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Daedalus3000

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Everything posted by Daedalus3000

  1. Hey I just started one too. My other save got too buggy. Best of luck!
  2. What setting is your orbit fade on (reversed or normal?) this is an easy way to tell which direction you will enter from. Also when entering an soi your game should slow your warp to 50x and it didn’t here which might have caused the physics engine to miss a cycle and have your orbit change (if that’s how this works I don’t know how the game actually runs). I would recommend not warping that fast unless just cruising in solar or an eccentric orbit because it can mess things up and has for me in the past (I’m talking my Ap dropping 2 million km in front of my face.)
  3. I keep getting this exception: It doesn’t seem to effect my game, but is spammed constantly and seems to be lagging it a little. What’s causing it? modlist: Also just updated kopernicus through ckan and it did some weird things (solar panels missing kopernicus part module - causes them to be blocked by a star instead of usually getting EC from it) . Could I revert back to an old version without any save file issues?
  4. Yeah I did mun first, the game also has a tutorial for it while it doesn’t for minmus.
  5. It’s not useless, for crafts using isru and want to save mass it’s not awful. I will admit it’s underpowered as it needs a certain ore concentration, can’t be left on forever due to the heating problem, and has a lower conversion rate so usually it’s better to just use the larger one.
  6. There is a mod called hangar that allows you to store parts inside unloaded, but don’t know if there are any big enough for a 5,000 part craft, maybe with config editing you could make one hold that amount? If not... well at least you will have some good coffee .
  7. Is there a way to check if you play modded?
  8. I think there should be a space mid for kerbol since the SOI is so huge and having space high science from eve through eeloo seems odd. Not saying they need to change this, in fact they have much better things to do, just my thoughts. For planets I think space low and space high is just fine and more biomes than that (in space anyways) would just unnecessarily increase the already tons of possible science in the game.
  9. Great job! I enjoy being able to completely disregard doing efficient landing burns. It’s so much nicer than landing on the mun although it is a bit farther away
  10. Uh... what are you putting In that underbelly cargo bay.
  11. Val is usually my station keeper but then i realized it was plain stupid to keep a 2 star pilot cooped up in LKO, so I brought her back down for some legit missions. Good thing I did, because recently I deleted a parts mod, and accidentally deleted most of my crafts and stations ( I knew it would delete some but forgot how many antennas I used from it on stations and such) so she is my last orange suit (Bill and Bob were on an afflicted station and Gene didn’t pack enough life support for Jeb on a mission).
  12. These craft seem to be made of stock parts, but since they were made awhile ago they use the pre-revamp textures on some parts (ie. The LF/O tanks or service bays). I think that when you download the craft files the textures will switch, but idk I’ve never downloaded a craft file.
  13. So after I accidently purged most of my save file by forgetting the amount of antenas I used from Tantares (Literally not one of my saved ships in the VAB could be loaded and half of my subassemblies aka launchers disappeared) The first thing I had to do was replace the solar satellites, with some New Solar sattelites. These Sattelites had been downgraded to LFO instead of LH2O in order to fit 4 of them into the Horizon Satellite launcher Only 3 of the four sattellites got to orbit due to a staging error when depolying one of them. It was wired correctly but just bugged, but there are only 3 transfer windows approaching anyways so oh well. The next order of business was to replace Oculus station, which had also poofed due to removing TAC-LS. Also any advice on how to remove the annoying pixels on the horizon would be helpful. Guessing its a scatterer thing, but don't know what settings I need to tinker with. Paladin 1 launched a crew of 3 consisting of a Val (the last orange suit left), an engineer (new guy forgot his name), and Franglong the scientist from the rover expedition. Also loving the boattail to totally help with the stock aerodynamics (Does it actually do anything? idk looks cool though) It docked safely, forgot to take pictures though, had a staging error during the docking and had to quickload back to an autosave (it was a minute before docking so I was lucky) so forgot to take any the second time around.
  14. Ok, I’m back and playing this save again, scrapped tantares and TAC-LS and uhhh I have two ships left in the tracking station (all kerbals in stations were poofed out of existence so got to hire some more). I wanted to get MKS and USI-LS in order to prep for manned interplanetary, so had to drop TAC, and tantares was just making loading times an extra 10 minutes.
  15. I play in pc now but used to on console so I use it, don’t know how to use the key binds.
  16. The moment you realize you are playing a 3.5x rescale instead of a 2.5x rescale . I double checked and yep, I’m using your rescale @Morphisor. Thanks for the great work! Just landing on Lua reminded me of my first manned Duna landing! It’s somewhere around 4,500 - 5,000 m/s to orbit which makes my LVs much more realistically sized (it may be less than this my gravity turns are questionable at best).
  17. I use sigma and a JNSQ like config (about 2.5x) for BH. Don’t know about rescale.
  18. I for one play 2.5x rescale because otherwise it it is arguably easier than stock system. I’ve already played a bit of stock though and I wanted the challenge of 2.5x. Also justifies use of Near future and cyroengines which otherwise would be way to overpowered.
  19. That is.... a sky crane. You can make it smaller if you want by angling twitch engines on top and using the rover wheels as your landing legs. Great craft though, my first rover to duna was dropped from the lander before landing. The rover did not survive the impact
  20. It might have, I had this bug a while back (Late December), so if you fixed it in the meanwhile then I’m sure it’s fine.
  21. I have this too although I only noticed it after I updated kopernicus so it might be their problem. Here are some screenshots As you can see fate is behind destiny as rocket bob said and the baricenter is blocked by destiny If I change Kopernicus’ tracking body thingy to one of the stars itself i get solar power as seen here. Writing this I realize that this seems a lot like a kopernicus issue so I’ll investigate further on their thread and GitHub to see if they already know about this issue when i get the time. Also great job with this planet pack it looks absolutely stunning, and I have a lot of fun with the three moons around Rhode. Putting the biggest moon the farthest away really serves for a challenge that required around 12,000 m/s total (on a JNSQ like rescale) to send jeb there and back. I haven’t had this much fun in Kerbal since my first duna landing!
  22. @Motokid600, Yes you can I use this one for a more JNSQ feel (it takes a little less than 5,000 m/s to orbit) GitHub - Morphisor244/Beyond-Home-Rescale: Rescale config tailored to get the JNSQ feeling and balance in Beyond Home. Also there is a bug with Sigma that causes you ship to fall through rescaled planets (except Rhode), but there is a fix which can be found here: (page 45 of this very thread if link doesn't work, I had this bug) [1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax) - Add-on Releases - Kerbal Space Program Forums
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