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Atkara

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Posts posted by Atkara

  1. Took another look at suspensions in 1.4.4 and... they look fine. Landers etc don't seem to need the drastic spring settings I had to resort to in 1.3.1, so after some testing, I set them to 0.8. Only the ATV on Eve was jumping around, but as soon as I moved it out of the outpost's physics range, saved and reloaded, it had stabilized.

    Now, I do have a bunch of monoprop users which will be affected by the new tank capacities, (nothing I can't replace) and I need to do some further testing in other areas. If all goes well, I might actually migrate.

  2. 3 hours ago, djr5899 said:

    I will say that, when people talk about things that aren't in the stock game but are available in mods, they are often forgetting about the smaller console community that doesn't have access to any of that.

    Depends on who you've talked to/with. I may be using DPAI to speed up the process, but it doesn't mean I can't do it myself. I often do rescue & recovery contracts, where DPAI can't help you line up the claw with the 'x' pod/component. I also use claw equipped craft/maneuvering units to move stuff around. Didn't even know the mod existed when I got into docking ops.

    As for the absence of true altitude indicator in stock KSP, it actually is there -in IVA: it's the radar altimeter gauge, kicking in at 3000m off the ground. There's also a vertical speed indicator, which you can use to control your descent rate. Even after finding out about suicide burns/hoverslams, I'd often go into IVA for the touchdown phase.

    Me and I'm sure many others, are perfectly aware console players don't have access to -at least- information feedback mods so no, we won't judge you if/when your craft slams hard on the ground -we've been there ourselves :)

  3. The Minmus rescue went well. The pod was in a retrograde orbit, which I knew beforehand so, I had made sure I'd come in from the right direction.
    YImOaYO.jpg

    Then and as I had just grabbed the thing, my eye caught the orbital refinery, 85km away, in a prograde orbit. Didn't hesitate, didn't even bother to check the map. I just fixed my flight path to match the station's and docked. You get to do these things around bodies like Minmus, almost with impunity.

    A spaceplane was waiting in LKO to receive the pod. The maneuvering unit loaded it up and a bit later, it was touching down on KSC.

    Spoiler

    ftbZ9Hs.jpg

     

    mJVXHci.jpg


    4DI5byr.jpg

    Another Kerbonaut for my roster :p

  4. Brought down the Eve escape vehicle to receive the 3 pioneers from the realm of pink desolation. It touched down some 30km off the outpost, but that's what the ATV is there for and the surface miner is on wheels anyway. So I took it.

    Spoiler

    MmYgXEW.jpg


    95y3WhY.jpg

    Zx7efeF.jpg

    Yeah, I could've made it prettier in 1.4.x, but with the current state of the suspensions in the latest version, I don't see myself doing anything serious there, anytime soon.

    Anyway, once it got fueled up and the crew of 3 were safely onboard, it took off.

    Spoiler

    vWBBtZJ.jpg


    Sr2WYyl.jpg


    8hMJaSK.jpg


    2tdy6Ge.jpg

    Minutes later, the upper stage was safely in orbit.

    JoxjL0P.jpg

    All that remains is for the transfer drone to come down to low orbit, grab it and when the transfer window arrives, bring it back to Kerbin.

    1utIuQU.jpg

    For now however, there's a Minmus rescue I need to attend to, science returns from my labs and correction burns for the members of my Bop/Pol expedition. Always something to do in this space program :p

  5. Getting back to my usual routine, after a rather long break, due to a fatigued GPU that would lose it's VRMs under thermal load. With this resolved,

    A rescue ship arrived from Duna, just in time to receive a new flight crew, get fueled up and join the rest of the flights to Dres.

    zZTcTgy.jpg

    A bit later and after a bunch of correction burns on other ongoing flights, this happened:

    gA2rphR.jpg

    The 8-wheeler rover was already on site, along with a small hab. The mobile surface miner and the outpost are the new additions.

    The hab's crew must've thought the agency has gone crazy, sending more Kerbonauts on a one-way trip. I'm sure they were more than relieved. when the newcomers broke the news to them: Their ride is in orbit and is getting ready to come down and get them out.

    ddPtTzK.jpg

    Other flights are also in high orbit around Eve, having made a pit stop before heading to Moho. They'll get fueled up and sent on their way.

    This has been a good day so far :)

  6. 1 hour ago, MechBFP said:

    But the op is saying the ship is rotating during warp, as per the title. But it doesn’t, as everyone who has played the game is well aware. So I don’t understand why he thinks it does?

    If I believed vessels should be pointing at prograde all the way along their orbit, I too would propably think that it's my spacecraft which "rotates" by itself -with or without warp :)

  7. 5 hours ago, iFlyAllTheTime said:

    What do you mean?

    1.3 introduced the "famous" jumping on physics load, when you switched to something on the surface of a body. If it was on landing legs/wheels, suspension would kick in and the thing would jump -often with catastrophic results. This was more evident on bodies with gravitational pull below 1g. To stop this from happening, I had to set damper strength to maximum and adjust spring strength to match the gravity of the planet/moon, the said craft/base was on.

    With maximum damper resistance on the springs and with the springs not pushing as much, things settled. And then I had the task of identifying the deployed crafts & bases in my save and manually edit their landing legs/wheels. Given the extent of my deployed infrastructure, you understand that I wasn't particularly happy.

    But 1.3 didn't stop at that. An oversight messed up with the drills and action groups wouldn't listen when it came to raise/lower them. Furthermore, they were about to make an even larger mistake on 1.3.1, which I caught up in time and had a small battle for, in the bug tracker. Disaster was averted and 1.3.1 made the drills listen again to action groups -only the fix wasn't retro-active. Drills had to be removed from any craft files carrying them and new ones had to be installed. So there I was, looking inside craft files and actual deployed crafts in my save, while cross-checking with craft files I knew didn't suffer from the issue. Found what was baked in and had to manually correct it on any craft with drills on it. in both craft files and save.

    Had I known what was going to happen to me in 1.3, I would've stayed with 1.2.2.

    5 hours ago, iFlyAllTheTime said:

    I've been away from the forums and the game for some time... What am I missing? o.O

    I think I just don't really like the whole space race re-enactment MH theme. Not that I won't use the new parts, but I won't make SaturnV/Soyuz replicas out of them. This isn't what I got into KSP for.

  8. This may also have been done intentionally, to prevent people from messing up their own career saves with badly designed missions and blaming Squad for it afterwards.

    Anyway, I'm alright with the current career mode. Crappy or not, the contracts I choose to accept (as my agency's director) provide the funds to put the crafts I come up with (as my agency's designer) in orbit and send them where I want them to (again as the director). And since I'm the one behind Jeb's or any other Kerbonaut's actions, I'm the astronaut/pilot too, managing 'menial' tasks, like performing burns, rendezvous, docking ops, resource extraction/transfers, etc. As of late, I've also become my agency's PR manager :P

    As for the mission builder itself, I suppose it's good for challenges, issued by players to players, by Squad to players, or by players to themselves. It definitely has a place, even though I don't plan to meddle with it in the near future.

  9. 37 minutes ago, HeronRocketry said:

    Okay, let me clarify. Could I get some photos of practical 5m craft? The new 1.85s are super useful, but the 5ms seem frivolous.

    Define "practical" :P :D

    Anyway, I can't provide any photos, as I don't have MH yet and even if I had it, I wouldn't have seriously dived in it from day one. I suppose 5m parts can simplify the launch of heavy -and fully fueled- payloads, as opposed to launching them empty and fueling them up in orbit, to get a similar result. Same goes for making larger fuel tankers/drones/depots.

    But this comes from someone who puts "the business" above all else. I'm sure others will come up (if not already) with unique and creative uses :)

  10. 26 minutes ago, Jacmac said:

    I basically only play career mode and end up creating a science "roller" and visit every biome in the launch complex to get the science necessary to get to the Mun or Minmus. Mean while really tough missions like rescuing Balbee from orbit get passed up because it doesn't have the science to make it worthwhile. If you need money, you can build a huge war chest flying tourists on Kerbal suborbital/orbital missions over and over.

    As you play, you'll gradually realize that what you define as necessary today, wasn't really that necessary. You can reach the Mun on your 3rd-4th launch, if you want. The reward for rescuing Kerbals isn't the science, but the Kerbals themselves and the additional experience in orbital rendezvous -the bread & butter of, almost everything in KSP.

    As for tourists, in the early stages of my careers I've always preferred them wanting to go to the Mun. I'd get to train a new pilot, visit a new biome, grab the science and have the tourists cover for more than just the launch costs. Play enough and you'll get there too :)

  11. 41 minutes ago, Tyko said:

    LOL...that's why I'm always surprised this rears it's ugly head time and time again...

    I have science returns set to 30%, add in the effective doubling that labs give me (plus dmagic) and I end up back at 100%, but it's a lot more interesting to have to rely on manned stations/motherships for half my science.

    Well, I don't have a similar rule set, as far as science returns go. On the other hand, I don't involve labs in unlocking the tech tree either.

    In my current career, the labs on my science outposts (surface/orbital) were on crew experience recording duty, for at least 5 ingame years after their arrival. Only recently I started them up and as I posted above, most of the science is used in strategies. Otherwise, it would just pile up, doing nothing -like what happened on my 1.0.5 save, which was standing at over 200k science when I left it.

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