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NewtSoup

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Everything posted by NewtSoup

  1. That's interesting because it's never asked me which one to run. I use the latest linux steam beta. But as I say, I just created as link to the 64bit executable on my desktop.
  2. The song is called Witch Doctor :). Once it's in your head it will never leave!
  3. Having trouble with CKAN in ubuntu - The program won't shut down. The close window does nothing. I've killed the process and the window is still there, animating away like it's updating repositories. What gives?
  4. Innit Steam runs the 32 bit KSP by default you can also do "add non steam game" then browse to the 64bit version and run that. You get the overlay and frame counter. Though to be honest I just have symlink to the 64 bit launcher on my desktop these days.
  5. Hey witch doctor, give us the magic words! Ooh, Eee, Ooh, Ahh, Ahh, Ting, Tang, Walla, Walla, Bing, Bang, Ooh, Eee, Ooh, Ahh, Ahh, Ting, Tang, Walla, Walla, Bang, Bang! Now it's stuck in your head too:
  6. Yeah.. I have to say this is how it should work. refuse to load - warn if missing mods will remove vehicles - player override to say "yeah go ahead" - and it was what I was expecting rather than "oh, by the way so and so a ship no longer exists.. toodles!"
  7. This means that Valentina was probably snuffed out at the 1.3.1 release.
  8. Thanks. I recovered my save files. Still not sure what happened to Valentina in her ion drive ship. She Was orbiting Duna but must have gone much earlier than today I’m sure she will respawn though
  9. Ok. So I updated KSP and cleared my mods out to work out what was compatible and what was not ( add them one at a time ) My important ones were: Kerbal Engineer Redux X Science Docking Port Alignment Indicator Precise Node I thought I would add the mods one by one to see what works and what doesn't Loaded my sandbox game with no mods at all and instead of refusing to load because mods were missing it loaded the game and removed any ship with a missing part! So Now I have 3 missions that I was doing in Sandbox completely gone. I didn't have any quick saves .. just the main persistent one. And now my ships are gone! Is there a backup save directory?
  10. Thank you @Brikoleur, it's been fun getting it to work. Final attempt - Made it to a stable 71km / 79km orbit with just 8m/s dV left. I was able to deorbit with a PE of 60km with that 8m/s Landed in water rather than on land but vertical speed was about 4m/s and horizontal was less than 40 m/s so I am calling that perfectly landable.
  11. Made it through re-entry just fine! Nice approach to level desert But flared my landing too soon. Lost my horizontal and fell like a brick the last 30 meters and exploded. Time for a bath I think. Wash the probe debris and fuel residue off me.
  12. I'll let you know.. it did ok on a suborbital flight out to 90km and back down
  13. I've made it to orbit with this: it's an untidy orbit and I don't have much dV left but it will get me back into the atmosphere. The idea is that I want to land it again. So now I have an extra oscar and 2 nosewheels. I'm confident i can land it. Maybe not at the KSC, the orbit isn't circular enough for me to pick a landing spot. But I can land it. Better Pilots could probably land it on the runway with a tidier orbit. Oh this one is just under 1.5 tons on the landing pad 5 oscars
  14. Quick redesign 4 Oscars 4 Basic Fins 1 battery 1 solar panel 1 okto 2 1 small nose cone 1 spark 1 steerable nose wheel as landing gear! 1165 kg Cheated a bit clipping the nose wheel into the body but I imagine the engineers just hacksawed off the unnecessary bits. Still didn't get orbit with 3642 dV But did at least land half a ship! Only lost the 2 rear tanks the spark and 2 fins... Landed a bit tail heavy but it glides really quite well!. Of course an SSTO this small with such small tolerances on fuel and therefore payload has no real use beyond amusement value.
  15. Adding a 100 Battery solved the issues! The spark absolutely does not have an alternator. One launch I got stuck on full throttle Still not made it to stable orbit on 3600 DV. Need to learn to fly that perfect trajectory!
  16. Yeah it was the lack of leccy! Rookie Mistake.. I should know bettter
  17. I am playing around with a 2.7 ton SSTO in sand box. The craft is 3 Oscars, a Spark, a basic solar panel, an octo2, a small inline reaction wheel and a small nose cone it has 3594 m/s dV which I'm sure I can get into orbit. I have comnet turned off, which means that require signal for probe control is off and no need for extra ground stations. yet I'm still losing control of the probe at 70km up. I've even tried with comnet on and extra ground stations enabled. I thought the octo2 would have enough internal antenna to cope with LKO? What settings do I use to completely ignore the need for antena? My bad it's 880kg .. the 2700 was the cost
  18. I think I'm going to have a crack at it. I am going to make an RCS thruster block and Place Anywhere RCS thruster alternatives that use LfOx as their resource and have 20kN and 60kNthrust respectively I've chosen those values so I can simply copy the isp and thrust data from other existing engines. Basically the LfOx Thruster Block will be a cluster of Sparks and the Place anywhere LfOx thruster will be a terrier. This way they can be tied into main throttle AND conform to RCS rules at the same time. No programming needed, just some modelling. The rest can be done with config files it seems. I've no idea if I will manage it but I see no reason why I can't Though It would be nice if I can get to understand the attachment rules and make them need actual nodes to attach to. After all they are much bigger than standard RCS engines.
  19. Yes.. I recall that now.. but using main's as RCS is my primary thing maybe I should learn to mod my programming skills were rather good 20 years ago. Perhaps I need to dust them off and have a crack at it.
  20. Is there a mod that will let me use RCS motors as main engines and equally choose other motors and tie them into the RCS ? In an ideal world I'd like to be able to make clusters of terriers or even poodles for instance and use them in place of RCS blocks. Equally I'd like to be able to take some of those bigger RCS engines and make them main engines for.. well actually the "Puff" is indeed a "main" engine so, see above But even place anywhere's would be cool to use as mains in low gravity environments and have them tied into the main engine schema. The reason I'm asking is that I'd love to make some "Eagle" style ships for my minmus and upcoming mun base that can do VTOL using ventral thrusters but also have forward and aft thrusters capable of getting a sizeable payload in to mun and minmus orbit. I could just use action groups to activate and deactivate groups of "main" engines but that's clunkier than just being able to hit R and use puffs of thrust.
  21. I think your question is too general/vague to be answered comprehensively. However you do say "VERY realistic". In real life small vessels are designed to be recoverable by specific craft. The space shuttle was one craft that could deploy and recover smaller craft. So in that respect the mod you are looking for is KSP itself. The stock game features pretty much all the tech we have available to us today - but made considerably easier to use. I'd say what you're looking for is already right at your fingertips. That said, people have landed asteroids by attaching wings to them using advanced grabbing units. I'm sure with practice you could do something similar to vessels that were not specifically designed to be recovered.
  22. Comparatively old gear here: Intel Core i5 3570k O/C to 3.8ghz 16 GB Ram GTX 660 Ti 2GB Gigabyte GA-Z77X-UDH3 Mainboard 1 TB HDD 3 TB HDD Running Ubuntu 16.04 Need to get it a 500gb SSD soon and mirror my OS to it. I have a 256GB one but that has Windows on it which I don't want to overwrite just yes - also it's a bit small.
  23. There are no birds, or animals. Just a set of recorded and scientifically proven relaxing sounds as researched by the Kerbal Enrichment Centre. They're played over this speaker system:
  24. I use imgur constantly. The only thing I have to do when copying the image link is add the file extension of the original picture and it works fine.
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