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Posts posted by Stamp20
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1 hour ago, jimmymcgoochie said:
That's a KIS container. I'm not too sure if/how that works with the stock inventory system, but it's possible that the container doesn't use the stock inventory system so it won't show up in that inventory menu. Try again with a stock cargo container (SEQ-3/9/24 I believe) and see how that goes.
KIS and the stock inventory are completely separate. If you want to transfer parts between the inventories, you have to drop them on the ground first. If you want to use KIS containers with stock construction, you can use Kerbal Inventory for All to add slots to modded containers and pods.
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1.12.2 revamped the LV-T45 Swivel and Reliant engines, and like with other part revamps the old parts were hidden but are still in the game files to prevent craft from breaking. Sort by part manufacturers in the advanced mode in the VAB with the arrow in the top left of the part menu, and the old Swivel should be somewhere in there.
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1.12.2 revamped the Swivel and Reliant engines, and like with other part revamps the old parts were hidden but are still in the game files to prevent craft from breaking.
Sort by part manufacturers in the advanced mode in the VAB with the arrow in the top left of the part menu, and the old Swivel should be somewhere in there.
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I heard about KSP somewhere on Steam, and after watching several Matt Lowne videos, I bought it in 2018.
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I rescued a kerbal from the Mun's surface.
Spoiler
I had the somewhat smart idea of using EVA Construction to attach a docking port to the pod of the kerbal I was tasked with rescuing, since the contract also said I had to return the pod.
The pod was stranded in the southern part of the Mun, a good distance from the equator.
I tried to attach the docking port directly at first, but that summoned the kraken and immediately destroyed the pod for some reason. To get around this, I attached a reaction wheel then the docking port.
My plan fell apart when I realized reaction wheels aren't as strong as I thought, so I spent several minutes spinning around trying to get the docking ports close enough to connect.
Eventually it connected, and I spent several more minutes messing with the landing gear to get it upright again.
Before leaving, I built a small platform to gather gravioli and seismic data. (This save has Kerbalism installed, so these experiments take a long time to run.)
The mess that is this craft safely landed on Kerbin shortly after.I also redirected an asteroid.
Spoiler
While I was launching another mission, I saw an asteroid close to Kerbin and tracked it. The asteroid's trajectory was close to an orbit, and also heading straight for the surface.
I threw together a klaw craft to redirect the asteroid for potential use later along with another asteroid that was already in Kerbin orbit, probably from a Mun assist.
Asteroid was klawed with zero kraken attacks, surprisingly.
I redirected it to aerobrake into a lower orbit that would hopefully not intersect with the Mun's SOI.
The asteroid was successfully captured, at the cost of the craft's solar panels. -
Once they've been mined, there's no practical use for asteroids. You can terminate them in the tracking station or you can try to land them to use as a very expensive decoration for the KSC.
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Quote
I'm not sure if this is the right place for this, but here goes nothing.
I was working on my career game yesterday for my fan-fiction project when I checked into mission control, and saw a contract offer that stunned me. It's a challenge so huge it's given me an opportunity to totally change my story plot and add a whole new section.
I've searched everywhere in the challenge section, and I'm not finding this one.
If it's out there, and I'm necro-ing an old challenge, then I apologize and ask this be taken down, OK?
It's called the Ultimate Challenge, and the rules are simple:Visit all 14 bodies in the Kerbin solar system in one ship and return home to tell the tale.
I looked at it... then looked again, closed my eyes, held my breath, and hit accept.....
So here's the deal. According to the forum rules, I can't really issue this as an official challenge unless I do it, or at least make a really good attempt at it, first. Which is what I'm going to do. It's probably the hardest thing I can think of doing in the game... and a marvelous opportunity to exploit for my fan-fiction story.
How can I say no???
Oh, and because I'm a sadist, I'm doing it stock.If I can do this, I'll make it an official challenge, and make a badge and all that.
Unless someone else has already done it and wants to take over.
Which makes me wonder, has anyone done this? Has anyone attempted it?
Am I bringing up an old challenge I just can't find?Comments? Ideas??? Or perhaps just some insane laughter at the thought???
Link to the original Ultimate Challenge thread by Just Jim
Link to the first continuation thread by HoloYolo
Link to the second continuation thread by IncongruousGoat
This is the fourth version of the Ultimate Challenge, a challenge created by Just Jim. The goal is to complete a grand tour of the Kerbol system, landing on every planet and moon in one mission and returning to Kerbin alive.
Rules:
1. Mods are allowed, but only mods that are closely balanced to stock parts, like the Near Future mods. Additionally, life support mods like Kerbalism are allowed for additional challenge. If you're unsure if a mod is allowed, ask.
2. No cheating (debug menu, KAL overclock, kraken drives, etc.) for obvious reasons. You can use the debug menu to test designs, but it is not allowed in the final mission.
3. Every landing must have at least one kerbal present. You can have as many or as few kerbals as you want, as long as there is at least one.
4. Planet packs are allowed but will be in a separate category.
5. LKO assembly is allowed and encouraged, however once any part of the mission leaves LKO you can not launch any more vessels to assist your craft. Additionally, you can only have one active vessel when leaving LKO (your ship must be one giant ship, not a collection of small ships leaving at similar times). The only exception is launching a crew vehicle at the end of the mission to retrieve your kerbals.
6. The rules are flexible and subject to change. If you're trying to do something that might bend the rules, ask me.When submitting an attempt, include a list of mods, version, and any DLCs installed. Additionally, provide a video or screenshot album showing your mission.
Completing the challenge will grant you the official challenge badge, as well as a spot in the Ultimate Challenge Hall of Fame.
Official challenge badge for your signature:
Ultimate Challenge Hall of Fame:
@18Watt 1.12, Stock+DLC - Single launch mothership with ISRU and a few landers. Creatively used modules for the main lander for Moho and Tylo instead of a completely separate lander. Link
@Alpaca Z 1.12, Stock+DLC - The first single stage grand tour ever done in stock KSP, using a craft made by @Lt_Duckweed. Link
@camacju 1.12, Stock - A low mass grand tour, completing the challenge with a craft that only weighs 14.4 tons. Link
@fulgur 1.12,Stock+DLC - A grand tour done entirely with one spaceplane, except for the Eve landing. Link
@camacju and @Ultimate Steve 1.12, Stock+DLC - Another low mass grand tour, halving the mass compared to the previous one at 7.6 tons. Link
Modded Hall of Fame:
@king of nowhere 1.12, Kerbalism, OPM, Near Future Electrical - A third grand tour using Kerbalism spanning 6 real life months and 324 in-game years. Radiation, stress, part failures, and KSP weirdness resulted in a very close mission that nearly failed several times. Link
@jimmymcgoochie 1.12, Snarkiverse, Near Future, Kerbalism - A grand tour of the stock system, except it's rearranged by the Snarkiverse mod. Kerbalism is present too, adding another layer of challenge. Link
@Leganeski1.12, JNSQ (1x rescale), GPP, GEP - A very long grand tour of the JNSQ enhanced stock system, Galileo's Planet Pack, and Grannus Expansion Pack. Link
@king of nowhere 1.12,Kerbalism,RSS,NFLV,NFE - A grand tour of Real Solar System, but with Kerbalism and only stock parts (except some NF parts). 49 bugs, RSS with stock parts, and Kerbalism make this an extremely challenging mission. Link
@king of nowhere 1.12,Whirligig World - A grand tour of Whirligig World, with 44 total landings and a lot of gravity assists. Link
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On 6/24/2021 at 12:44 AM, IncongruousGoat said:
There's no real good way to say this, but: I'm looking for someone to take over maintenance of this challenge. My ability to keep up with this forum and with developments in the KSP community has been decreasing steadily for a while now, with time increasingly consumed by work and my other hobbies, and I've come to feel that I'm no longer capable of doing this challenge justice as its maintainer. If you're interested in taking the challenge over, please let me know. Otherwise, it's been a sincere pleasure to see the amazing things people have come up with for this challenge, and I wish all of those with submissions in the works the best of luck.
This thread will stay open until the next one is up and running, but I'd ask that people not post any submissions here - instead, hold them for the new thread.
I'm interested in continuing this challenge.
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I did another attempt with the KAL exploit and went all the way to the Mun.
Spoiler
I set the launch speed to an insane value, and had to add a heat shield and fairing.
I set each firework launcher to a separate action group so I could make it further while using less rockets. -
27 minutes ago, Minmus Taster said:
Can you find these from oribt?
W kerbnet
Yes, they show up as anomalies. They show up on SCANsat maps too.
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I attempted this challenge and set a new height record.
SpoilerI went with the tried and true strategy of moar
boostersfireworks to get more height.My final height just barely beat the old record at 565m.
The firework explosions were so laggy Steam's FPS counter disappeared for some of the flight.I also tried using the KAL overclock exploit for more height.
Spoiler
I set the launch velocity much higher for more height, and increased the explosion delay to hopefully save my PC from frying. I had to angle the craft slightly because the fireworks kept bouncing back up and destroying the lower stages.
Unfortunately the increased delay didn't save my PC, but I got much more height. I think the speed display is glitched when using fireworks for propulsion, as both of my attempts say 175m/s.Edit: Did another run with even more ludicrous KAL settings, got even more height.
Spoiler
This time, the F3 menu showed a speed higher than 175 m/s. -
Banned for using the word ban too many times.
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Are some of the wheel's motors reversed? You might have to set some of the motor directions to reverse instead of normal.
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The Wolfhound engine has very good efficiency, but it's locked behind Making History.
If it takes 15k DeltaV to get to other planets you either have a massive craft or are wasteful with your dV. To save dV, go interplanetary at transfer windows instead of going right after you launch. Kerbal Alarm Clock lets you set alarms for transfer windows, telling you the optimal time to launch. Transfer Window Planner is another mod that goes very well with KAC, which provides more details for planning interplanetary maneuvers, including showing the angles of the planets. The transfer window times for going from Kerbin to another planet also apply to returning to Kerbin.
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I don't think people who were last active in 2013 will respond.
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The new panels look great! They remind me of Near Future Solar.
Will the old OX and SP panels be revamped to match the new panels?
Edit: Apparently they are getting revamped, I didn't read the post correctly.
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-insert funny way of saying no here-
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Nope.
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Just recently hit 1,000 hours after playing since 2018.
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Instead of using the forum search, use Google.
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Dacott Kerman was recently sent to Duna to test drive the new rover, named "Stupidity". He wasn't given proper training before leaving, so he flipped the rover on the first turn.
Isawise Kerman - Incorrectly timed landing burn.
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Hangar Extender gives you more space to work with in the VAB.
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You can go into the persistent.sfs file for your save and copy/paste your kerbals to a different spot on the list. Open it with a text editor like Notepad and scroll until you find the category named ROSTER. From there, find the kerbal you want to move, highlight everything between the word KERBAL where its definition starts down to where the next kerbal starts, copy and delete it, then make a new line after the kerbal you want it below, then paste. To avoid messing things up, it's best to make two named quicksaves, one which you edit and then load, and the other as a backup.
What did you do in KSP1 today?
in KSP1 Discussion
Posted
I built a base on a Mun Arch.
I sent the crew first to set up the ground anchor.
I sent the base shortly after.
I used a KIS container from MOLE to haul parts to the top of the arch.
My original plan was to offset a part to attach the docking port to, but offsetting something disables its collision for some reason.
I launched a girder to replace it. Once it was docked to the ground anchor, I used the engine on the base at low throttle combined with RCS to dock to it.
And docked.
I added a KAS winch on a crane, but it doesn't quite reach the ground.
I would've fixed it, but the Kraken had other plans and sent my kerbal through the base upon reloading.
I also summoned the floating offset gizmo and decided to close the game before the entire base was consumed by the Kraken.