, no question...and y'know what, when it drops I'm gonna be playing that mofo STOCK!!! (...as in the flavour, vanilla.) HELL YEAH!
  2. [quote name='toadicus'] [B]Fubarbrickdust[/B], there's no realistic way to nerf the Comm 16 more without making it useless in T1, which is the primary time its currently useful. When you upgrade your listening device (tracking station) you necesarrily expand all of the link ranges back to it. Remember that the DSN could hear my kids' walkie talkie more "loudly" on the moon than it can hear Voyager right now. :-)[/QUOTE] Okeydokey. When you put it that way I guess it kinda makes sense...better get my little green guys outta Kerbins SOI to bring out the big guns then! Thanks man. [quote name='toadicus'] On the other hand... I could pretty easily enable remote control points within a single link. Put differently, I could easily allow control if there is a crewed vessel with a direct connection to the probe in question. What do people think about that option? [/QUOTE] This sounds pretty cool, actually :)
  3. [quote name='Skalou'] [U]Edit:[/U] [B]Fubarbrickdust, [/B]good point for the 1. : actually no, but it's planned for the stock 1.1 if i remenber. for the 2. in career mode :wink:[/QUOTE] Cool, cheers man. As for point 1. - Fairy muff...I thought might be easier said than done. And 2. - Ah, I see. As it happens though I am in a career game, with an upgraded Tracking Station so I guess that's the thing - the question still stands, however.
  4. First off, I just wanted to say 'nice one' to toadicus - this is a totally cool mod! I tried both this and RT...and to be fair, while RT is awesome it's just a touch too hardcore difficulty for my tastes and require a level of micromanagement and such that were threatening to steal the Kerbal-fun from my game! On that point, and not wanting to sound middley-moddIey - I was wondering if yourself or anyone knew if there are any more ways to up the difficulty with AR a bit, just a smidgen? Maybe with fiddling around in the cfg files or some such? Speciffically: 1. Is it all possible to turn Kerbin itself into a body that can block AR line of sight and shift the 'central point' of connection to the surface where the KSC is? - therefore creating more of a need to setup a proper Kerbin comm-sat network... 2. Is there a way to nerf the Communitron16 a tiny bit (the 1st red/white extendable looking one - I think that's what it's called). Maybe it's just because I'm still early game at the mo, but it feels like it might be a little op as its reaches out to just past Minmus/Kerbin SOI and sorta negates the use of anything bigger before you start going interplanetary. Or is that completely by design/am I vastly underestimating the bigger picture and scale of the Kerbol system? Anyhoos, that's it. And thanks again for taking the time and inclination to make the mod, it really does get a big thumbs up. And no worries if the answer to these is a big NO (especially No.1) Just thought I'd ask and see if it was a possibility... Thanks in advance for any feedback. Cheers, Fubar.
  5. This [the workaround] is the very 1st thing tested with a fresh copy of 1.0.5 - So far so good. Exactly as with 1.0.4 I'll update with an edit if I encounter any issues but I've a feeling it'll be just fine...
  6. Okey dokey so here it is! I'm dead chuffed to report that Bob has made it safely back home to the KSC! I just wanted to say a massive thank you to everyone who gave they're input on the thread and helped to get Bob home...much appreciated. It was fun for me and I've learned a lot in the process from the bits of info and and advice provided by Slashy, Snark and Doslidynk to name but a few. To all - I salute you As for Bob? - Well he's gonna take some well earned R&R along with some mandatory psychological counselling sessions - I don't know how long it'll be before hes happy to go back into space, however, he has informed me that he'd like to spend some of the science he's earned on researching aviation...He'd very much like to spend some time to see if he can design an aircraft that's capable of breaking the sound barrier here on Kerbin - I'm sure we can spare him the points, there's enough going round after his valient efforts on The Mun. He says thank you too btw...
  7. Thanks fellas. And I think that ^ was the little nugget of info that I was missing... In other news, I'm happy to report that Bob is safely aboard the rescue ship and on his way back to Kerbin! Nice!
  8. UPDATE: So it's looking good! It took me a little while to get my head round it but I think I'm beginning to understand the 'rendezvous withing the space of an orbit' concept...we've got our encounter down to 1.1km and the 'target m/s' keeps dropping so I guess that's good (?) This little exercise has pulled up one question which I've been wondering about for a while, and if you don't mind me asking - What's the difference in meaning between the different colored 'intersection nodes'? The red ones are pretty self explanatory, but I'm missing the mark with the pink ones... EG with pics: So I'm pretty sure what this represents...It means we're in luck But what do they mean in pink?...it has eluded me thus far...
  9. Heya Neves, I'm quite new too. Picked up the game for the 1st time lat month... Welcome aboard from a fellow Bottle Rocketeer I've found everyone here to be really welcoming and helpful...it's a cool little corner of the interwebs!
  10. Heya Snark, Thanks for the info on the USI (Roverdude) mods, much appreciated. I totally heed and agree with your warning - They do look really cool, but there's no way I'll be breaking my already pressured little cranium by heaping those on top of the game too. I've still got so much to get to grips with in KSP that it'd be madness! Speaking of madness...there was some (quite likely somewhat naive) method to the linear thrusters (yep, they are) and service bay - I'd toyed around with RCS thrusters already and really liked the way they give a vessel more manoeuvrability while the main engine's not in use, thought it might be helpful if I wanted to fine tweak or tighten up the rendezvous encounter on the fly if needed. And the service bay - well that was just to house the monopropellant tank (I've only unlocked the bulbous looking ones) for the RCS thrusters, and the KER computer...I thought it'd be best for those bit to be neatly squared away in some sort of housing as opposed to blotted on the side of the ship. Looks like I made the 2nd design flaw to cater for the 1st! Ouch! Those reasons might make you chuckle - I'm quite new to the game and still really finding my feet. I'm guessing my choices there might have been a bit odd to a seasoned player. The great thing about this game is that, for me, in these early stages the whole process is a really fun learning experience. Even this whole 'Bob stranded on The Mun' crisis and the help and feedback I've been getting from the likes of yourself and everyone else who's taken the time to post here has really helped and has been a great leap for me. I reckon I now know a little more about the correct application and scenario for RCS thrusters too Right!...I'm home from work. Just gotta make a cup of tea, and then I think it's time to get phase 2 of this rescue op under way! ...Advice taken. I'm on it. I'll digest your points and see if i can make it happen. Thanks again Slashy.
  11. Thanks Slashy. Already on it! - That's what I was cooking up whilst absent. Ah yes, apologies if I threw in numbers that might be unnecessary, that's what the little HUD readout for KER was giving me for the 'mass' entry, I wasn't sure which one was the relevant figure...good to now know it's the latter (learned something new there). This is what's on it's way to the mun to pick him up (below) and it's still got 1,726 m/s left on it. Everything's pretty much as you said - stripped out/bare bones version of the lander, same delivery package. It's 6hrs out from the mun after a much more efficient launch this time (probably due to the much reduced weight too), and so far on track for a perfect equatorial orbit (already got the encounter and adjusted on the an/dn, only need to circularize it on arrival. Set up for a 33km(ap) 28km(pe) if the burn goes as plotted.) The only thing I've not done is put Bob into orbit yet - would you advise doing that before the rescue boat arrival? I kinda thought (read: assumed) that it'd be prudent to try and time Bobs launch in an attempt to get a rough close encounter going on, then close it in with the rescue vessel? Or would that be making my life more difficult than it has to be? There's still plenty of time to put him up there, and easy enough on the equator, more or less Cool man, thanks. I'll give it a look in...I was kinda leaning towards TAC as from what I read the Kerbals won't die with the USI one, the just stop functioning until re-supplied...seems not so critical that way. I'm not entirely convinced. some of the other USI mods look awesome though...but I don't feel anywhere near ready for that level stuff yet. yeah, it seems like that [the rescue plan] is the way it's going. Sensible i think. And still fun - It was probably a very dangerous path going down the 're-fueling lander' mission road....this is way simpler. I might just leave Bob's lander un-terminated and go fix it up much later down the road. Or maybe I'll fly past it Kerbal-years from now, look down and go "Meh! Useless old rust-bucket...I've got new toys now!" ...The flag'll always be there though EDIT: It's quite late/early here in the UK, 5am, I work evenings so it's cool but I should probably get some shut-eye. Thanks to all for the input so far - I'll shout out and pick it up on the next KSP session (won't be long for sure), but I've got good faith that Bob's gonna make it home! night chaps, Fin (Fubarbrickdust)
  12. SO here's the stats: LF = 48.78 OX = 59.62 Mass = 1.462 / 3.165 Engine: LV-909 'Terrier' DeltaV Total = 635 m/s (30.6s) Also, height on the Mun's surface is 1328m if it's of any use He's up the creek isn't he!? ...tbh, I thought it was a touch more on the LF - I'll test out circularizing the orbit again...maybe that touch I used to get the photovoltics lined up will have pushed it just out of reach:confused: EDIT: Tested. Orbit is totally do-able with the fuel left over...it's really tight, keep hitting between 12-15k(pe) and 15-20k(pa) but it's repeatable and consistent, so I think it's all good for when the cavalry arrive! Bob says Hi to everyone btw...he seems to be just fine mooching about on the Mun for the moment - He's re-pitched the 1st off-world flag with a dedication too!
  13. Thanks for the advice Danny, but I'm a little confused about the "50 arc seconds" bit...and although it'd be nice the more I think about it, a 'precision landing' where I'm concerned might be a little ambitious He can get into orbit on the fuel he's got though, I've tested it...it's a dangerously low orbit, but an orbit none the less. On the MechJeb subject - At this stage I'm a little unenthusiastic about using it (not that you're directly suggesting I do) as I feel I'd doing my KSP skill-set a disservice. I'm still a relative noob and don't think it be best. Maybe, way down the road I'll consider it an option...but not before I can do the majority of what MechJeb can on my own wits. I have switched onto KER - It's awesome. Even then I don't think I'm fully understanding or utilizing all the info that the little PCB/Tape machine or VAC readouts give me...Right now I'm mainly using it for the 'orbital' and 'maneuver' HUDs which have really helped me get a feel for some of the more basic launch and orbital mechanics of the game...and helps cut down on all the map switching, which is nice. This certainly crossed my mind! - As it happens I was (still am) really close to trying out the TAC LS or USI LS mods. Easy does it though, I don't want to swamp myself in too many mods before I get a feel for the core mechanics of the game - softly softly catchy monkey, I guess. Saying that, any recommendation for one or the other? Oh yeah, I'm getting quite familiar with the science farming dance, honed that habit quite early, Thanks though. And yeah, you're right, the more I think about it and listen to the advice I'm getting here it seems like a low orbit rendezvous rescue is the smart move. For sure. It'd be nice to bring the lander home as it holds a certain sentimental value being the 1st vessel to make it and land on another body but essentially that's purely superficial and cosmetic, and would be a bit OCD. The priorities are clear. And the priority is poor old Bob! Ahaa! No way? - I wouldn't of even dreamed of that option being possible...that's too funny Maybe if all else fails I'll give it a go out of desperation...Even if it does fail and he disintegrates in fiery puff of green smoke on re-entry, he'll be forever remembered and revered as a pioneer of experimental space-type-stuff and an alround daredevil legend! Dude, that's really cool of you (and the rest of you guys for that matter) for lending your time and consideration to helping out. Thanks man. The feedback and general positive consensus I've heard regarding the KSP Forum community is right on the mark! I'm really chuffed that I discovered this awesome game and joined up to the forum, both. Relevant info incoming shortly...
  14. I like this ...I didn't consider it. I just had a 'Must Save Bob' instinct and rushed to get the rescue going. I might merge this with one of the other choices as option 5. This. Post. Rocks. Thanks Man The Winston Wolf of KSP problems, awesome! I don't have the exact info at hand as I'm at work at the mo - but I'll pop it up for sure... In reality though, even if you did the math and the hardware's got what it takes to get Bob home - I probably haven't got the smarts or pilot skills yet to use it effectively...I've been playing it safe (until now) with my designs by always putting that much more than I need. ...I've got satellites orbiting and SCANsating Kerbin with half a tank of gas in them...
  15. Yep, that's what I thought when I decided to F5'd back to the Mun landing site where we still had a bit of fuel left - I'm thankful for that at the least, it means there are more safer options if I choose to pursue them. (I initially tried to break the Mun SOI and failed, leaving Bob in a very unflattering orbit which would have been less straight forward to rendezvous with) It's reassuring to know that I'm not the only one I take it that the mission was a success? How's your Jeb doing now? Recovering from the distress, I hope. I really like the idea of doing this. It'd be really cool to pull it off, especially at my level. Although, I am viewing these options with a healthy amount of caution. As before, I'm clearly not the most honed of Kerbonauts - There could be a new thread turning up in a few days entitled "I've stranded Bob, and Bill on The Mun...What would you do?" I've already had a go at putting together a payload and delivery package that's capable of doing option 4a - so far the results aren't that confidence inspiring. I seem to be coming up against a wall where I effectively end up using just as much fuel (proportionately) to get where it needs to go. I think it's either that I'm rushing it, haven't unlocked good enough tech, or, more likely I'm taking too much of a leap in my rocket design 'learning curve' to build a (moderately) heavy delivery/payload combo. It's probably a combo of the 1st and last one to be honest :/ I'll keep exploring it to be sure though...
  16. So I have a bit of a dilemma, my first real one in the game and was hoping to get some advice to consider whilst planning my 1st self imposed 'contract' mission (or not, as the case may be)... I'm a relatively new player but quickly learning the ropes - I'm at the orbital rescues/put 1st satellites up in orbit/land on The Mun phase of a career game (i've pretty much unlocked the majority up to tier 5 on the tech tree) and up until now it's been a pretty successful career - I've been taking it slow and not rushing things while I learn, and only really been using the 'load quick save/revert to launch to correct obvious schoolboy errors and hideous design flaws whilst experimenting...such a fun game! The land/gather science from on and around/plant flag on The Mun contracts have been on the books for a while now and I'm happy to report that we have success! - Bob Kerman has made the 1st giant leap for Kerbal kind! But here's the thing - He's stuck there. In all fairness it wasn't the most efficient of launches...but I had a quick look at the fuel/Dv. Loads, he'll be fine... In all fairness it wasn't the most efficient of landings...downright sloppy in fact, but the best I could do with my current skill level (I'd had a few F5/F9 practices in the run up) I just didn't realise how much Dv I'd spend getting down to to the surface safely. Bob had a whale of a time bouncing around The Mun planting his 1st flag and collecting all that juicy science, however. And then he got back into the Mk1 CP and realised that he has a little over 50 units of fuel in his lander...Meh, he's an optimist...The Mun's gonna be a doddle to get up off/swing home from, right? So. I now realise that this is not enough to get Bob and his lander back home. Through a bit of F5/F9 experimentation, Bob and I are now in a position that the fuel we have left it 'just' enough to get us into a stable low Mun orbit...nothing more. Not with the experiment loaded craft we have. So I've F5'd back to our landing site to keep the options more open, spent a minuscule amount of Dv getting our solar panels pointed at Kerbol, transmitted all the data i can get 100% for...then headed back to KSC to think about how to get him home (preferably in his lander too, if at all possible). Options I've considered so far: 1. Load the .sqs save that I made before launching the mission. (Last resort, if at all - totally not in the spirit of the game, too easy. Besides, a lot of other stuff has been progressing while Bob was on the way to The Mun.) 2. Leave him there. He won't die. Maybe come back and get him when I'm so advanced that it'll just be like taking a quick detour. (Again, not my 1st choice. It's Bob! Plus there's quite a bit of science up there with him that I'd like to go in the kitty. And again, I don't think that's too spirited - I think it'd be KSC's top priority to bring him home). Realistically: 3. Send an un-manned probe vessel/lander with another CP or Can for Bob (better designed/fuelled this time). Either land it at the site or put it, and Bob into orbit then EVA over > Go home! - This is probably the sensible option, and to rendezvous in orbit of course. But it would be nice to get him and the lander back together. So... Ideally: 4. Send an 'over engineered' rescue boat with enough fuel to transfer some over to Bob's lander and get everyone and everything home. Crewed with Bill (Engineer), KIS, KAS and EVA transfer mods installed, using mission option: 4a. Land at site. 'EVA transfer' fuel over to Bob's lander - GTFO of there. (Can this be done/does this mod work whilst in a close encounter orbit?) 4b. Rendezvous in close orbit - EVA Bill over, whack on a docking port to Bob's lander using KIS, dock, transfer fuel, GTFO of there. ------- ------ ------ So that's the ideas Ive come up with so far, any thoughts or advice on these ideas, or any alternates are most welcomed and requested - He is coming home! However, given the calamity I've made to get here, I could probably do with all the wisdom you guys can offer. Any help please? TL;DR = I've stranded Bob Kerman on The Mun - What would you do?
  17. Heya Chaps, Thought I'd chime in with my experience of giving this workaround a go - I'm quite new to the game and the forums so probably don't have the wealth of knowledge and experience with KSP as some. However, I thought I'd give it [the workaround] a go as I was starting to explore some of the awesome mods around...and of course, started to experience KSP being brought to it's knees and crashing regularly, and in some cases not even managing to load! At first I found this quite surprising as it isn't a ma-hoosive amount of mods I'm toying with, and, I'd consider the rig I've got to be somewhat of a beast so I was slightly perplexed...but then I did some research... Anyhow, I'm happy to report that in this particular case the workaround has been a resounding success! KSP (x64) is running like a dream, it hasn't crashed AT ALL since making the switch, is taken everything I can throw at it thus far, and, I'll even go as far as to say that it's given quite the performance boost in general, even over vanilla/modless KSP...It certainly feels like the smoothest KSP experience I've had since I started playing. There were a few teething issues - Either 'Hotrockets' or the associated 'smokescreen FX' mod kept causing KSP to reset all it's settings. I did experience the left/right mouse button bug, but only once and it was fixed in a jiffy. And I do encounter the 'fully upgraded KSC buildings' bug every now and then, but it's purely cosmetic and easily fixed by entering/exiting the VAC building - All of these things I'm more than happy to live with for the benefits gained! For those that are curious, here's the list of mods that I'm using so far and the relevant specs of my rig: Astronomers Visual Pack - Interstellar V2...all of it, high clouds and the 4K options for the other stuff (KSP wouldn't even boot up for me with this previously) Kerbal Engineer Redux Kerbal Alarm Clock Collision FX Chatterer Enhanced Navball NavballUpDefault Navball Docking Alignment Indicator Planetshine Contracts Window + Capcom EVA Enhancements Engine Lighting ScienceAlarm & NoMoreScienceGrinding - (this is the only one I feel a bit 'cheaty' about...but at least it's not ForScience, that would take the biscuit! I may well take them off) I've been keeping an eye on HWiNFO while playing and the VM's never gone over 10gb (peaked at just over 9gb) and normally floats mid way between 6-7gb Relevant bits of my Rig: i7 4790K,Samsung 840pro 256gb SSD, 8gb ram, MSI GTX 980ti, 1440p monitor. Anyhow, that's it really - just thought I'd report in on my findings. Hopefully it'll inspire others to a least give the workaround a go if they're running into similar stability issues...it's super easy thanks to the instructions provided in the initial post and only took 5mins after downloading the relevant Unity version. Completely safe too if you test it on a 2nd copy of KSP. I literally copied it from my Steam directory and used the copy as a guinea pig. There's nothing to lose by trying...
  18. Hey Guys, thanks for all the feedback and input - exactly the kind of stuff I was after, cheers. I'll take a few of the suggestions and what other peeps are using and try them out/merge them in to see how it works out...the whole game's focused around experimenting so I guess this'd be a simple extension of that. I know, right! - There's so many controls in this game you could probably fill up 10 controllers worth! It's just not possible to cover every area. To be fair, I've always been a PC gamer and totally cool with kb&m play, but it's nice to get analogues involved when in command of vehicles in any game. It was a bit of head scratching in the beginning but in the end I decided to try and keep it simple and just that by dedicating the controller to the pure flight/rocketry/rover (they're mapped into the analogues as well btw) and EVA controls. It made it a bit easier to come at it from that angle. Although my EVA's are done on the kb&m still as there's something a bit buggy going on with mapping for some of the 'kerbal/EVA' controls to the analogues in the game's input settings. Hey chaps, No, there's nothing special about my controller, It's just a common or garden variety DS4 - What makes the shift modifier/2 control layers possible is the software I use to map the buttons. It's called DS4Windows and it's based on the old SCP Server (a tool used to fool Windows into thinking it has an x360/xinput controller attached). The tool also has quite deep configuration/mapping options which allow for the 2nd layer. How I've set it up is to map all of the analogue stuff from withing KSP and the use the the tool to map the buttons and touchpad on the DS4 to keystrokes - it works flawlessly. If it's something you're interested in exploring I don't think you need to have a DS4/SCP Server...I'm not 100% certain but I'm sure the mapping features aren't exclusive to 'DS4Windows' and can be achieved by some of the other x360 mapping tools (xpadder, pinnacle game profiler, etc.).
  19. Thanks again for the warm welcome guys Yeah, I'm already finding the community pretty cool, and that's just after a few days...Thumbs up! Thanks for the suggestions, guys - I did give those a shot but to be fair I found them a bit overwhelming when coming straight off the bat. It was a bit intimidating and confusing with all that gear, no manual whatsoever, no exposure to the forum or wiki and the vast expanse of the game in front of me. I had a run or two of the tutorial scenarios but in the end I went for the spoon feeding and structure that career mode offers - it might well be harder, but I'm taking it at a more wise pace - I understand now that this game is not of the pick-up-and-consume-then-throw-away variety...more of a genuine investment in effortless man hours! - awesomely rare these days! ...I've only recently started to investigate some of the totally cool mods around - I'm quite cautious as I don't want to blur my experience before I get a good understanding of the vanilla game. But the more I get to grip with the games mechanics and systems I've started to cherry pick a few that are really cool...Kerbal Alarm being one that's really helped with the multitasking!
  20. Thanks for the welcome man, glad to be on the park - Yeah I've been having a look about at a few interesting threads and it's pretty cool...learning new stuff as I go which is great. I'm currently on my 3rd restart of career mode - Such a learning experience/curve with each go that I had to start again armed with the new knowledge. Awesome! A game's never done that to me before! See you about dude...
  21. Hi All, So I've recently started playing, I'm a couple of weeks in - Playing career mode and am at the 'happily orbiting Kerbin/put up a few satellites>about to land on and explore the Mun' stage... Anyhow, my question is for those veterans of the game with a wealth of Kerbal-wisdom under their belts - I'm using a controller (DS4) with a custom config I've made up for controlling flight/spaceflight (see below). It's gone through 1 or 2 revisions, it's working well and I'm quite happy with it...but I'm wondering if there's anything that I might not be thinking of as I'm quite new and inexperienced with the wider/later game? Any thoughts?...all input and suggestions are welcome. It's probably best to iron out any kinks now before I get too used to the layout. Cheers in advance
  22. Hi all, Recently stumbled onto KSP by chance (I'd heard of it mentioned in passing) and I have to say I'm absolutely blown away. What a little gem of a game, it's completely enchanting and takes me right back to when I was younger and really into building and figuring out how 'stuff' works! - I wish I'd discovered it sooner! Anyhow, been having a little lurk about on the forums of late, seems like a really chilled and approachable community so I thought I'd sign up. Figured this'd be the best place for a 1st post...So, hello to all
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