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Queen Cassie

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Everything posted by Queen Cassie

  1. I broke the game somehow. So I was attaching some parachutes using KIS because I'd forgotten to put airbrakes on this plane, and the chutes didn't appear once placed. But they still seemed to be there since they showed up in staging so I was like "Okay, let's just use them anyway." I get down to altitude, get my speed just low enough to use them, use them, and then... this. Darkness everywhere. When I went back to the space center it was similarly bereft of light, as were any other ships I tried playing. The plane had vanished from the tracking center. So I tried going back and using the chutes again. There were missing textures EVERYWHERE (and the planet could not be seen) when I reloaded the quicksave. Ultimately I reentered no issues, but using the parachutes led to the same result. So uh, I guess, lesson learned. Don't use invisible parachutes.
  2. Actually, there are no rapiers. I used the jet engines from the "nuke mod" which I found on CKAN, that offers a variety of tiny parts. The rest of the engines are actually from Deep Sky, and are aerospikes that use a ton of electricity, hence the reactor. This is the engine in question. Looking again I can see clearly why I was having trouble, blimey. I need to learn to read. And maybe learn how intakes actually work, yeesh. I was using the ones from the modpack because I figured they'd provide enough air on their own since, you know, they're from the same mod, but still.
  3. Um... I don't recall? Some mod's intakes. It might've been the jet engines I was using, too. They're some really efficient ones, though, that don't require a lot of air. But I've tried other jets and have been getting similar performances.
  4. Yep, they're not. I was actually a little surprised myself, wondering why my first orbital vehicle had so much delta-v left over. And then I checked the planet and was like "Oh, duh." First landing on Ash! And incidentally, first successful SSTO for me, like... ever. I've tried to build them in the past, constantly failed, and only thanks to a number of mods installed (procedural wings, correct center of lift, etc) was I able to build one that worked. Sort of. I kind of had to refuel it twice on the way back... and maybe had to try many times to land it. And it still took a while. BUT I DID IT ANYWAY. I've built many successful planes in the past in both unmodded and modded installs. It's getting them to orbit that I never succeeded at, because fuel is hard to figure out with these things. Also it probably doesn't help that jets flame out on Rhode at a very low altitude, only about five kilometers up or so, making them effectively useless for an SSTO. But that's okay. I'm learning. Gosh I love this planet pack.
  5. So does this mean the flavor text of atmospheric terraforming resuming will be enacted? Or is this going to be simply an appearance thing? I'm unsure if the KSP engine supports changing the atmospheres of planet mid-game or not. It'd be really cool if it was doable though.
  6. You're welcome! You've worked diddly dang hard on this modpack and it shows. So I decided to fling the probe into the lava ocean to see how long it would last before it died. (I used Mechjeb only for the final descent maneuver, which I usually have to because I have reflex issues that make it hard for me to do engine burn timing properly. I otherwise handle all aspects of landing myself.) It lasted about a minute and a half, which was about seventy seconds longer than I expected it to.This tells me it might actually be possible to build my lavasub. I really hope so, because if I can I totally want to build not just a lavasub, but a lava BASE. I already have one in mind for Lua as it is. All of the under-liquid bases!
  7. So I managed to land on Ash first try: I included the UI on this screenshot so you could see the heat meters. These radiators worked out surprisingly well. I was expecting the probe to fail, to be honest, because I figured this wouldn't be enough heat reduction. And it might not be if I was sitting directly in the lava, but I suspect that's not even possible no matter what you're using. (Unless it is, in which case I am totally making a lavasub as soon as I have the tech for it.) I rather like Ash. It's nice and different from the usual kind of moon, and I appreciated the challenge. Also it's just plain pretty, all around. I like the lava a lot.
  8. Eh, it's okay. I'll be able to figure it out myself eventually. In the meantime the expansions aren't even really necessary. Yet. So I accidentally killed Jeb, Bob, and Bill in my second crewed landing on Armstrong, because I was landing everywhere getting as much science as possible(transmitting, thankfully), and on the return maneuver I didn't realize I'd directed the orbit to crash back into Armstrong before it would leave Armstrong's SOI until, while tabbed out and waiting for a very long engine burn (I was using the Block III APS engine from Bluedog Design Bureau) I suddenly heard several massive explosions. And I had no quicksave anywhere near close enough. Thus I decided to build by far the stupidest thing I've ever made in KSP to memorialize them, landing it within three kilometers of their original landing site (because I have no idea where they actually crashed.) This was harder to land than I expected, both because I'd installed the entire figuring upside down in the fairing so it would piece together right, and because the landing legs kept making it pogo stick. Finally I just disabled the landing legs when I got it down, and it worked. It has enough batteries to perma-SAS, keeping it nice and stable.
  9. I tried installing that, but it resulted in my install getting permastuck in loading. I suspect it's something else in my assortment of mods but I've no idea what.
  10. So I've been playing this modpack so far and really enjoying it, but something seems rather odd to me. As far as I can determine through Kerbal Engineer and such, the Low Space altitude for Lua is 600,000 kilometers, which seems really high? It's basically the same size more or less as the Mun in stock so wouldn't it make more sense to be at something like 60,000? Other than that I haven't really experienced any bugs or anything. I haven't yet left Rhodes sphere of influence (apart from a random piece of debris) and can confirm this modpack works with a lot of different mods, as I have a ton installed, including Strategia. Other than treating the planets orbiting Kerbol as though they're moons orbiting a gas giant (which technically in game mechanics they are) Strategia responds very well to the modpack with no issues at all. This pack is fantastic and I love it.
  11. Actually for me it was giving me contracts to explore Sarvin after I finished with the Mun. I thought it was rather strange and was concerned it was messed up in the sense that I'd have to do the explore contracts for Sarvin first, which... isn't happening.
  12. Hi, so I've been trying out this planet pack, only for some reason I seem to have no groundstations? I'm not sure why it might be, but I have nothing except the KSC no matter my settings. I'm running a whole lot of other mods alongside it, but nothing that should interfere with Commnet, as I've run all these mods with different planet packs before and they've all functioned just fine.
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