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DocMoriarty

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Everything posted by DocMoriarty

  1. After a problem with the "I wobble everything to death" bug followed by the "I overwrite your savegame with the last loaded quicksave immediately" idioty i decided to start a new career game. Unlike before i use a lot harder values for funds, science and prestige and 300% penalties in case of fails. Science is set to 60%, funds 70% and prestige i think 80% or so. Hoping this will make me leave Kerbin and the moons to get more science before everything is unlocked. I really don't recommend these settings for new players though, it gets very tough and you really need to know what you are doing. Not much room for errors. I had several missions where if they would have failed I would have been done, more or less. So with much more limited resources you have to find creative ways to do things. An example is my new passenger liner for 1 pilot and 3 passengers which is of course also useful for recoveries. Landing legs and stuff are pure luxury! But not also science, funds and prestige are limited. Also disabled the relay stations on Kerbin so that i have to build my own relay network. Hard to do with limited science too. So far i just have the HG-5 antenna. I think i never built so small satellites, but good thing is you can shove a bunch of them in one go into orbit. Launched 5 comsats in one go and it was just a tad over 30K funds. Sad part is, that the range of the HG-5 antenna isn't too great. Only 5Mm, so they are only useful around Kerbin. Need to experiment with multiple HG-5 on one sat whether that really extends the range. On a plus side, the 36lf on each sat gives these satellites around 3500m/s dV. Yet the first one that i tried to install in a high orbit around Kerbin got totally lost. During the burn the signal to KSC was lost (didn't think about that) and couldn't shut off the engine anymore. So the sat accelerated until the 36lf were used up and now i have a sat going between Jool and Kerbin. Did you know you can get to Jool with 36lf? Well kinda ...
  2. Like 2 (Kerbin) years ago my first mission to Moho ran out of fuel while trying to brake and get into an orbit around Moho. The poor guys overshot and ended up in a fairly excentric orbit between Moho and Eve with all tanks dry as a desert in summer. And Jeb and Bob were on board as well. So HQ at KSC decided to launch a rescue mission to pick these guys up from their orbit and finally bring them to Moho. The mission was basically a chain of large fuel modules and a strong tug (actually 2 tugs, a small one at the rear end too) to push that stuff to Moho. After fueling up in orbit around Minmus the 'train' finally took off to the lost expedition ship. Whenever a tank module was empty, it got removed from the 'train' to save on weight and fuel. Finally today the rescue mission reached the lost adventurers in their orbit around the sun. Only 2 tank modules are left but everyone including Jeb is positive, that this will suffice to finally get to Moho. Here is an image of the final rescue mission short before docking to the lost Moho expedition, just after removing one last tank module. The rescue mission got docked to the moho expedition ship. To save more weight, the old tug of the expedition part got removed too (red circle). So in a few days or so and after a few correction burns the expedition will finally arrive at Moho. Though also another expedition met a huge milestone today. My Eve expedition finally reached Eve and could successfully get into an orbit around Eve. Right now they are working their way to Gilly to set up a refueling camp with the resource gatherer and tanker before moving onto the final orbit around Eve. Gives me some more time not to tell them that the ones landing on Eve won't return. At least not for maaany years.
  3. To OT You could create really crazy airplanes like the ones mentioned in my documention in my signature. Didn't try with the latest versions of KSP but the RAPIER's aren't as powerful anymore as they used to be. On a plus side you need less wings for things to fly in a somewhat civilized manner. Here is an example of one of my typical transport space planes: You needed stacks of wings to make them fly and stacks of other stuff and moar struts but it worked ... somehow. Note: the rules for correct alignments and stuff in the doc are still valid.
  4. Not sure how you are doing with science and if you are actually playing career, but if so i recommend doing missions on Mun (all large craters, each is its own biome) and to Minmus to do and return science so that you can unlock most of the research tree. I usually have unlocked nearly all the science before I start going to other planets. And when i do, i usually assemble large exploration "ships" in Kerbin orbit, go to Minmus to fuel them up and then send them to their target planet.
  5. I finished assembling my first Eve - mission in the current career. I didn't tell my Kerbals though that the ones landing on Eve with the heavy exploration rover or the landers won't get back. At least not for many years ... While the Eve crew took off from Kerbin orbit to refuel at Minmus and then to go to Eve another large cruiser with 18/20 passengers took off from KSC to go on a classic 3-star roundtrip (Mun, Minmus, Sun Orbit) for training and money making purposes. And going to rescue 2 Kerbals on the way. The following image shows the 20-Kerbal-Cruiser on the mun. Quite crowded in the passenger cabin and even the cockpit is full.
  6. Usually 0 Kerbals when i can avoid it. Interplanetary missions with full equipment such as a base, resource gatherer, tanker, several landers etc. have 5-7 Kerbals. Tourist, rescue and trainings trips can have up to 20 Kerbals in the cruiser.
  7. The only reason why the planets are so dense in KSP is that the Kerbals are decendants of potatoes! Yeah!
  8. excrements Happens (this should read 'S-h-i-t happens) Working on a new type of craft, the "Prospector", my professional Kerbals had a little accident on Minmus. So I ended up sending them a new Prospector so that they can continue their journey. Funny part is that their journey didn't really begin yet. The Prospectors mission is to hop from moon to moon and to low gravity planets and to scan them for resources and do some science on the way. For that matter the Prospector is equipped with all the scanning equipment and resource stuff to resupply on site. It's just not a good idea to take curves with too high speed, isn't it?
  9. I have that stutter too. I think its mainly caused by some massive memory leak in conjunction with particle effects or sound effects or both, especially but not limited to nuclear engines. It's not really the part count causing this, but bigger ships with more parts tend to have more engines and thus more effects and leak. There is a mod that helps with that stuttering which was featured a few days ago: http://forum.kerbalspaceprogram.com/index.php?/topic/139128-12x-memgraph-1103-with-stutter-reduction/ I hope despite this mod the devs are going to fix the reason for the stuttering.
  10. Probably. I noticed that problem with not being able to overwrite an assembly doesn't always happen. It has probably to do with having a root part on the part to be saved or not. But not showing the window to enter / modify description and title is still a huge backdraw compared to previous KSP versions because if you just want to change some numbers there or so you have to save new and retype everything.
  11. In previous versions when you drag an assembly in the VAB/SPH to an existing assembly entry and click on it it would open the save assembly dialog with the old title and description and you could edit the text and overwrite the assembly. This was great, nearly genious. Now you get just a message box whether you want to overwrite or cancel. And when you click overwrite exactly NOTHING happens. So nowadays to resave an assembly you have to save it new and retype all the text. This NERVES! Please fix it to how it used to be! (Geezus!)
  12. Before the changes to the wheels they had action group actions to enable and disable the motor. These actions are gone now. Everyone who transported rovers with rockets knows that it is imperative to disable the motors while on rockets or they suck all electricity. Please re-add the actions for activate, deactivate and TOGGLE (new) the rover wheel motors. This is missing for all rover wheel types! Geezus!
  13. Disabling crossfeed should have worked. It's a BUG.
  14. Guys, you are such bloody amateurs! Do you ever test your stuff?? After renaming the mod-folder inside GameData folder from 'Asteroid Day for Kerbal Space Program 1.2' to 'AsteroidDay' it worked. Note: there is NO BLANK in the mod folder name now. Before 'AsteroidDay' i also tried 'Asteroid Day' with Blank between Asteroid and Day and it also didn't work. Blanks in mod-folder names obviously aren't working. That should be changed in KSP so that it can work with blanks in mod folder names. And until this is changed in KSP the folder name in the zip file should be changed to 'AsteroidDay' or something without blank. This also explains why Chatterer (no blank) worked well.
  15. OS: Windows 7 64bit Other Mods: Chatterer I wanted to try out the Asteroid Day mod after reading last dev notes. So installed it by copying the zip file contents into GameData folder next to Chatterer which is the only other mod i have. Chatterer works fine. It seems that asteroid day mod is not recognized / loaded. I even started a new sandbox game but can't find the infrared camera for the mod anywhere in the parts stuff in the VAB nor in any box in the research facitily in a career game. It seems that the mod is not recognized / added when loading. Did i miss something, do i need to configure something?
  16. I never used them so far. When struts are missing it's MY fault. Much more challenge and fun. Same for KER and the like. Way too easy. A real Kerbal lives and dies with his own solutions.
  17. Just did 2 rescue kerbal from Kerbin orbit missions and everytime I entered the craft with the kerbal to rescue I couldn't plan nodes for the craft anymore. Actually the nodes can be set on the orbit but the information at the navball (dv, distance, heading indicator) doesn't show up. Always had to go to space center and return to craft to be able to plan nodes again. After returning to the craft the half-assed nodes actually were gone as if they never existed (unlike correct nodes which are saved). Obviously after an EVA there is something not correctly set or initialized when back in the craft. KSP Version 1.2.0, Windows 64-bit Mods: chatterer Actually needs to be moved to technical support forum modded installs although i doubt it has anything to do with chatterer.
  18. I'm against the mentioned key assignments but getting key assignments available in options for that would be ok. And I consider kerbal EVA as is as a medium catastrophe, not the walking part but the space part. Controls are too rough and I never understood why space EVA is different from flying a ship. A spacesuit is same as a spaceship, just a small one, so why not use the very same controls? Pitch via keyboard is not possible. At least can use joystick now but ...
  19. My fuel stations are usually rovers with clamp-o-trons that drive to the customers, dock with the clamp to them and then transfer stuff.
  20. Today i killed Val, Bob and 7 tourists. In 2 separate missions. Only Jeb made it alive on the 2nd mission. All pods except his command pod exploded on a somewhat hot landing. Noticed that tourists are not listed in the 'Lost' tab at the astronaut complex. Well they are tourists. And Kerbals. So who ...
  21. It's all been said, but after 4 years you can't say it often enough: - Navball not hiding in map mode anymore (now we just need to get them to leave the altitude gadget in map view too and brighten the dark side of planets up so that you can see what you are doing, its a map afterall, not the real thing) - Plant flag gives all kerbals around credit. Boy had i flag planting parties going on some planets and muns. - Science collection blackbox thingamabob, makes especially collecting all the science at KSC when starting a new career a lot easier. Not sure it was in 1.1 already, didn't play that version. The BAD little things: - In earlier versions of KSP you could click on an AP/PE node in map view and it's altitude display would stay visible when the mouse moves away. This seems no longer possible?! Really missing this or at least a window that displays the most important current orbital and target stats (yes there are mods for that but such basic stuff really belongs in the base game).
  22. I thought the same, actually its the yellow wheels that made me think that.
  23. I actually don't care whether i have to pay for expansions/dlcs or not, just mentioned it for the record. I got more fun out of the few bucks for KSP than out of any other investment into games so far. Of course i would like to see development on KSP being continued. Hmm Or the devs who left form a new company which creates a completely novel game. Something with space and little red female toons which all look the same and are decendants of tomatoes who try to fly into space and stuff. Now that would be a great game idea, wouldn't it?
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