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Alien21

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Posts posted by Alien21

  1. 18 hours ago, TheFlyingKerman said:

    IME any antenna other than the 16S on a rover breaks in no time.

    Please no abbreviation if no correlated with KSP components. I can understand without issue english, but slangs and generic abbreviations aren't perfect with me (i'm Italian), so if you can explain what did you mean with IME it could be appreciated.

  2. On 3/28/2022 at 11:02 AM, jimmymcgoochie said:

    If you’re playing with the “require signal for control” setting switched on, you’ll probably need some kind of fixed antenna- stock KSP is limited to the Communotron 16S and the relay dishes, which are very weak and rather large and heavy respectively, so putting a relay dish on a probe of some kind that you drop off ahead of landing the rover might be a good idea. If you aren’t using that setting, just use an action group to deploy any antenna you like once the fairing is gone.

    Thanks for the reply, I will test it soon!

  3. Hi guys.

    There is a way to allow communications with any antenna inside a fairing  the I would made for rover capsules with Kerbin? I can't maintain deployed these antenna's from the outside and if I will close them, I will be unable to re-estabilished a contact with Kerbin, but if I would maintain them open inside a fairing shield after a certain distance became impossible maintain communication because" antenna can't communicate for obstacles (fairing)".

    Someone can help me for solve it? thanks in advance

  4. On 3/18/2022 at 8:58 AM, Laxez said:

    EMH, HELLO, what's the problem with people who say the game has been canceled?
    As we say here in Italy "volete la pappa pronta" translated: "you want the baby food ready", to do things well you need TIME.

    You're new to the forum, go see the "non-serious stuff" they shared.

    Did they announce the closure of the studio? I do not think so.

    The "don't release videos every half second" doesn't mean they're scratching their bellies waiting for someone to tell them to release the game.

    Sorry for the outburst, but i'm tired of hearing people say that the game will never come out just because the devs haven't shown a video in a few weeks.

    Volete la pappa pronta....I agree, as italian me too, these are the best words. I know that something like a game it required time, but @Laxez, let me tell you this. I completely understand the users which would see their next games be released very soon. However this "hype train" mentality which was appeared during last years for some elements, was caused expecially from the software houses. I can understand that there are some period of the years which are better for sell a new product, but in some cases, some announcements was made too early than the real day of release. Just take GTA series, how many of this series was announces soo early and they was released years later?

    For KSP2 however, I think that covid and some management issues correlated with the software house was the real reason for this delay. I think that they really working, but they was very unlucky. covid has ruinded their initial plans, and also some the fact that has forced them to replan their workteam, has caused these delays. And honestly, during past months I saw several interaction from some of them, so, I think that if we will lucky, they will accomplish the 2022 as target for release day

  5. 1 minute ago, Axelord FTW said:

    I've had issues with the game not being able to recognize huge amounts of dV, or glitching out to 0 at seemingly random moments.

    After a lot of work (the problems being inconsistent didn't help) I decided to just rely on KER instead, which always gave me much better (and without fluctuation) dV readouts.

    KER? what is? Thanks in advance

  6. Ciao a tutti! Spesso ad un certo punto in modalità carriera capita di avere contratti che non soddisfano le nostre esigenze. Esiste una mod che permette di avere contratti più "decenti" e che seguono una logica migliore di quella che KSP detiene. Mission controller permette di generare contratti con caratteristiche che si desidera avere, permettendo quindi una modalità carriera più divertente. Tuttavia vi è un piccolo limite: stando a quanto detto dal developer in questo topic, la logica di KSP sul numero di contratti rallenta la generazione dei contratti on demand. Se avete molti contratti nel database già in corso, i vostri contratti su richiesta arriverranno dopo molto tempo, dato che la mod elabora la vostra  richiesta come se fosse una ricerca di mercato per vedere se vi sono potenziali clienti interessati a offrirvi contratti con quelle caratteristiche. Pertanto non conviene avere molti contratti se volete crearvi i vostri. Ecco a voi il LINK

  7. On 6/24/2021 at 5:38 PM, malkuth said:

    When KSP 1.12 comes out I will update to make it work. But that it.  No more active development on this mod from me.  

    Quick way through this is to clear out older contracts you don't want.  KSP still uses a weight system, and can only have so many contracts showing at once.  Sometimes just clearing the ones you know you don't want can help get things moving again.   

    Hi, just installed now the mod. I discovered the same issue and I do like you have reported to do here. Is very sad see this, because some of these contracts could be nice to do more often. I mean, today the majority of these missions are for commercial purpose for telecomunications services. I'm surprised to see that when it was release KSP, this element wasn't taken under consideration for the Contracts. I hope to see a better contract system on KSP2.

    Thanks for this feature anyway. Can't wait to finished my previous contracts and start to create some satellite networks!

  8. On 12/8/2021 at 3:27 PM, The Doodling Astronaut said:

    I would have to disagree. It’s only huge because the game is huge. But out of all gta players, a small minority play with mods. The same cannot be said about KSP. Which many depend on mods. KSP depends on mods for its success, something GTA can get away with.

    Definetely holy words. Mods will be definetely a factor which will determine in future the success of KSP2. If they will proceed againist mods, not only they will not maintain their promise to allow mods for the game, but they will destroy really the entire game. Mods are something which has changed a lot KSP1 about improvements. For a complex game like KSP2 you can't proceed with a mentality which refuse any collaboration about game extensions made not from the official developers, but from videogamers. As you can see from my signature, I'm an aviation enthusiast. I start to play with Flight Simulator in 2000 and after 20 years I still continue to play to that game. Why? If this feature was something which I had discovered only around 2006 with Flight Simulator X about the opportunity to add features which aren't official, this was an element which has determine the success of the microsoft series. Is a game where modders have definetely more influence than official developers, and just to explain how it was possible, I would focus about their last product, FS2020. CAUTION: IT COULD BE PRESENT "TECHNICAL LANGUAGE".

    When they had announce FS2020, it was a great news, but few month later a lot of players was disappointed about the intention to release the game also on Xbox. With former FS2004 and FSX released in 2006, the flight control system about instruments was really accurate, the only thing which wasn't excellent was the start-up process for the most advanced planes such 737-800 and 747-400, while on small planes such Cessna 172 this process was more accurate, also if not so much deeply accurate like it happen with payware planes mods which was released for these games from 3rd parts. FS2020 has improved a lot of thing about graphics but a lot of control system was intially criticized due to their concept, which was more something which has reminded more an arcade videogame instead a simulation game. Also the promotion was a disappointment. Several players has tell that it was a bad choice make promotion with some influencers which has talked about mainstream videogames, but they haven't touched a flight simulator any time before, instead to allow the "flight simulation influencer" to do their job. After one year however the situation was changed, a lot of players which haven't a real interest has leaved the game, we have in any case new members inside our community and also if there are some elements which must be improved, the success of this game was also determined from the intention from microsoft and asobo studio to allow third parts to cooperate with them.  A news which has received a great positive feeback was the announce to support VATSIM (a multiplayer network which use realistic procedures and doesn't work only with FS2020 but also with Xplane Prepar3d and FSX) and other multiplayer networks since day 1. In addition also the opportunity to release freeware and payware add-on's was a key which has determine the success after 1 year, also if the start wasn't so excellent. And still today due to lack of mods it could be considered an uncomplete game, but in future the release of mods will definetely provide to improve game expericence.

    KSP is definetely a complex game like FS2020. A developer must be concious that also when will be released, a game like this cannot be considered "complete". There a lot of feature which could be added without problem, and that could improve the game experience. You can give some updates, but it will be necessary always the fantasy inside the mind of the videogamers which can give some improvements.

  9. 12 hours ago, Krazy1 said:

    Nice. You can get a lot of science if you can keep it loaded with experiments. Just some pointers here... I don't see enough batteries and solar panels. It will be night (in Mun shadow) roughly 20 minutes, 1200 s... x 5 EC/s ~= 6000 EC needed to keep processing science. That's a lot in early career. You can stuff a lot of 400 EC batteries in a 2.5 m service bay. For the panels, you'll need roughly 10 EC/s to recharge the batteries and power the lab in the daytime (5 EC for the lab, 5 EC to recharge before night comes). That's at least 6 of the 1x6 panels. And once a month (about 6 days) you could have a Mun night followed by Kerbin eclipse, so that would needed even more EC and panels. 

    Just trying to help...  it autosaves to "persistent" every few minutes. So if you mess up and quickly reload before it autosaves again, you should be able to go back and try again. If you use KAC I believe by default it will create a save when you "jump to ship". Those filenames start with a "z".  If the save file's corrupted I'd consider spending some time with KML to fix it. It has a few built in error checks that might help. 

    Is something that I had considered. Luckly the target for this mission was another, just send the module. Certainly I will add some batteries, just to be sure. I have already build a "new generation" of rocket, which could send also some cargo components in addition to Kerbalnauts. Probably I will add also some other living area's in the future, which will allow to receive more energy with some batteries integrated.

     

    1.PNG

     

    Anyway, also if I do this yesterday, I reached Moho for the first time with a complete orbit around the planet!

  10. Ciao mondo, ho caricato la mia versione del Delta IV Heavy sul server Discord di Kerbal Spaghetti Program che ieri sera ho usato per andare verso Moho. Il razzo a carico vuoto ha un Delta V calcolato di 6605 m/s, che lo rende una scelta raccomandata per molte tipologie di missioni. Ovviamente se il vostro payload è dotato di motori, tale valore può essere incrementato in maniera significativa.

  11. 2 hours ago, Kerbals_of_Steel said:

    The Duna Colony team has been very busy for the last 2 months performing geo science of all types including some prolonged multi-biome rover trips:

    AmDItL3.png

    zFoubUV.png

    Kathcas then set up the rover as a seismic monitoring "thumper truck" with deployable sensor pods and a really big hammer:

    PgjP6ui.png

    YLodpjM.png

    Followed by some focused core samples of interesting locations:

    AgBJnKn.png

    And a wide-ranging laser surface ablation survey:

    6Y2kL1D.png

    bpLZeMg.png

    Time to catch a ride home:

    f8mzkdS.png

    93nec8M.png

    After a couple hundred days in transit, the entire crew was crowding the observation cupolas as Kerbin slowly swam into sight:

    hbRTIYQ.png

    Safe and sound above the green, green hills of Kerbin:

    SPAEEsR.png

    This is going to conclude this particular career, after a couple years of constant modding and tweaking I need a fresh install to quell the Kraken attacks and bring the gameplay back up to snuff.

    Off to fresh adventures in tiny rockets and large explosions!

     

    KoS

    these photo are amazing. really!

  12. 22 hours ago, OrdinaryKerman said:

    After deciding I didn't like KSR's Baikerbanur expansion, I put together my own:
    rQQb0zd.png
    Fx3QpBx.png
    It's a lot smaller than KSR's (and just tiny compared to original KerbinSide's) and honestly feels more like fleshing out the site rather than expanding it, but it's ok I guess.

    Statics I used as 'retrofit baseplates' for the existing buildings:
    Launchpad: OSS Landing Zone 2 
    VAB: OSS Heliport
    Tracking Station: KSR Single Dish Base, at 0.7 scale

    Hello from Alien21 Space Agency! Is possible unlock also this space complex? Or you need a mod for doing this? I know that there are hidden space complex, but some of them I have already discovered them.

     

    1.PNG

     

    Anyway,  mission Kerboyuz MS-1 has reached successfuly from Desert space complex our space station after 32 minutes of flights and 1 orbit, and docked after 40 minutes since liftoff! Definetely our record. The crew will support the other 3 kerbalnauts already on station for achieve more Science discoveries.

  13. 1 hour ago, Aerodynamic Kerbal said:

    Aight, so Im planning on making the Cassini-Huygens probe, also last time I made the Vostok K. Nothing else.

    Regarding Cassini-Huygens, I'm really surprised that on KSP1 they haven't insert a KSP version of Saturn. I know that Iupiter is the biggest and we have jool, but come on! Saturnus is SOO amazing and so unique for his rings! Really hope to see something of similar on KSP2! Oh yes I forgot....they had already plan something about! Gurdamma! :cool:

  14. 1.PNG2.PNG

    Hello Kerbalfans! So because I had already lanched some probes and rovers to Duna, Dres and Eve, is time to work now with my space station. I had undocked my capsule to allow the connection of new module "Kirs" (name not casual), and then reconnect the capsule. In this way Alien21 Space Station will be capable to host at least 5 capsules. And due to necessity of supplies, I lanuched to the station a Krogress with some science packs and new solar arrays!

  15. Hello guys, I have a question.

    The Mobile Processing Lab, which could be used as module for space stations, can give you an infinite number of science points or it have a maximum number of points?

    Currently I have a Space Station which I use only with the purpose to make some science points , but I would be sure that this resource could be used always, in every moment that I need.

    Thanks in advance

  16. 1.PNG2.PNG

    Alien21 Space Agency Report! Mission "Looking For Aliens" was successfully launched with a Ballistic trajectory to Duna. Still evaluating however the landing zone. Is recommended a Equatorial Landing or a Polar Landing as currently predicted? Feel free to give me your opinion about the potential target! The window launch for the most optimal flight is still not arrived, I had launched this rover previously than planned window.

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