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RedneckGaijin

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Posts posted by RedneckGaijin

  1. I find the lack of ability to scroll up and down the rocket makes it impossible for me to build interplanetary-scale rockets AT ALL. I'm struggling to build stuff for Minmus and Mun because I can't see what I'm doing at the bottom of the rocket. Between this and the flight UI being all but illegible, I'm getting tired of the Not Invented Here attitude the KSP2 developers have taken with the KSP1 interface.

  2. I've had to give up on two challenges now because, despite fuel crossfeed being turned OFF on my decouplers, lower stages are draining my upper stages rather than just running out of fuel.

    To make things even more annoying, I can't right-click on fuel tanks to check their level. Doing so just brings up the menu for the entire ship, which lists all the tanks among the other parts, but shows no DATA for the tanks even when I click on the specific parts in the list.

    Version 1.0.0.2somethingorother, BTW.

     

  3. I've been playing KSP, off and on, for quite some time (since 1.03 or thereabouts), but only in the past two years have I been documenting the semi-highlights on YouTube.

    For those who want to see all of it, here's a playlist of everything Kerbal I've posted there, beginning with my earliest (and clunkiest) KSP vid series: https://www.youtube.com/playlist?list=PLjK6u7OCkMCcWHT6JZ6bPOzJg2TPdT0C2

    Here's a list of my favorites from the playlist:

    And here's the most recent, which is itself a sequel to the "KSC Rover Rally" video I did:

    Coming soon: my adventures in Super Hard Mode (1.12 Career Mode, CSI Tech Tree and cosmetic mods, 50% money/science/rep rewards, no quicksaves/reverts/kerbal respawns).

     

  4. On 11/22/2021 at 2:46 PM, CoolRanchAJ said:

    Great submission, can't really call out your username on twitter.... sorry!

    Understood. I replied to the first post in the thread with a link, tho.

  5. On 11/16/2021 at 9:40 AM, magnemoe said:

    A few comment on this, the escape velosity is idiotic small as in < 0.2 m/s. Un-docking the relay satellite from the small docking port sent it on an escape trajectory and it had no engine, on the other hand it would use over an year escaping :) So everything here need an tiny engine, rcs or an ant is enough. 
    Didymos has biomes who is pretty awesome. Think i try an manned starship mission :) 
     

     

    Or you could just restrict the ion engine's output. That's what I had to do to get an orbit.

  6. 1 hour ago, Kerbal Productions said:

     

    Nice haha, but I think what NASA would see is the actual DART mission lol :D

    But the 3 attempts where great and creative, kinda felt weird seeing fins on the 1st and 2nd stage doe lol

    I used the fins because I didn't think the control flaps others of you used would work to steer the first stage to landing. I originally designed it for a ground touchdown, but I gave up on that when I figured out I couldn't spare enough delta-V in the first stage for a full abort back to the KSC after decoupling.

    (Incidentally, by using a Terrier on the second stage, I pretty much guaranteed that the thing wouldn't get into space after decoupling without manual control. Not enough TWR on a follow-prograde trajectory to get and stay in space before falling back to Kerbin. I could land the first stage or get the probe to orbit, but not both in the same launch, so I cheated a little for the video.)

  7. Well, here's mine. I admit I didn't take it nearly as seriously as some of you did, especially in re-creating the Falcon 9... but then, it was hitting the limit of my skills to make the first stage recoverable at all. And, of course, I couldn't just leave it as impacting the target...

    I made three flights.
     

    Spoiler

    The first flight ended with the desired impact at about 660 m/s relative velocity to target, producing a small but definite deflection. I was able to recover the first stage, but in the time that took the rest of the ship went off-course and crashed, so I had to re-fly the mission to get that to orbit and beyond.

    For the second flight I soft-landed the same probe and used the ion engine to push. This also worked but not as well, mostly because the probe was in the asteroid's shadow and thus ran out of electricity fairly quickly.

    For the third flight I abandoned the DART model entirely and did it as I'd do it in a normal KSP campaign- in situ refining of fuel from the asteroid to redirect it. (Incidentally, grabbing the target with The Claw breaks the part of the mod that keeps it tidally locked.) That worked GREAT until I tried to use physics-warp to speed up the deflection, at which point the kraken objected.)

    Here's the edited video.

     

  8. First: running KSP from GOG. 1.9.1 with Making History and Breaking Ground ran fine.

    Automatically upgraded to 1.10. The upgrade apparently broke Breaking Ground, since the game insists 1.41 is not valid and only Breaking Ground 1.5 will work. I've tried re-downloading the DLC with no result.)

    Second issue, possibly related to the first:

    I have a mining/refining surface base (name: Mobile Mun Miner) which was working fine in 1.9.1. Over the last couple of game sessions (including after the 1.10 update) I've moved the mining base from Mun to Minmus, landing it very near a spot where it's mined before and which shows as being ore-rich on satellite resource scans. However, the drills both report no resources to be harvested!

    Game save here- let me know if I need to provide more info.

    https://drive.google.com/drive/folders/1-FfeR7Uw9bYvK8EL5cSmg0ynyE8ktTuP?usp=sharing

  9. To be clear, I fixed the game save, not the app.

    There are two points that had to be fixed: "att" had to be reset from 0 to 1 on the part, and the other was a glitch in the part of the code that defined the parent part. Since the glitched part had symmetry with another part, I copied over the part of the code that was different from the other part. Fixed it right up.

     

  10. On 6/25/2020 at 12:26 AM, RedneckGaijin said:

    Just downloaded your app trying to figure out why fuel crossfeed failed on a mining/refining lander I sent on a complex Duna expedition. Turns out one of my five fuel tanks (one big central tank and four tall ones around it, each external with a docking port) reads as not being attached to the parent part... or to anything else!! This is good to know, but how do I actually fix the save to get things working again? Any advice?

    (Yes, I tested a copy of the lander on the ground. No crossfeed issues. Apparently the kraken disapproves of using a double-docking-port system to increase stability on complex ships.)

    Never mind: I did some tinkering around and figured out where the code I needed to fix was.

  11. Just downloaded your app trying to figure out why fuel crossfeed failed on a mining/refining lander I sent on a complex Duna expedition. Turns out one of my five fuel tanks (one big central tank and four tall ones around it, each external with a docking port) reads as not being attached to the parent part... or to anything else!! This is good to know, but how do I actually fix the save to get things working again? Any advice?

    (Yes, I tested a copy of the lander on the ground. No crossfeed issues. Apparently the kraken disapproves of using a double-docking-port system to increase stability on complex ships.)

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