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ag3nt108

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Everything posted by ag3nt108

  1. a bumpy landing on Duna left me with damaged solar panels, unfortunately the GFX didn't model the damage and I was not aware until I tried to launch for ascent to find my modules dead and out of power. But by far my biggest mission failure was spending 2 weeks setting up my minmus mining base only to discover that in game bugs made my designs unusable, Basically ended that career save.
  2. KSP forums is not the place to seek the help you need. I strongly urge you to look for help from people qualified to deal with your issues instead of a community based around a computer game
  3. Rather than individual craft I tend to have ideas for missions or career based themes, For example my latest career mode is being run entirely on probes with no manned craft. This obviously greatly reduces my science gain per mission.
  4. without doubt my experiment with mining, spanning multiple days and many different vehicles and stations. Its currently useless as over time the various bugs have destroyed modules, solar panels and eventually even all the tyres on my craft. It left around 7 kerbels stranded at various locations in space and cost millions and millions of Kerbal dollars. Eventually even my probes at the landing site exploded I'm still not entirely sure why,
  5. Steam says I have "only" about 500 hours of KSP played, with that said I have landed or crashed on almost every body in the system. Getting to orbit does seem rather trivial to me 9/10 buuuuut. I still have the odd rocket that flips when Im making custom LV for odd things (station parts for example) I still sometimes forgot to check my staging and end up firing my chutes on launch. Yep things still often go wrong and thats what keeps the game reasonably fresh. In fact i think it was only last week I realised the ION engines chug a ton of electric charge and a satellite i had designed turned out to be pretty useless.
  6. a nice crisp tight landing on a body always pleases me, I spend a lot of time designing craft as well. i wish there was a little more to do after landing ha
  7. Yes I've encountered a similar problem, Im sure its far more delicate than before. Doors open or not you really have to baby sit these things now because they explode in seconds.
  8. Most amazing name I've seen for a long time
  9. KSP runs just fine on my macbook Pro 2012, saying its cutting edge tech and the customer is at fault for buying on there platform is utter nonsense, Do you realise just how much of a PC fan boy you sound like posting this?
  10. I can confirm Kopernicus does intact work on mac with 1.1.3. Turns out since I had "opted into open beta" at the steam store i had not yet updated past 1.0.1 trollololololololo anyway thanks all, Got me some new planets to explore
  11. you could argue that yes. Currently my mining installation has no solar panels left, my rover has two tires remaining and can't move and Ive successfully delivered about 3500 units of LFO to space. None of this damage was caused by me driving under the influence of mint ice cream. it occurred gradually over the course of me switching to the vehicles. This is after I've used multiple reloads from quick saves in cases where the damage considerably more.
  12. I said Duna but only because it was my first interplanetary target and as such I made a lot of mistakes and ran many missions before i could truly say the mission was a success. The worst case and my almost rage quit moment was a good clean landing, gathered my science etc and then jeb had a kraken moment on the ladder which damaged my solar panels. Unable to return to Kerbin
  13. Wow, I'm sorry to hear that. The good news is you can take a fresh approach
  14. The issue isn't about cost of missions, or fuel or even if mining allows you to plan and complete missions that would otherwise be impossible or just plain different. The problem is the physics model randomly destroys your base when you load it. Rover tires randomly explode and launch vehicles spinning into space at xx m/s. Docking nodes don't really work well on surface installations and users report problems with the claw causing random combustion events. Im proposing that the frustration of going to the trouble of setting all this up, with whatever design the game allows and pleases the player, only to have it fall to pieces, blow up or launch parts into orbit does not justify the time involved. Bases in general need a hefty design overhaul, and some of the more destructive lander and wheel bugs need to be worked out before I personally will be going to the trouble of setting up another mining operation. Until then ill continue to run missions as I have in the past.
  15. I launched a station part once that had 72 kernels on board and filled it with tourists to complete the suborbital and orbit parts of there holidays. After that they were all transferred to other craft for various destinations. In fact i don't think I even completed all the contracts, I might not even have the save file any more. Perhaps there still up there ?
  16. Solar panels, I keep forgetting solar panels. Indeed recently I launched 6 probes into a deep orbit with the intention of sending them off to bodies and settling them as satellites around Duna, Eve, Moho, Jool, Dres, and Minmus. I figured once I had them all in place accepting "recover or transmit science from space around XX" would be free money. When the window came for the first planetary transfer the probe was dead as the batteries had ran out. of course all 6 were the same.
  17. Ive reached the stage were I have hit almost every body in the stock solar system, there is still some work to do but with the weekend approaching I'm looking for a way to freshen up my KSP experience. I play on a macbook so any mod you recommend needs to be mac compatible. I down loaded Kopernicus but it does not seem to work with the current version of KSP. So what mods do work? and what mods have you found to be fun, stable and all around enjoyable. To be clear I'm not looking for mods that add parts or functionality. I just wanted to expand the solar system. Thanks for reading
  18. I need to be clear this was never about efficiency, I was discussing mining operations in terms of within the limitations of the current game engine. After several days of playing with it Im still not convinced its worth the hassle. My rovers wheels explode on occasion launching the rover into space spinning and destroying solar panels. The entire operation on occasion is flung meters into the air when it loads the physics again damaging modules and tearing off solar panels. The docking ports i personally feel need a bit of a rework also as at the moment there are too finicky. Ports that often seem to be perfectly aligned by eye (and indeed according to the docking GUI) fail to marry until multiple attempts have been made. Over all as it stands surface bases and mining operations needs a great deal of work and remain my only real complaint within the game.
  19. the finicky docking issue is one thing whats really bothering me is the way my installation leaps into the air and damages itself whenever I load it up. The problem seems to be the psychics engine loading causes it to jump around its damaging the modules, popping tires and breaking solar panels etc. IS there any fix or work around or have I wasted a monumental amount of time setting this up. I send a tanker with 3240 units of LF and 3960 units of oxidiser, the station is just a place to store it until needed and a part of the network if you like. I could have a bunch of these things floating around kerbin I suppose or have a station at kerbin but I wanted to plan and construct a station at Minmus.
  20. force of habit I almost always wait until I hit around 100m/s to start gravity turn, except on very early career craft that are super light and simple. These craft I aim at 90 right of the pad. Some very heavy craft with absurd pay loads (for instance when I'm launching station parts) I might wait until around the 7km mark as otherwise I find the AOA can be too much for a top heavy load (rocket flips). Ive seen other players engineer around that problem but for me a little extra DV works just fine.
  21. I flew a seriously long mission the other day with a craft capable of seating 15 kerbals, the idea being to hit all of my many many "rescue x from orbit of kerbin missions" in one shot. I think total in space (real time) was around the 3 hour mark hitting all of the various rendezvous and transferring kerbals over. Final kerbal refused to board the module, Jeb had stowed away the entire time! Mechjeb flew that last rescue.....
  22. I spent a great deal of time recently designing and delivering a number of craft to an ore field in Minmus, I wanted to experience the mining mechanics and get to grips with how everything works. My operation consists of 2 modular miners that can be combined with docking ports. A 3rd vehicle which is also modular acts as movable storage / roving tanker. When parked the tanker is filled by the mining craft whilst adding its considerable reserves of electrical power to the operation along with its reasonable solar power generation. A very simple probe core rocket is used to land and ferry the fuel back to a station orbiting Minmus itself and from there can be delivered to craft in LKO or craft can dock directly and re-fuel at the station. Getting the 40 odd ton craft to Minmus was a considerable design effort and I learnt a lot along the way, designing and building the stations was a lot easier. I have to say I'm not overly impressed with the whole system at all. First of all the docking ports are finicky and it usually takes numerous attempts to get the craft to marry on Minmus surface. My biggest complaint with the entire system however is that craft that are securely docked with brakes on and drills deployed jump randomly into the air when the physics model is applied (IE when I load them) this has on numerous occasions resulted in either damage or complete destruction to the craft themselves. Doubly triply annoying when you have just spent 40 minutes roving at a slow and safe speed over the surface and another 10 minutes faffing about with the docking ports only to find the entire installation goes to hell when you tab to another craft and back. Oh and I can't save while roving, so better be sure to get it right first time. This along with the rest of the surface installations and building mechanics needs to be seriously looked at in the near future in my opinion. Not withstanding squashing the remaining bugs people often report. So my rant over, my question is this. mining, do you even bother with it at all?
  23. Thats great news, enjoy the game buddy
  24. Almost every time I start a new career I can usually guarantee to launch my fist vessel into a cartwheel when the chute fires on the first stage and every time I kick myself and swear it will never happen again.
  25. Your first stage launches with parachutes. You take the launch clamps with you You forgot to add a control module to unmanned craft leaving a 60t rocket useless on the pad
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