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capi3101

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Everything posted by capi3101

  1. I wouldn't say Mun roving is boring, per se. Dangerous as hell (especially at night), frustrating, taxing, prone-to-drive-one-to-drink-heavily, yes...still beats the living hell out of trying to drive on Eve. I find Tylo to be a surprisingly fun place to drive (if you can get down there intact, of course). You can get up to 50-60 m/s out there without worrying too much about the terrain. From someone who's been driving in KSP since 0.19, I'd chime in with the basics. Make your rover low, make it wide, make it sturdy, and have a plan to right the thing/repair things when something inevitably goes wrong. For Mun, that's usually finding a sixty-degree grade via driving over the lip at 25 m/s...at night. I, of course, have never done such a thing. Not once. Nope. Never...
  2. Have you looked at the WBI Buffalo mod? There are some parts there designed for submarines (by which I mean trimmable ballast tanks), and Angel15 has an example craft with the mod, though I haven't done the necessary work to grok how it works.
  3. Seeing the same, though I'm only getting the error message for the Guppy. The mod still works regardless of the CKAN error message, so I'm ignoring it happily. Only started showing up when I updated to the latest CKAN version so I imagine it's a problem with CKAN.
  4. Xenon Gas is a requirement for the drive's operation; you can expect an RUD if you try to use it without Xenon aboard. Intentional - not a bug. Not sure what could be causing the pixelation issues y'all are seeing. Of course, when I use the drive I don't time warp, but then again I've only used it for intrasystem travel to date.
  5. Alright, quickie tutorial; let's see if I can help out. 1. Make sure that you've got a good RCS setup in the VAB. You can dock without RCS thrusters but it's a far sketchier process. If in doubt, grab the RCS Build Aid mod - it's not only good for making sure your RCS setup won't cause excessive torque, you can use it for spaceplane design to see what your center of mass is going to do as your fuel drains (an essential bit of knowledge for stable flight). 1A: Control wheels also help to mitigate torque issues, though not as much as proper thruster placement. 2. Upon rendezvous with the craft you with which you want to do dock, activate DPAI and select the port at which you wish to dock, assuming the craft has more than one available target port. Select the docking port on the craft you're using (the one that's doing the docking), and select "Control from Here". Sometimes you won't want to do this last bit (I usually skip it), but it does make sure your craft is really pointed the right way. 3. Steer your craft so that the large orange indicator is centered with the crosshairs. Steering's going to be backwards from what you're used to; if the indicator is to the left of center, steer left, etc. Once it's centered, activate SAS to hold that heading. I've also found that Atmosphere Autopilot's fly-by-wire feature holds the course steadily. 4. Roll to put the edge indicator on the 0/360 mark. This isn't necessary to do strictly speaking, but it does make what you're seeing mesh a little better with what your hands are doing. 5. Once you're aligned, turn on your RCS thrusters (hopefully you haven't done this already). Use lateral RCS thrust (IJKL) to get the smaller indicator in the center of the crosshairs, and use H/N to get the CVEL indicator to show zero; this ensures you have no lateral thrust ongoing. 6. If the vertical and horizontal lines are red, you'll need to back up. Hit the N key and wait until the CDIST indicator turns positive and the lines turn green. You may need to use lateral thrust to avoid a collision. Once the lines are green, zero out the CVEL indicator. 7. Using lateral thrusters, move the smaller indicator such that it's in the same quadrant as the intersection of the green lines. You want to get those green lines to match up with the center of the crosshairs (i.e. to match up with the position of the large indicator). Once it's centered along a particular axis, put the small indicator along the same axis. Once it's completely centered, put the small indicator in the center of the crosshairs as well. 8. At this point, the large indicator, small indicator and green lines should all be aligned with the crosshairs. That means you're in position - thrust ahead "H". When CDIST gets down to about five meters or so, you might want to do a slight breaking thrust to slow down - I'm usually going at 0.15 at that point, but you do whatever floats your boat. At 2.5 meters I shut off SAS, shut off RCS and for that matter I shut off DPAI, but these are old habits from the few days over many years when the mod experienced Unholy Interactions... 9. At one meter or so, if all's aligned, you get sucked in. Profit. While the process is ongoing, you may need to stop, shut off your RCS thrusters and realign the large indicator with the crosshairs. That's not an indictment of your piloting skills - you're just getting closer to the target so little deviations are going to show up more and more as you approach the port. As a rule, when you have to change your attitude, shut off RCS thrusters and reset SAS as soon as you're done. When you have to use lateral thrust, it helps to have the thrusters on... Hope that's helpful to you. In response to your two pictures, in pic number one you need to steer left to get the big ball centered, then adjust the small indicator accordingly. Second pic just looks like a minor realignment is needed. You may be experiencing some significant torque due to thruster placement; going to recommend RCS Build Aid again.
  6. If it makes any difference, I'm currently using MM 4.1.4; last I checked Pathfinder was shipping with an older MM version. Should I try rolling it back?
  7. Got a bit of an issue using Pathfinder 1.36.0 in Classic Stock Mode with KSP v.1.10.0. Problem's with the Blacksmith again; the crafting formulas are all showing up requiring Material Kits but I have no way of making Material Kits in situ anymore. I had thought to use the native OSE parts to manufacture them and that strategy worked for a time, but now even they are making Equipment... Any kind of configuration file patch I can use to either a) get the OSE parts making Material Kits again or b) change the crafting formulae for Equipment instead of Material Kits?
  8. It's called "the thread's been around since version 0.19", and in that 6.5 years and counting slice of KSP history, folks have done seven impossible things before breakfast on a nearly daily basis. Incidentally, this is not the first time it's hit 2200+ pages...I think it was up to 3000 at one point before the last forum software migration. Fewer posts per page and all that. There have also been attempts over the years to start a new "whatcha up to" thread; they get merged into this one per forum policy. You know, because this one was here first.
  9. Can be, yes. Sucks worse if you're subsonic the whole way...that's usually when I use the Atmosphere Autopilot mod when I'm ready to cruise and crank up physics warp to x4. It's still boring, but at least it's not the real-time level of boring otherwise... That mod's worth it if you fly a lot, if even for its fly-by-wire alone. Seriously.
  10. Just upgraded from 1.22.1 to 1.24.0. I'm getting a message when attempting to load my 1.10.1 career save about parts missing from my various deployed craft - specifically the Appaloosa Block 2, Colt and Mk1 Docking Port. This after a full purge of the 1.22.1 directories and clean install of 1.24. Here's the log file from the last attempt; not really seeing anything useful there. I'll roll back a bit and see if I can get the save to load without the error message coming up. Definitely a concerning issue since I don't think I've got a single craft deployed right now that doesn't include at least one of those three parts. EDIT: No luck with 1.23 either. Going to roll back to 1.22.1. EDIT EDIT: Well, now I don't know what's going on. Got it back to 1.22.1 but it's still doing it...
  11. No problem. Also note that when you go to use the drive, you need to make sure to not have the Exotic Matter generator turned on at the same time the drive is active - that power requirement of 10,000 EC/s for the XM generator is no typo. I can usually pull that amount of power with eight Gigantor solar panels in close proximity to Kerbol around 1.6 Gm. The drive itself doesn't require all too much power; several active Fuel Cell Banks ought cover it. This is assuming you don't have access to more advanced (read: non-stock) power supplies; if you do, the power requirements are much higher. If you need help with navigation later, I've got you covered there too. The video may be old but it's still mostly valid.
  12. What's your altitude when you try to turn it on? Usually when this happens, folks are below the failsafe altitude, which is half a planetary radius for all bodies in the system. For Kerbin, that's 300,000 meters ASL.
  13. That's not something FAR does as a rule... The mod administrators are going to want to see a KSP.log file from a session wherein the described behavior occurs and maybe a screenshot of the behavior in progress; just telling you that now. "Menu" is a vague term in this case too; to which menu are you referring?
  14. Jeb (to Bill): "Did the gorram buffer panel just fall off of my ship for no apparent reason?" Bill: "Looks like."
  15. Sure thing - here are the craft files requested: Ikeport Core 7 Station Derpstick 7k (Kerbal Lander Vehicle) Minnow 7d (Kerbal Transport Vehicle) The KLV and KTV both use the Mk1 Docking Port from the MOLE mod (among a few other parts, in particular the Appaloosa and Bigby 'back seat' crew modules); I figured the issue might've had something to do with it but wasn't certain. The station utilizes Clamp-O-Tron Jrs, which are compatible with the Mk1s. The main differences are that the Mk1 has a built-in light and an integrated drag chute. Done. Will let you know if it fixes the issue or not.
  16. Finally remembered to grab a log file when it happened again; apologies for the delay there. As for what I'm talking about...
  17. Got a contract to do a Surface Construction Study contract on Mun. I've got the thing in a Pathfinder Castillo Observatory with four Scientists in it and the prerequisite facility is also present (and the base has productivity around +3 or so), but I'm getting a message that says "Needs Kerbin;Mun;Minmus"; the contract appears to be stuck in that state. I'm confused as to what's going on there, since (as mentioned) the experiment is Landed on Mun, and should have that prerequisite fulfilled.
  18. Been having an occasional bug with DPAI 6.9.1 on KSP 1.10.1.2939. Occasionally I'll open the DPAI window (I've got it set to work with the stock toolbar) and get nothing but the exterior frame and a message that states "No Port Selected", despite having one selected as the docking target. The crosshair area is completely transparent. I need to get y'all a log and maybe a screenie or two; unfortunately I don't have either right now and I'll get them ASAP. Just curious to see if anybody else is seeing this type of behavior. Luckily for me my manual docking skills are still up to snuff, but it is a pain to have to go without...
  19. "Material Kits" is the basic resource type required for the OSE Workshop mod (an entirely different mod). That mod allows you to build individual parts remotely, whereas Extraplanetary Launchpad utilizes RocketParts smelted from Metal, itself smelted from Metal Ore (Metallic Ore? - I need to re-RTFM my own self, it seems) to build whole, completed craft at bases other than KSC. To my knowledge there is no direct conversion between the two indicated materials, Material Kits and RocketParts.
  20. To adequately answer this question in a helpful manner, we'd have to know a bit more about your flight profile. Let's start by what for you is constituting "high speeds" - can you tell us how fast and how high up you typically are when you RUD? Typical spaceplane SSTO flight profile for me is to stay trans-sonic (loosely defining this at under 350 m/s) up to 10,000 ASL, then lower my nose to 20 degrees. Go to 15 degrees at 12.5k, 10 degrees at 10k and then if I'm still under 800 m/s (roughly Mach 3; I use Kerbal Flight Data so I can and do go with the Mach number) by that point lower the nose to 5 degrees at 12.5k. At 20k and above 1100 m/s, that's when I pitch up to head out of the atmosphere. Plane becomes a rocket at 30k and I plan for 1300 m/s in that part of the flight (usually that's enough to get up to orbit, fiddle around a bit and deorbit later). Without more data, your options are to throttle back in the region of max-Q, or grab Kerbal Joint Reinforcement. Or both.
  21. Yeah, all four contract tourists are in the Castillo. There are three crew aboard as well, a pilot, a scientist and an engineer; the pilot and the scientist are in a Blacksmith Pondarosa, while the engineer is parked in a Castillo Factory. My usual base setup: It's an old pic, of course (the Pipeline and old iconography gives it away), and I'm using Classic Stock these days, but the overall configuration hasn't changed much. Pilot has courage and stupidity 0.556/0.690; scientist is 0.211/0.061 and is a badS; engineer is 0.084/0.687 and is also a badS, and none of them have an experience greater than one star (so the base's productivity can't be all that great). It does look like the Castillo took the kerbals involved out of the WBI ContractScenario at least - it just didn't reassign the type to Crew and the traits to the pilot/scientist/engineer.
  22. Castillo retraining appears to once again be broken, unfortunately - using Pathfinder 1.35.1.0 with KSP 1.10.1.2939. Log file for my latest session. Tried to train four freshly finished colonists to a base on Kerbin and it came up with a big no joy. Maybe it's because I didn't have any one in the Castillo proper at the time?
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