Jump to content

mystik

Members
  • Posts

    219
  • Joined

  • Last visited

Everything posted by mystik

  1. There is no mod that adds extra languages because it's not important and there is little interest in it. If it would have been so useful it would have existed. Your logic applies both ways. Also, a game sells if it is interesting, not if it is available in multiple languages. Also, Brazil has high taxes for impoting anything that is not made there, like a Playstation 4 costing $1800. I doubt it's much of a market, now that we're talking about portuguese. Really, twist and turn it anyways you want it, I'm pretty confident I can give you a mimumum of 2 counter arguments to any point you will make for translations and that's without even spending more than 1 minute remembering it. Yes, but it would help people who speak portuguese to learn english more, so that they can travel the world and read interesting books, watch movies and learn jokes that are not lame translated into devoid of fun phrases.
  2. Yeah, if you could stop working on translations and actually improve your graphics and include useful mods like Kerbal Engineer and Transfer Window Planner or RCS Build Aid to your base game, that't be great. Turns out, portuguese does not help me calculate my dv, who would have thought? Srsly bros, how about doing some hard work on stuff that the game needs, not on superficial stuff like translations. Get some coders there, integrate SVE, provide the option for an HD version and stuff, because some of the graphical details are quite lacking. To me, all this translation stuff is just procrastinating, what's the matter with you?
  3. Use this https://kerbalx.com/mystik/Dart-V30-Eve-Lander-with-Rover-and-return-Pod-to-Eve-orbit You can remove the rover from the top and create it more aerodynamic and stuff. Add a larger cargo bay instead and add some more seats to a longer mini pod. You will need to edit the layout inside to make it fit lengthwise instead of the way I designed it. My design is crowded because I needed minimal stuff. You will do well with a larger tank, but only slighter. Just remember to disable fuel flow from the pod to the main rocket or your fuel will run out before getting to orbit. Instead of the rover you can create a return vehicle instead. something with a nuke at the bottom. This design requires refueling in Kerbin orbit and requires a return vehicle from Eve to Kerbin. It is only designed to tackle the high gravity demand of putting a few kerbals into orbit from Eve sea level. Otherwise check @Matt Lowne 's designs out of which this comes to mind:
  4. Sorry for the continuous edits, I added more pictures and made the thread less demanding on loading, now you have the option to select which batch of pictures you want to see.
  5. Does anybody know what causes the atmosphere on Kerbin to randomly turn black? I reinstalled the mod and chose the scatterer and SVE defaults because I was really missing the Laythe cyan color (previously I must have selected something else since the colors were more like on Kerbin). But now I get the weird edge of the planet is a thin dark line. And the water stopped having proper waves and has reverted to the lame stillness of the stock. I won't bother anyone with screenshots. I'm more interested in what configurations you guys use?
  6. New craft files up, upgraded the Bow + Archer to V3.1 to fix random explosions when landed, Bow no longer provided as a separate file since you can just remove the Archer from the model.
  7. Hi, This happens if you are landed on a slope and the gravity is low. Due to the pure weight of the ship especially when loaded it the gravity ease in will cause it to fly around. This is a KSP bug, not a model bug. I didn't get these issues with high gravity planets, but only on low gravity moons, like Gilly, which is pretty bad at this. If you do not set your ship as flat as possible you get these jumps. I even get these on flat terrain, but the ship does not explode, it just jumps a bit. Workaround: Solution 1: Save before landing, then test time acceleration on the landed surface to see if it does the jump, reload if needed. Solution 2: Land the ship, even on the slope, let it settle, then deactivate SAS completely. Wait until the ship no longer wobbles at all. If you have KSP engineer installed, you will get confirmation that the wobble is gone when the vertical speed does not fluctuate anymore. Once you confirm the ship is stable, engage time acceleration. Solution 3: Press ALT+F12, check "prevent crash damage" and "indestructible joints". Wait for the ship to settle again, then deactivate the cheats. It is clunky, but the Bow rarely lands and takes off so it should not be that much of a problem. I admit that I did use this method once, on Gilly, which is very predominant to have this issue. These are known bugs that often occur with large ships. It gets worse when you do clipping and include parts in parts. I tried to keep clipping at a minimum, but I can try and reduce the clipping even move, although I doubt this is what is causing the issues you are experiencing. Do you have a screenshot of the position of the ship before if explodes? The Arrow does not experience this issue as it just jumps on the landing gear is bouncy.
  8. Guys, I have good news, The Grand Tour is complete. Jeb, Val, Bob and Bill have visited all the planets and moons in the KSP. I will upload pictures and stuff when I have the time. For now I will leave you with the group photo and the Arrow parked in the honorary spot where it will remain from now on, being replaced by the new V3.0 model, which adds many fixes and improvements. The Grand Tour Crew, from left to right: Marvie (rescued Bow engineer), Bill (Arrow engineer), Val (Arrow pilot), Jeb (Arrow pilot), Bob (Arrow scientist) and Franline (rescued Bow pilot). Total Science: 218757 Jeb skill level is OVER 9000!!! That's it for now but I will add more pictures soon. Happy New Year!
  9. My problem is that I am also delivering a rover. I can get to kerbin orbit, then refuel and get to Eve. It lands, it separates into two parts before landing. I even refuel. Then going back is a nighmare. But I just have to land somewhere with at least 3000m altitude. Then it works. My design is far from aerodynamic because of the constraints of carrying the rover, which leaves a big coupler at the top of my rocket. I cannot add pictures because imgur has failed today.
  10. I have wasted days trying to make something for 4 kerbals to land and return from the surface of Eve. I give up. Anybody have any crafts that work?
  11. Hi guys, just a quick update, please note that I have made minor updates for Bow and Bow+Archer, old model had 8800m/s, new model has 9000m/s, some optional parts were removed, so you may want to download again. Captain's Manual is now available.
  12. The latest version is now released, please see the second post for the new craft file, I will add more pictures later to the post. That being said, I will take a break for the holidays, so have a Merry Christmas.
  13. I will test the Bow 2.0 and upload the files as soon sa they are ready. The Arrow V3.0 is able to land on Tylo and since the weight barely changed I have no doubt that it is still able to reach Moho. I will not be testing the trip though as this is time consuming and is not needed.
  14. What's next? Returning to Kerbin. I will post the updates as I have the time. Visiting Eve. The Arrow won't land, just orbit around. I tried to make it do that but it can't. I even added a missile in the front that uses the asparagus setup. It just cannot do it. I am working on a lander with a rover and return rocked. It is called the Dart. In essence it delivers a two part rover that also refuels it. It sheds all of it's parts and the final part that makes it to the orbit is a tiny 4 seat fuel tank with a small engine. It is tested, but I did not have the time to apply bug fixes. It is quite hard to land. Releasing the Arrow V3.0 for the Arrow the Bow V2.0. This is the top priority. I will try tomorrow to finish updating and upload it to Kerbalx. An updated manual will be released as well, with less but clearer details, instead of the way it is written now.
  15. The Grand Tour in pictures: Tylo - Vall - Laythe - Eeloo (part 4 of 5)
  16. The Grand Tour in pictures: Ike - Dres - Jool - Pol - Bop (part 3 of 5)
  17. I used to believe in rovers, but now I'm with the OP. With the exception of Eve, I see little use for rovers. Even on Tylo, with ISRU, while hard, you can still do better than with a rover. It took me a while to biome hop on Tylo, mostly because 3000m/s lasts you for about 5 minutes of flight. Still, I tried rovering and it was so painfully slow. Fire up those engines and get your job done quick. ISRU mandatory. Sometimes it is even more feasible to go to orbit, refuel and then land again where you need than move there. Eve is another story. With Eve I cannot even fly for long distances. The atmosphere makes it all worse. Still, I rather land somewhere, rover on short distances, get to my rocket and get out of there. Eve is too hard to be fun. It is actually quite boring. It looks cool from space, but on the ground it's pretty meh, you waste a lot of credits trying to get to it. I am planning an expedition, it includes a lander and a rover for refueling purposes, but I don't plan to travel too much, because after almost completing the Grand Tour and sciencing EVERY SINGLE BIOME from Moho, Gilly, Mun, Minmus, Duna, Ike, Dres (yes I visited that one), Pol, Bop, Tylo with my Arrow ship, I have grown tired and bored. I have Vall, Laythe and Eeloo left. I am pretty tired of it. Eve will be the only one that will not get fully scienced. I don't care for it that much. I have like 50.000 science and more to go (just finished Tylo and it was a b*tch to do). In the end, it is just better to do contracts instead, it is way more fun. All this mumbo-jumbo biome hopping is lame. You click here, you click there, you gather your science and then you're off to the next place. It's tedious and dull. Rovers suck. I rover with my Arrow ship at 50m/s and the fuel lasts for a long time. On Tylo I rovered between Minor Craters, lowlands, midlands, highlands, maras and the two craters that are near each other very fast, because I could do 90m/s without issues. Let's see a rover do that. And I can cross waters as well. My biggest issue with rovers is that they are too slow to be practical. They flip easily, the wheels come off like crazy, the electric motors are pretty bad at providing enough traction. I have a few rovers but I don't use them because I can just use the ship to get around.
  18. Thank you. I know I update this post rarely, but I am currently doing full play days to complete the tour. Once the tour is ready I can finally confirm the completed version. So far I have managed to land everywhere, and the radiator fix is working, it has not made the Arrow more clunky. I landed on Tylo a few days ago, but it will take some time to science every place. I am doing slow rovering as the gravity is very punishing and I try to avoid having to waste fuel flying and then reloading for 60-75 days for having moved a small distance. After this, time to go to Vall, Laythe and Eeloo. Once this is done, I can conclude the tour complete, but I will still be going for Eve where a lander and rover will be waiting to land and explore the nearby area, before returning to orbit and the Arrow will finally return to Kerbin where it will forever be parked in the middle on the KSC, as a honorary museum piece. I will update the kerbalx version shortly, but I have to test getting to Moho again and also landing on Tylo with the new changes, to make sure the update has not broken anything. Moho is hard to get to and Tylo is hard to land on. I did it a few days ago with only a few hundred of m/s left in the tank, and as soon as I touched the ground, the engines cut out. The only way this may be easier is to use the Bow to dip as low as possible in the orbit, then release the Arrow, which will save some dv. In order to land on Tylo you need to fire the engines on full at 22500-25000m. It may take some tries. On the plus side, Tylo is great for rovering, because the gravity keeps the Arrow up straight at higher speeds. I will update the picture gallery soon as well, but the current pictures are visible here https://imgur.com/a/qDBiC and bonus pictures here: https://imgur.com/a/5FdBM Also, here are some unsuccessful designs before the Arrow was born, which have inspired the building of the Arrow, to show off the design history: Thoth III - https://imgur.com/a/CZbwj (available on kerbalx but not updated) A lot was learned from this one, mainly that it was built on barely enough lift to get to space. Landing it was a complete mess and definitely not doable. Too heavy, too bulky, too little dv to reach even Minmus without refueling. This has taught me that you need a interplanetary ship to carry the Arrow around (the need for nukes). And so, the Bow was born and tested, but the problem came from refueling it on Moho. The 12 nukes were not enough to land and takeoff. So a Rhino was added for extra power. The Rhino is rarely needed elsewhere since it can mostly land using only the nukes on the planets as per the table in the first post. The Thoth III was really the first alpha version of the Arrow. The idea of a 2 part ship fixed all the problems having the power to land and takeoff and interplanetary travel. One ship to explore the planets, one to handle the long distance travel. Arrow IV M61242 - https://imgur.com/a/gZyqR This was the first one to have insane dv. It had 6000 m/s but was clumsy and flimsy to land. It did tend to use more fuel than needed because of low power engines. Good design, but too large to be practical, not enough dv. Arrow X - https://imgur.com/a/cqvOD This was a spin off from the Arrow V1.0, which at this time was already built but not ready. I wanted to experiment with something light and self sustaining. I was still unsure if the idea of an interplanetary tug ship was that good. I was concerned about the needs to land on Moho to refuel. In the end, this ship was too long, too heavy (330 tons) and did not meet the needs to be practical. Another version of something similar existed, that had the front detach and become a rover. It wasn't very practical. It was the point where the idea of a rover was scrapped completely and instead focused on giving the ship the needed stability to make it be able to perform rover duties. This was not the last try to make a lighter version of the Arrow. Light Arrow - no pictures for this one Essentially, just a sized down version of the Arrow V1.0 built with MK2 parts instead. It proved to be lighter, compatible with the Bow, but just not that efficient. It was lower to the ground so any bump could damage or flip it around. It had room only for 2 kerbals, which was a no-no. I wanted something for all the main 4 kerbals. Too flimsy and too many parts for something that could be achieved better with the initial V1.0 design. Scrapped. I promise to sort things out in the next few weeks so that it is ready for Christmas so that other people can enjoy it for the holidays.
  19. I updated my Arrow design to V3.0 to account for the radiator changes. But that will be updated on kerbalx later on. In the meantime, I created a mini attachable nose cone that includes extra radiators. It attaches to the front and seems to work quite well. It is a patch to the Arrow V1.0, which has reached the Jool system, so no chance of recalling it now, when it only has the Jool system and Eeloo to visit. It has been in space for 36 years now and it will complete this tour as it is. For those that do not know what the Arrow is, here is the dedicated thread:
  20. Due to the less efficient radiators or less efficient ISRU 125, the Arrow cannot refuel on it's own for the time being. I have updated the design to V3.0, which fixes this issue, but it requires a few more tests before it will be uploaded. If there is anybody that is using the Arrow V1.0 and would like to continue the grand tour, please let me know and I will upload a "in flight fix" for the Arrow. In essence it is an extended nose cone that includes extra radiators and can deliver itself to the Arrow. It works in atmospheric conditions as well. In case you are wondering what happened with the Arrow 2.0, it was essentially an alternative model that adds an extra drill and some minor updates, but the benefits are questionable, since it loses some dv and gains some weight that make it harder to land or takeoff on planets. It also features extra landing gears on the wing tips to make for easier rover activities. The effects of these on drag is not tested, but the stability has greatly increased over bumpy terrain so it may be added to the V3.0. The Arrow V3.0 still has about 3000m/s so that should keep the long range. The exterior is mostly identical, the major changes are related to the placement of extra radiators, to combat the recent radiator efficiency loss. The Bow (second ship you see in the pictures) V2.0 is ready, essentially it has extra claws at the bottom to be able to refuel from asteroids. This will grant more flexibility and potentially make it suitable to reach the red dwarf in Galileo Planet Pack which has no planets nearby. Testing was not done, but expect a release next year once I complete the stock system grand tour and begin the Galileo Planet Pack grand tour.
  21. I just came here for the Ed Bruce references. Veni vidi like. Planes are more fun than rockets because they're more eco friendly in a pixel world that does not care if you litter the orbits to create The Kessler syndrome. All my rockets drain my credits And credits are the things I really love to keep All my rockets drain my credits And that's why I only use planes you see
  22. 30000 at least and still ongoing as the mission is not complete. Part of a grand tour. Still counts as one mission.
  23. Yes, cheats kinda ruin the experience, making the game feel empty. However, I think OP should try to do the steps I advised to get around this bug. Consider it a "fix" rather than cheating.
  24. Congrats on your demonic 666 post. Anyways, it may be just a temporary issue. I would recommend pressing Alt+F12 and disabling the damage on ships. Load the base, let it jump around, let it settle a bit, check the springs, then deactivate the cheat. If that still happens, install hyperedit mod, then slightly change the position of the base so that it sits on flatter ground. I know it is not "orthodox", but then again neither is having these annoying bugs.
×
×
  • Create New...