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About Artheus

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    Actually doing productive work.. I guess.

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  1. Probably either Jacksepticeye or that one PewdiePie video. After about 750 hours of gametime, I am amazed how little they knew about the game.
  2. Hey guys, I think I have found a fix for the solar panels. It is a bit sturdy, but works, as first tests show no issues. To fix these weird rotations, just go in your persistens save file and change the statestring: EXTENDED to statestring: RETRACTED of every solarpanel2,3,4 or 5. When you load the vessel, extend the panel and everything should be fine. Note that this can be done by the replacement tool (replace EXTENDED with RETRACTED), but then, everything has to be extended again, so anntenae, solar panels from mods, experiment things and so on. But no harm to the vessels is done
  3. I actually used surface docking several times, on an ike and a minmus base, to be exact. No problems at all, you just need the right height.
  4. I had various ideas for missions, one being a duna outpost landing by radially attached fuel-tanks+engines that had wings for stability on their sides. I never finished the Idea. Another one was actually realised, it was a big rover landing on Dres, and when its time has come, the plane-like part of the rover detaches from the rest, flying back to Kerbin to land on the runway.
  5. Scientist Seefen Kerman, rescued from LKO, landed on the Moon, was the main Kerbonaut for Phobos, the first manned mission to orbit Eve and land on Gilly. The craft had a unique flaw: leave the craft and you're spun off into deep space at up to 16 m/s. As you might know, if you leave a vessel while on a planet, Ragdoll effects apply, but if you're not on a planet, they don't. The cannon-ball-effect was just slightly bugging, and had no real impact. BUT on Gilly, leaving the Phobos would lead to the astronaut ragdolling for minutes. Problem is, after some minutes of ragdolling, the kraken
  6. I've had two manned craft that did not go quite the mission plan. Number one was a very nooby, insufficient mun lander/ship design dubbed Erebos (you know, underworld ruler, much like hades, powerful, strong). I had few knowledge about how stuff works, so I just kept firing the engine when burning for mun transfer. It ended on a trajectory crossing eve's orbit, but it would'nt hit it in the next hundreds of years. I even eva-d at one point trying to get a kerbin encounter, but at the end I was just left with Val having no eva-fuel on a solar orbit. I soon launched a rescue mission, that
  7. I guess he's in. They just can't let that opportunity zip by!
  8. I actually like making new boosters, I stuck to a 15- and 30-ton booster (15-ton looks like Delta IV medium, 30-ton like Delta IV heavy) for quite a long time, but especially with new problems for me, as getting 100-ton eve landers in orbit, I've found out that creating tailored boosters, all with ~3.5k delta V for the payload they're supposed to lift. But if you rather fly a craft than designing it, this is a very good technique to get your stuff to LKO and beyond.
  9. Not really losing ideas, but losing interest in doing them. A recent bug-based explosion ripped apart my Jool-5 plans, some bugs led to the dissappearing of -big manned moho mission -Eeloo rover mission -First duna&ike probe mission -many minor mission sats&stations Also, with NMS coming around, I have a new game to play (and damn, these orbital mechanics are unrealistic af). I'll probably come back to the game when I get either bored or "finish" NMS.
  10. Hah, thats not even much. I got like 8000.
  11. KSPRC has major texture overworks for all celestial bodies, and it makes Duna a lot better.
  12. I pretty much forgot about that mission until this post, and I have plans (that are delayed due to a Moho probe+lander closing in) using a klaw probe, as I did with my first Asteroid mission to add the newly installed mechjeb, for making the base worth the money. But I'm rich, so even the 1.5 Million fund loss on my krakened manned moho mission did not hurt at all. I repaired the wheels on MSOB too, so, as of now, everything works good again. I have to process all the stored science first, of course, so that will take some time too. KIS/KAS adds too much to install during a running save, but t
  13. Soo.. my Minmus Surface Observation base [TM] got bugged after attaching a mining rig to it, losing half of the solar panels and most of the mining rig itself. At every load, it flew a few meters in the air. So I wanted to make a new, better base. I came up with the SSMO, the Self-sustaining Minmus Observer, using a biome-hopper rocket with mining attached. The launch (done by a rather expensive 3.75m booster) and everything else went perfectly well, I landed within 500m of MSOB and nothing went to explode. I landed safely and started the Mining process, only to find out that I had forgot to a
  14. Hello everyone! As the title already says, in my modded main install are frequently ships going missing (at least 4 by now, 3 of them interplanetary) . I did not remove any modpacks required for them. The Victims are manned, unmanned, modded or stock. It even happened when I did not have anymods installed but KAC and graphical ones. For saving before closing the game, I use the Save button on the escape menu in the KSC view. I tried manually editing the ships from previous saves where they still existed in, but failed and nothing happened. I also can't load previous save files from t
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