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mystik

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Everything posted by mystik

  1. I hear you. I did it last night and got it working. But I had to google a bit for where the package mod goes and stuff. I guess I've just gotten too old for patience. I used to love thinkering in my 20's, but now I hate even having to reinstall windows once every few years even if it's much easier than back in the Windows 98 era, so can you blame me for wanting the easy way?
  2. People are debating whether this is good for the game and all I can do is sit here and think "That girl in the middle looks good". HERP DERP! Whatever is in the future for KSP I am happy with what I payed for so far so even if the game development stops I still get to play the game.
  3. There is a bug reported here for this http://bugs.kerbalspaceprogram.com/issues/15410. I am thinking that this is only a temporary issue regarding the parts since there is one dev that is handling this. However, the ship files may need the field set to true instead of delete, to not break the file with future updates.
  4. Neat. I tried a bit yesterday but ended up editing the wrong stuff. Now it's a bit more clear. I do have one question. Would editing the ship file and instead of deleting the active = False replacing it with active = True have the same effect? The thing is I rather play safe because I have a public ship released and I wish to update it to 1.3 but not break it for future patches in case the line you are deleting becomes mandatory and the lack of it breaks the code. Does that sound crazy? I admit I am not much of a programmer or even code editor and it shows.
  5. I got away with editing the displayActions = true (instead of delete) and the option is back in game, including for any new ships I launch (even if they are from 1.2). However I have issues editing ships already in space. Can you explain a bit better how to edit saved ships?
  6. Hey man, any idea when you will update this mod on ckan? I mean, I can download it from here, but so many files that go everywhere is just a mess. In my younger years I would play around but right now I can't stand this stuff anymore.
  7. I completed my first Dual SSTO hybrid, enabling you to go anywhere and land anywhere (except for Eve), so I thought I should shill this creation here as well. It works by coupling the two parts in space. One acts as a lander, the other as a tug, please see the manual for additional details. You can find all the relevant details at: Is it big? Check! Is it insane? Check! Is it easy to fly? Check!* Is it awesome? Check! Is it so, like, non-mainstream, like, you know, like? Like, check! *It may not be that easy to fly as advertised. Please see the manual if something isn't working right. BATTERIES INCLUDED! See the commercial made especially for this. Lol, KEK.
  8. Hello, I present to you the Arrow Bow Archer Dual SSTO, my first ship able to visit the entire solar system and return. It can land on Moho, Tylo, Laythe. Only Eve landing is not possible. I will be uploading the manual to this thing since it explains how this ship works. Here's what you can do: Object Can it reach this orbit? Can it land on it? Which part can land? How difficult is it? Kerbol Yes (fly by only) No N/A Very hard Moho Yes Yes Both Hard Eve Yes No N/A Impossible* Gilly Yes Yes Both Easy Kerbin Yes Yes Arrow only Medium Mun Yes Yes Both Easy Minmus Yes Yes Both Easy Duna Yes Yes Arrow only Medium Ike Yes Yes Both Easy Dres Yes Yes Both Hard Jool Yes (fly by only) No N/A Medium Laythe Yes Yes Arrow only Medium Vall Yes Yes Both Medium Tylo Yes Yes Arrow only Very hard Pol Yes Yes Both Easy Bop Yes Yes Both Easy Eeloo Yes Yes Both Medium Asteroids Yes (near) Yes* Bow (V3.0+)* Medium *Technically you can land on Eve, but you can never go back, since the Arrow lacks the high dv required for Eve, please use the Dart ship to perform this task, but use caution as the task is difficult. *Asteroids can not be landed on, but can be docked to using the Bow with the claw, a feature that has been added on Bow V3.0 and above. Essentially it is the result of over 6 months of designing and testing. As it is this enables you to travel to anywhere. No hacks, all stock, pure SSTO design built from zero. Additional pictures are available in the thread under the spoilers!!! Comes with its own science bay, resource scanners, mining equipment (7 crew, but max 6 crew recommended, see the manual). Can function indefinitely. No solar panels. Lots of controls. It's one giant exploration lab, ship and base. Because some of the functions are more complex I made a beginner friendly guide as well. Read it, skip it, your decision. Tell me what you think and if you find any bugs. Old Links kept only for archiving purposes (please see the post below for the latest version)
  9. Hello, Work on my multi part space exploration ship is nearing completion. Some minor bugs left to correct and extensive tests to landing on Tylo are all that remain. I know the ship can reach and land on Moho as I have performed this test already. I know that it can also land on Tylo as I have tested from a cheat orbit to land just the Arrow (main lander ship). I will test and confim that this works also by reaching there from Kerbin, refueling at Duna, then Pol, then Tylo landing, just to be sure. One of the bugs is that the tail touches the ground before the landing struts but this is just a minor adjustment. Fully capable of performing science, full RTG + fuel cell power (no solar panels), refueling. I am also working on a guide with details on how to fly the ship correctly and example flights for Moho, Tylo and other difficult objects. While the ship starts as a separate space plane (Arrow) and a two part Bow-Archer rocket, the actual usable parts are the Arrow and the Bow, as the Archer is only a recoverable launch platform for reaching higher Kerbin suborbit. The ship will be available soon. I will most likely create a separate post for it since it is neither a SSTO, nor a SSTA, but rather a DHIS (Dual Hybrid Interplanetary Ship)... Yes, I made that up. Album is here: http://imgur.com/a/xBxy1
  10. This is good for local SSTO, but if you want to go build a SSTA you cannot use RAPIERS as they are a lot of weight to carry around. I found that a ship can go to space using a combination of RAPIERS and a single Vector engine. My ship is about 300t and I can fly it with 6 rapiers and 1 Vector. It can successfully land on Tylo. Tested. It can reach Moho. It is part of a two stage ship. The lander (which is a space plane) and a space tug, that it docks to and travels to places. It could not do the distance with rapiers alone. They are heavy and not that efficient if you want to go far. So, I kept them to a minimum, then burn the Vector until it reaches 400m/s then shut it down and so I get past the 400m/s barrier without needing to use all exclusive rapier setup. The reason why my ship uses no nukes is that you cannot rely on nukes to land on Tylo. It just does not work. The tug uses nukes because it only needs to land on low gravity objects to refuel, but the real workhorse is the lander spaceplane, and the hardest place to land on is Tylo. It is very stressful to not overdo it and get the landing right with only a few hundred m/s left before touchdown. I have been lazy recently but I am looking to post my ship and thus enable full exploration of the KSP solar system. Rapiers are great for local travel. Long distance they kinda add weight and reduce the DV you can store without ending up with a gigantic ship. I have made a SSTO that weighs very little with one rapier and it works. But as you can tell, it is for one crew transfer to the space station and back, or for returning astronauts from rescue missions.
  11. If there is a better LEGAL alternative to the stuff then you really have no case. It's SQUAD's business to provide a better experience through this payed DLC than the free mods can. If the same stuff can be provided for free by mods, then SQUAD's work isn't really worth that much, is it? I am not interested in this DLC nor am I interested in mods related to this DLC theme. In general I am not interested in mods that alter the gameplay too much. However, if SQUAD cannot provide something worth buying, then people shouldn't buy the stuff. I am generally interested in SQUAD making the game as good as it can be and I will buy worthwhile content if it seems reasonably priced and has a purpose that is interesting for me and enhances the game. However, if SQUAD fails to deliver something worthwhile, I don't buy it and even if the company goes under, I will be disappointed, but won't care too much. If the game dies, it will be because SQUAD failed to deliver, not because I didn't throw money at a company that does not deliver content I am interested in. I buy games because they're fun, not because companies need to exist. I like this game, I have no beef with the company, however I will pay for quality and not for charity.
  12. Meh. I didn't fancy historical parts that much. I guess it's good for those that are into it. I would like some new parts to help with spaceplanes. And to fix the drag on some parts. Still, it's something. Just not something I am interested in buying.
  13. The thing is that if I can get away with a simple radiator on top then I will do that, because adding any more weight and especially the inefficient adapters (MK2 short and NCS) will surely raise the RF m/s by a few tens and drop the LF m/s by a few hundreds. A radiator will only cause a few tens of m/s to drop. The whole design is very tricky to balance and once I figure the heating I will switch to improving the landing.
  14. Work continued on the Arrow SSTA (now model X). Currently fine tuning. I also fixed sliding while sitting on runway. Optimized parts layout. It takes off nicely now, but it requires the use of the Vector often, because it is underpowered on Rapiers until 500m/s to save fuel during interplanetary travel. It can land on the Mun using only nukes. It has 4800m/s left in orbit. The screenshot is for showing the max dv stored in space 1500m/s on rockets and 6300 m/s on nukes. It isn't ready yet as reentry causes the crew pod to explode and it is hard to control during descent. I will add a radiator and figure out how to keep it stable while landing. For those wondering why such an odd shape it is because the MK1 fuel tanks are the most efficient at carrying fuel for their weight. Mk2 parts used only for crew, science and mining cargo bay and adapter parts.
  15. Work in progress Arrow V (LF Proto) Cannot yet reach circular orbit due to having too much lf and to little ox. Needs adjustments, but it has OVER 9000 m/s. I need to switch some to rocket fuel to get about 5000m/s out of nukes and the rest 2500 m/s to rockets. So, the hybrid is coming along nicely, I have too much m/s and will need to adjust the distribution. It flies like a brick, but it flies. Unfortunately it needs more rocket fuel to get to orbit (reached 60 km) and some extra air intakes as the engines start cutting out at 25000 one by one. I will tune it until I get something more stable and with about 2500m/s on rockets (the screenshot below is for display purposes only, it was teleported to space via cheats, to see how much dv it has stored).
  16. @Rune I did some maths and I don't see how MK3 is that much better than MK2. I'm poor at math but I got the numbers below for liquid fuselages only: Tank Full (t) Empty (t) Fuel (t) Units Empty weight / fuel units MK1 2.25 0.25 2 400 0.000625 MK2 long 4.57 0.57 4 800 0.000713 MK3 long 28.57 3.57 25 5000 0.000714 MK3 huge 57.14 7.14 50 10000 0.000714 MK3 short 14.29 1.79 12.5 2500 0.000716 MK2 short 2.29 0.29 2 400 0.000725 MK1 is a winner because it weights so little when empty and provides so much fuel. MK2 long comes in second. While no where near the values of MK1. We are not discussing drag here, just efficiency in space, once the tank is empty, how much weight do you have to pull with you. MK3 is almost the same as MK2 long, while MK2 short is the worst of the crowd. I am not seeing the "MK2 is so bad". It actually is almost the same with MK3 with the exception of the small parts. Is this not true or is this my math being bad? Additional numbers for some other parts (rocket fuel) FLT400 2.25 0.25 2 400 0.000625 FLT800 4.5 0.5 4 800 0.000625 MK2 Adapter long 4.57 0.57 4 800 0.000713 MK3 Adapter 14.29 1.79 12.5 2500 0.000716 MK2 Adapter short 2.29 0.29 2 400 0.000725 MK2 Bicoupler 2.29 0.29 2 400 0.000725 As you can see, the same values remain. MK2 is not by far worse than MK3. Again, MK1 (aka FLT) are still kings at the ratio between plain tank weight vs fuel units. So, I'm thinking, looking at these numbers. The best solution is a hybrid MK1/MK2 ship made out of: MK1 liquid tank MK2 long MK2 Adapter long Mk2 Bicoupler (yes, it has bad ratio but it is the only way to properly attach MK1 tanks to the ship in double amounts so that you don't end up with a spaghetti ship. FLT800 Adding the MK1 crew capsule and the MK1 control pod, with these tanks, I think I can gain about 15% more dv for the same ratio of fuel I have in my 6000 m/s model, so essentially, giving me almost 6900m/s. If I downgrade the extra surfaces and landing gear that should also shave some weight. The only dilemma remains the large drill, which I would not give up. Because I want to be able to land anywhere and refuel. With the small drill, you're in trouble if you don't land somewhere where you have high ore concentration. Maybe I can get to 7500 m/s that way. I certainly don't mind having an extra light ship, in fact I want it to be as light as possible because it makes flying it very easy.
  17. I can get away with 5000m/s ish to get to Moho, but I cannot land on it even with almost 6000m/s. To have perfect conditions met to visit this one planet just seems to be too much of a hassle. Just pump up your dv and be done with it. I have been experimenting with my design and adding more tanks did not add more dv, like you said. So I guess it's a matter of optimizing what I've got rather than just add more. I will have to mess about with it to see how I can better optimize it. Maybe drop a few engines to save weight, I currently run with 4 nukes, which for a 200t model may be too much at this point. I don't mind long burn times. I will have to see what needs to be scrapped that is not needed. Aero isn't a problem at this point, since I can get to orbit with high dv left to make it to refuel. I don't care for that part so much. I care for range. At worst, I can just go with a separate tug ship just for Moho missions and that's that. I already have a SSTO planned for Eve, but that will have to come in the form of a rocket that transfers the crew in orbit and refuels on Gilly.
  18. @Rune 5000m/s to land on Moho? HERESY! In all my tries I come up with a need of 7500m/s. And I've tried using the many methods described in threads around here. Nope. 7500/ms is a must, out of which 3000m/s need to come from Rapiers or you will turn your ship into a pancake on Tylo landing.
  19. I don't see them as bugged at all. In fact, they reduce the need for extra wings since MK2 acts like a wing. I have no problem. My ship is way smaller and has lots of DV more than any MK3 things I've seen. I will push on with this model, optimizing the loadout to reach 7500m/s and thus creating a decent spaceplane that can go most places. I am struggling with Moho, but I don't need that much at this point and I fee like I am quite close to successfully landing on Moho. MK3 seems to be too heavy for anything. Landing anything big enough to reach Moho would probably be a nightmare when your ship snaps under the weight of landing 500t on any surface. My ship is well under 200t at this point and will not go above 250t before I scrap it. That's the point. I want to keep it light. And sub 250parts to avoid crappy framerates and crashes. I does not even have RCS because it is meant to work fully independent of anything and does not need to dock to anything. Bare essentials, does not carry scanners, only science instruments that can collect it. One small ISRU, one big drill, just enough RTGs to power it up no matter where you go. I went with RTG vs fuel cells because you will most likely run out of oxidizer after a while. Plus, being able to have unlimited power is always sweet. You can't cram in the big fuel cell in the hull. It's not elegant. I have no issues getting this up in LKO with 4000m/s left, so I experience none of this "horrible drag" you speak of. I keep it extremely streamlined and I use some tricks like vertical fuel tanks to reduce the standard drag that may come with wide surfaces. A side turned MK2 is less draggy than a MK3side by side. Plus, it acts like a rover without being all clumsy and slow, it just works.
  20. Still working on the ship (Arrow), it got me to Moho but was short on fuel, I need about 2000m/s more. Currently it can pull almost 6000m/s out of a full tank. It has seen a few revisions, now Arrow IV model M61242 (6 crew, 12 rapiers, 4 nukes, 2 spikes). I need to balance the load of 1/3 oxidizer and 2/3 fuel. I am thinking it can take more fuel tanks. I need about 7500 m/s in total to land on Moho. I can add a new set of fuel tanks easily, as the whole thing is balanced around the COM and adding more stuff does not upset it. Refueling takes a long time, but since transfer windows are far, it does ok.
  21. Play the tutorials. They teach you how to dock very well. I learned how to dock without RCS but I can only do it with small ships and advanced flight systems. It's easy once you get used to orbital mechanics. Practice often with small craft. Circularize your orbit. Then wait for a good time to plan a maneuver. It's easier to do if you're on a higher orbit and coming lower to dock. But that may be a preference. If you can, set your targe to "ANTITARGET" and your ship to "TARGET". Slow down to 0. Once the ships are alligned and very close, give them a 0.1 push, just in case you miss so that you don't break something. Each docking port will track the other and it should connect easily and no RCS was needed. With RCS is even easier, but you need to play the tutorial to understand what to look for in your targeting, to understand what to look for.
  22. Fun is subjective. Fun for me is to optimize my ships to be as light as possible and visit other planets. Putting a big hunk of metal in space that costs a fortune and does very little is not that fun. I play career mode. No freebies. With the money I spent on my station (1 mil) I could have launched another Dres-Eeloo Sat, which can mine the crap out of biomes. Fully autonomous and ridiculously expensive. 15000 dv and RTG powered. That seems more fun to me. Plus, they carry the huge relay antenna so it builds Kerbnet for my upcoming Grand Tour. See? That's fun.
  23. I have a small space station, holding 3 orange tanks and one giant tank. I have 2 escape pods on with 3 crew capacity each. It has claws and docking ports and is currently holding the first asteroid I found, a purple one. One research lab. I have no real use for it. I look a it and I sometimes use it as a refueling station (I have a giant asteroid miner that I keep landed in Minmus which holds ridiculous amounts of fuel) and I bring it and refuel the station every how and then. But I have to wonder if there is any real purpose of having a space station? I rather use small comm sats that can do some science and send them to other planets. It barely serves any other purpose. Maybe they need a gameplay rework?
  24. Don't worry about it. I learned many things from your designs. In fact, I learned so much that I have been working on something new. I have not seen the design before, I think this may be a first. I made a Mk2 proto with small ISRU and one giant drill (yeah, crazy) and am currently testing it. 6 crew capacity, 20.000 dv at start, 3.5km/s in orbit, 165t, fully autonomous. It is currently landed on the mun, refueling. Does not require solar panels or fuel cells, all science that it can carry, has the 88 communitron stashed inside, can land as a plane or rocket, thanks to a new type of landing setup that is perfectly safe and adjustable for any gravity. It can fly on it's own and can science alone. Easy to reach orbit. Have not landed on empty yet and I will once the refuel is ready. I have landed and it is capable of landing at speeds as low as 50m/s thanks to it's wide wings. It remains stable even when empty. When oxidizer is left it helps to pump the 4 top tanks to the rear tank to stabilize reentry. It can be easily recovered if control is lost. I will post pics and links soon. I will look into your design. As always, I am thankful for any new design you put out. I test most of them. Like you said, perhaps a redesign is needed. Go for light. It makes landing easier. I think you should keep 3000dv in rocket mode and the rest as nukes (2000-3000dv should be enough on nukes). I am talking as per landed on Minmus. 3000dv should be enough for Tylo landings or take offs. I will wait for your new design and mess with this invention while you work on it so that I have something to do. I know you'll probably design something that will outperform my toy by a whole 10.AU. (nerdy astro joke)
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