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AccidentsHappen

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Posts posted by AccidentsHappen

  1. I'm having some trouble clicking the menu buttons following loading. I've tried clearing the input locks but it makes no difference. I'm playing KSP 1.8.1 and the problem only occurs when Kopernicus is loaded. Additionally, it removes the custom skybox and reverts it to the stock one. I am running a pretty modded game, however most if not all my mods are up to date and have no conflicts unless Kopernicus is loaded. If it helps, im running AVP for clouds, etc. Any help would be appreciated.

    Log: https://drive.google.com/file/d/1574TzgDovbVlL8wCDMIvI-2hWVCZlZ9A/view?usp=sharing

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  2. I set up a small Mun research laboratory with a mate using Luna Multiplayer (career). I landed it, and he collected some biome data to research and ferried the first round of science home. It's always a good sign when you bring your transfer stage to the surface :D

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    Here he is coming in for landing. The higher refresh rate for the server (vs. DMP) and low ping between us made his movement as smooth as if I was controlling it on my client.

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    To clarify, wonky stuff still happened elsewhere, and my confusion is shown in the chat window.

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    For some reason, the probe core from one of my 2 dozen STARLINK relay sats had teleported and become frozen above the KSC, not sure why, but reloading the server seemed to fix it...:huh:

    Finally, I tested out a small survey plane and a rover to transport it. Who said nuclear fission powered RC planes weren't safe?

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  3. After another long hiatus from posting, here I am again!

    My recent Minmus landing was a success, despite Bill's face (I have a tendency to forget landing legs, although magnetometers make a good launching rod).

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    My Mun flyby was also a resounding success, with many juicy science points being picked up along the way:

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    And finally, I'm halfway through my Eve expedition. Here, the crew deploy the small surface lander to collect and analyse some samples, whilst keeping the kerbal crew safe from possible marooning.

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    If you have any suggestions on some cool base, station or mission ideas, let me know!

  4. My modded career save has been going along quite nicely. I recently sent a probe and lander to Eve, which still managed to arrive after a staging mishap (and possibly some errors from mission control). I staged my transfer stage by mistake whilst trying to eject empty fuel tanks, resulting in an incomplete transfer burn and one solar panel instead of two. I went to load my quick-save, but of course, hit F5 instead without thinking too much. I decided that I may as well continue on anyway, and as it turned out, I completely over-engineered the living daylights out of this probe. The spark engine carried it the rest of the way to Eve, and then some (albeit with some very long burns. I had time to make myself lunch and eat it before the capture burn was done...):
     

    Spoiler

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    I dropped the probe off after getting the probe into an elliptical orbit around Eve, which then brought it round into an encounter with Gilly.

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    I had a camera mounted on the side of the planetary probe and the whilst slowing down in the atmosphere was intense, the little lander survived and captured some intriguing images of the cloud layer and the dunes below.

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    The main probe captured around Gilly, and after mapping it, I decided to land. No challenge here, and I got most of my orbital velocity by rolling the magnetometer into the ground.

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    I then finished up with the last of the fuel by putting the main probe into a polar orbit of Eve for mapping, where it will remain for the rest of its lifetime. I left just enough for a deorbit, so that I can get rid of it when it runs out use.

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    I also finished construction of Kerbin's first space station, currently dubbed "SpaceLab-2". We don't talk about what happened to SpaceLab-1, but SpaceLab-2 was a roaring success, and Soyuz MS-02 brought the first adventurous residents to their new home:

    Spoiler

    Launch of Habitation-2:

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    About to dock the two modules together after the orbital stage of an identical rocket delivers Science-2 within working distance.

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    Launch of Soyuz MS-02:

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    Retrograde approach to SpaceLab-2:

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    All docked. Crew were transferred to there respective modules and the research begins!

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    As a side-note, I use a lot of Tweakscale in my saves, not for things like making bigger rockets before I unlock them, but for miniaturization's that the stock game and some mods don't offer (usually for aesthetics). For example, in SpaceLab-2, the lab and hitchhiker containers are scaled down to 1.875m, which only allows one Kerbal in the lab and 2 in each container ;)

     

  5. I re-downloaded all my "essential" mods, plus others. Now I have time to make a cup of tea before I sit down and play. I've also been stuffing around with my mate in DMP, and I have to say, it's latency issues have improved a lot since I last played (at least a year!).

    I messed around with decouplers, and made a spring sort of thing:

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    From what I've tested, it can't break from physical strain, but can from impact, heat, etc.. Various applications came to mind, none more fitting than wheel suspension, which I tried in different configurations:

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    I have other plans for the decoupler spring, but they are currently under development :wink:. I fooled around with an SAS-based UFO, which was fun. It's stall speed is around the 20m/s mark, and it just keeps slowing down, so I haven't had any fatalities from (unintentional) crashes!

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    I've really been playing with a relaxed frame of mind, and haven't achieved anything amazing, so I'm planning to start another Science save, modded up the wazoo.

    I'll part you with a couple of images that you enjoy imaging what happened before for it to end up like that :D

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  6. What I've found to do if you want to possibly reattach is to put a docking port on your craft that is to become a sub-assembly, and then a random part on top of the docking port. Use the Root tool to make the random part the root vessel and then drag the craft by the docking port into the sub-assembly area. Go into your transport craft and put a docking port in the appropriate spot and orientation and grab your sub-assembly from the menu. You can hold down Alt to make sure it only attaches to nodes and then click it on the the port on the transport craft! You can also do this with decouplers, and if you are sometimes lazy like me you can just stick a bare sub-assembly onto a radial decoupler that is already on your transport craft. As for fitting rovers to rockets, you can use the same process, but when it comes to fairings, it can be a mix of trial and error fitting it under the shell. I would recommend using trusses and beams to orient it without craft-destroying clipping. And remember to use struts! If the sub-assembly is wobbling around, slap some of that space duct-tape on to fix the problem. Also, if you don't want the strut endpoints dirtying your brand new shiny rover, place them on the transport craft. When you decouple or detach, the beams will disappear and the endpoint will stay on the transport craft end. :cool:

    To answer your 3rd question, if they are external command seats, you need kerbals from another pod or craft to EVA, walk over and occupy them. If you don't want it to be manned, you can always add a probe core. This also answers your 4th question. The stock sky-crane is only controllable whilst you have a probe core attached, and the only one on the craft is in the rover! If you want to control the sky-crane after you detach it, you will need to put a probe core on there. Make sure you bring sufficient power though; probe cores and SAS need power to operate. :D

    As with KE, you can just click the icon in the lower-right hand of your screen to toggle it on-screen.

    Hope this helped, and if this didn't make sense, I'll add pictures! :wink:

  7. Back, back from the dead! I've had so much stuff to do over the past year, and whilst I haven't been able to post, I've definitely been reading all of the fun and mishaps you guys have been having. I'm extremely late to this, but I've been messing around with reusable boosters, but instead of instantly firing back to the KSC like I should have been doing, I decided to make a full orbit before coming back down. Reentry obviously doesn't make landing a poorly-weighted first-stage easy, but the real hardship came at about cloud level, where my booster would oscillate and sway relentlessly. This caused all but a few landings to be complete disasters, and I think this picture really sums up my situation with reusabilty right now:

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    I was really excited for Making History, and I luckily received it free of charge. I've mostly been messing with the parts, although I would like to experiment with the Mission Builder later. Here was my Saturn V (of course) taking off at grand speed of 6.4m/s. It was accelerating at an astounding 0.8m/s for the first 10 seconds of flight, which makes it the second slowest (serious) rocket I've ever launched, which was my old Jool 5 back in something like 0.25, which ended up going back for redesign as it only inched up at x3 warp speed.

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    Here was rover being detached, which as a hasty last minute decision was slapped to side of the lander, making descent much more annoying:

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    Oof. I forgot. Never deploy stuff on a downwards slope. Val had to jump out without any momentous speech and chase after the damn thing, which was of course headed for the edge of a deep crater. Here she is not looking too pleased about sliding past the runaway rover:

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    She eventually caught up to it, after it missed the edge of the crater by meters, and drove it back to Jeb, who had already planted the flag and spoke to the people of Kerbin.

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    After the science was collected, I quick-saved and had some fun :)

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    Dukes of Hazard style.

  8. Finally got back to making some aircraft. I finished off my F-35 Lightning II, which will now be used in my Career save:

    Spoiler

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    It even has the same landing procedure: Keep your nose up for as long as possible.

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    I also tested it against an F-15 Eagle. The first Sidewinder shot a hole in the wing of the Eagle, which didn't impede flying too much, but after the next round of missiles dropped out the bay it was all over:

    Spoiler

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    Here is when the wing was hit:

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    And then the F-15 was hit by 3 more missiles, ending the test.

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    Outcome? Success.

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  9. In my Career save, I decided to take up some defence contracts. I started with my ship-board fighter, the F/A-18 Legacy Hornet:

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    After having no luck with bombing, I decided I needed a new breed of Multi-role aircraft. Just as the USAF did, I tried out both the F-15E Strike Eagle and F-16XL.

    I scrapped the aesthetic side of the Strike Falcon, as the second I took off, wing panels sprung off the aircraft in every which way.

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    I removed all of the useless bits and hooked it up with 6 Cluster bombs, 6 Snake Eye low altitude bombs and 6 unguided bombs, I was ready.

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    After using ALL of my bombs, I'd only taken out one target :blush:. I like to think I'm pretty good at flying planes, and after 5 or 6 years of KSP I'd hope so, and yet I was having no luck with my bombing runs. And then, while trying to drop a Snake Eye low over the target, I was hit by an unguided missile, bringing Deedee and Bill crashing to the ground, injured but not dead.

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    I figured stepping up my game would help bring an end to insanity, but my solution only made it worse. I rolled a workhorse of WWII out, a shell fit with new technology. 

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    My B-47 Stratojet was packed full of ordinance, ready to rain hell on that darn Mobile Missile Battery.

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    After carpet-bombing the area, dropping six bombs at a time, I finally took down one target and moved on to the other two, about 10km away.

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    I arrived quickly, and the second I was in-range the sky was bombarded by unguided missiles.

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    I bombed consistently, and soon ducked down to under 1000m to do a low-altitude run. Val rolled out of the way of one missile only to have another collide violently just behind the cockpit, bringing their attack to an end...

  10. Shame on you for asking a question in the kerbal shaming thread. Shame on me for pointing out errors. Shame, shame, shame. It's such a shame.

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