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xtoro

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Everything posted by xtoro

  1. How is this going to balance when you only have 3 ships docked, or 1? Your COM will be quite off-center...
  2. It's from Lackluster Labs http://forum.kerbalspaceprogram.com/threads/24906-WIP-LLL-Lack-Luster-Labs-LLL-12-2-10MAY2014-SXT-17a-30AUG2014-KSC-v3 It doesn't actually do anything, but for realism, it provides gravity for the crew. Uses 3/second electricity, mass of 6t and can supposedly hold 6 kerbals, but I've never found a crew hatch. Works for me though because my ship's crew is 7, so one is always "on duty" and the other 6 can enjoy some gravity.
  3. **I WILL MAKE THIS AN ALBUM WHEN I FIGURE IT OUT** Images from my grand tour to all the moons and planets with the spaceship Avalon. So far, Eve and Gilly complete and flags planted. Sorry but I had to remove lots of my mods that make things prettier because of the part count of my mothership. First intercept with Eve, aerobraking to establish orbit Landed on Eve, ready to return to the Avalon Transfer science from the lander to the Avalon before ditching the Eve lander. Ready to ditch the large booster engines and head to Gilly with the remaining 2 landers which will be used for the rest of the trip. Gilly, touchdown. Eve is seen far off in the background. Returning to Eve and aerobraking before slingshoting out and heading off to the next planet...
  4. In MechJeb you can set it to not use RCS for rotation and only use the reaction wheels. In the MJ menu, open up RCS Balancer, turn on "Smart Translation" and turn off "Use RCS for rotation". Then RCS will only be used for translation, and not for rotating. Saves some RCS fuel too. If you find your ship is much too heavy to rotate using only the reaction wheels, then add another stronger one to your ship, and make sure you have enough power to use it.
  5. Hmm. Maybe I'll give it a try again after this mission and see if I'm still getting glitches with the newest version. I do like being able to attach things to my ships via EVA.
  6. Eve is a harsh mistress! As for mining on Gilly, go big! You can get some massive full tanks off of the surface with little power, so send some huge tanks, lots of them! Just make sure all the tanks are empty for the Kerbin->Gilly trip to save yourself some delta-v.
  7. Yep, you were right! I didn't think it would be so bad because all the Eve lander's fuel tanks are empty until I get to Eve orbit and refuel using Karbonite mined from Gilly... But ya, not really a wobble but it bends quite a bit and throws the whole ship off, and when I try to correct it, it starts a death wobble. Not a huge fan of KAS. I used to use it but it was very glitchy and sometimes made things explode, so I don't use it anymore. So, I restarted the departure to Eve and sent up a tug with a girder attachment and some quantum struts to keep it steady. I just placed it between the Eve lander and the docking hub. It has docking ports on both ends so I can ditch it when I get to Eve. Rock solid now! I've only taken it to 2/3's throttle but I'm now approaching Eve and getting ready for some aerobraking to establish orbit It's quite time consuming because my part count is now 657, so my FPS is suffering and I'm running between 1/2 and 1/3 normal speed Anyways, onwards to Eve! o7 XT
  8. This will be a long mission, so I'm gonna save another post....
  9. It's time. I've been playing KSP long enough that I think I'm ready to take on the Grand Tour. Now, first off before anyone comments about mods etc, I do realize that many have done this all stock. I am not. I also realize that people do this from kerbin orbit and to the entire tour using only the fuel they carry. I'm going a different route. One thing I don't like about some of the grand tours is that they aren't very realistic. Yes I know, it's a game about little green guys that can sit in a 1-man pod forever with no food/water/oxy and so on. But I was never a fan of the tiny pods that the Kerbals are supposed to sit in for years at a time. And, I also don't like those landers that are just a seat on top of a rocket. No, they should be INSIDE a lander can of some sort. Let's get a bit of realism here... Another thing I really wanted was a habitat section for the Kerbals to live and play in which includes a centrifuge habitat (From LackLuster Labs) so that they have some gravity on their trip and don't come back with bones like crackers (do they HAVE bones?) This of course added a lot to the weight of the ship... So, my design. I will admit that I DID use lander crafts that others have built and modified them to suit my needs. The landers that I built were close to being as efficient as the best ones I found, but I wanted that extra 100 DeltaV.... And as Picasso said "good artists copy but great artists steal" The entire ship with all tanks fully loaded weighs in at 740 tons with a part count of 657. It only has about 6000 Delta-V but that's ok because the ship is tugging an unmanned Karbonite mining rig. The mining rig will drop down to moons, drill, and process the Karbonite into fuel and monoprop, then dock back up with the mothership to refuel everything. Mods I've used. This is a long list... But I did have to remove City Lights and Clouds along with a couple others that made things pretty because it was really killing my FPS with the entire ship loaded. -B9 -Quantum Struts -Firespitter -Kerbal Joint Reinforcement -Karbonite -Lackluster Labs -Mechjeb2 -NovaPunch 2 -Protractor -R&S Capsuledyne -Radial Experiment Storage Container -Texture Replacer -Wayland Corp (various packs) And now, The Avalon: (CLICK ON ANY OF THE IMAGES TO VIEW HIGH-RES) Starting from the left, all the way up to the centrifuge is the main mothership and what will get her around the solar system. In the middle you can see the centrifuge habitat which gives them gravity, 4 inflatable habitat/storage modules, and another hull for science/living etc. Then we have a hub which connects 2 landers and some science kits that they will bring down with them. These 2 landers will be used for every landing except for Eve. On the end is the Eve lander Another view. Here we see the "front" of the ship, and where the Eve lander is docked. Tons of aerospikes, and below those, is the descent stage which is jettisoned at high altitude. Here's a closer look at the 2 landers and the living quarters. As you can see, the top and bottom of the hub have the landers docked with science kits already attached. There are 2 more science kits on the left and right docks ready to be used if needed. You may also be wondering what the box next to the lander hatch is. That's the Radial Experiment Storage Container. I'm bringing these just in case I run into problems storing science in the pods. Science can be stored in these containers. Also handy if I'm trying to leave a planet or moon, because I can drop the science kit for the ascent. Here's a closer look at the main cockpit. It holds 7 kerbals and will bring them all home in the end. Here's a rear view, showing the 6 Nerva engines and 2 booster rockets. Top view. These 2 large booster rockets are not SRB's and they can be throttled and turned off. They will only be used to get out of Kerbin's orbit and make it to Eve, and after that it will be Nerva's only. With the Nerva's and boosters, I get a TWR of 1.49 with the entire ship. After they have been spent and are decoupled, the ship is left with 0.25 TWR. But that's ok because the first stop is Eve. After landing and returning from Eve, I'll no longer have that giant lander stuck to the front of the ship. In between the 2 boosters is the mining rig which will refuel the ship along the way provided I find enough Karbonite. I will be scanning for Karbonite as I go along. Now for the individual parts so you can get a better view. The landers. I downloaded SO MANY and tried dozens and dozens so I'm really sorry if you recognise your design here. I honestly don't remember where I got them from. Speak up and I'll give you credit for it! The "Adam" lander which will only land once, on Eve, and then be discarded. Has a science kit on top, and decent stage on the bottom. I also added more aerospikes. The lander itself is a clever design of asparagus staged aerospikes, with a second set of Rockmax 45's in asparagus staging as well. 7100 Delta-V with descent stage, 7700 Delta-V without it (to ascend from Eve). Credit for this lander goes to Red Iron Crown! It's his design that I used for this, and made a few modifications to it such as adding the descent stage, some extra aerospikes, and the science kit on top. Big thanks goes to him because I couldn't quite get my designs to be as efficient as his for a proper Eve landing and ascent. This is the mining rig. Pretty straighforward and can refuel itself while on the surface with it's built-in fuel converters. It also has an extra tank on top which can be left attached to the mothership if it needs to mine on a moon with higher gravity. This will allow it to lift off easier, but will result in more trips. The mothership. Should get the crew around with no problems. Once the load starts to get lighter, I can jettison the big grey tanks that are on top of the ring to raise my TWR. In case you're wondering, the ring is from Wayland Corp and is great to use. It also holds quite a bit of fuel. The main command module/emergency return ship. The pod holds 7 kerbals and has 4500 Delta-V with the radial Nerva engines, so it can easily get the Kerbals back home. Chutes are on the pod, along with science storage boxes in case I run out of room or have a problem storing science into the pod. The living quarters. Centrifuge is where they would spend most of their time living and sleep. They then have the 4 inflatable areas, and the long hull. Weighs 14 tons. This is dubbed the "Tylo Lander". If it can land on Tylo and return, it can land anywhere! It's a 2-stage lander, which I why I'm bringing 2 of them. On Tylo, for SURE, the lower stage will be jettisoned. I haven't completely mapped out the order of my journey other than making Eve my first stop. So at some point, I'll be losing the lower part of this ship. But since the Eve lander will be long gone, I can then dock the second lander at the front so I won't have any balancing issues. Here is the hub which will attach all the landers and science kits to the living quarters. Each science kit has everything needed to collect from the planets and moons. I'm also using quantum struts here to stabilize the landers when docked. That's about it. Still working out my plan on what order to visit everything. But one way or another, I'll have planted a flag on everything but the sun and Jool, and collected enough science to make my computer explode when I recover my craft Wish me luck! XT
  10. Well, I'm about ready to give it up.... I did have it on my Desktop so I created a new folder on C:\ called KSP, put in a fresh install, and in the permissions for the folder and all it's contents, I gave System, Myself, Administrators and Everyone full control. Same issues. It does play for longer when it's stock than with mods, but in stock-only, when I start flying one of my larger stock-parts-only ships, it crashes within 30-60 minutes of playing. I started googling a lot more about crashing in windows and it seems to happen to a lot of people with no real fixes in sight. I guess I just don't understand why the windows versions are so buggy when I can play the linux version all day long... I'll even just leave it running, close my laptop and then the next day, open it up and continue playing, for days. I think the last time I had a crash was when I was playing version 0.20 last year and it was because of a mod (don't remember which one). So for now, I guess I'll keep switching into Linux to play KSP until I see something of a fix come up, or until the next version comes out.
  11. Like I said in my last post, I know where they're SUPPOSED to be, I already read the sticky and I googled it, but they aren't there. I also know that there's supposed to be folders that are year-month-day-xxxxxx and the logs should be in those folders, but they are not there. I get no message box saying the game crashed, I get nothing. The game just stops and instantly goes to desktop. Re-downloaded the game, fresh install, still crash, same deal. Ran it on my wife's laptop for a bit, eventually crashed, but on hers I got an output log file for the 32-bit crash. Yes this was with mods. It also crashed when I tried it the first time without mods but the log file is 58MB and I have slow upload speeds. On the win64-bit version, there's no crash logs after it crashes, it just goes to desktop. Here it is (32-bit log with mods) : https://www.dropbox.com/s/gnr9qq7fhpc2ezy/output_log.txt?dl=0 It was exactly where it was supposed to be, but again, on my machine, no log files in that location...
  12. That's part of the problem. There is no output log file, it just crashes to desktop. I know where the log files SHOULD be, but there are none. I also uninstalled McAfee, still crashes. Installed Avast, still crashes. Tried different versions of the video drivers. No other software running, it's a fresh system, and I'm not running it off of steam. I guess what I'm really looking for is to hear from someone who got it running with no problems, and what they did, if anything.
  13. I've listed all mods. However, as stated, even with no mods, I'm still getting crashes randomly. There is nothing in the log except for what I was doing last, and it's never the same so there's no common denominator here. And yes I've been giving it a serious try. I've been trying to get it working properly for 5 days now and I even installed a Linux OS on my new system to rule out a hardware problem...
  14. KSP Version: 0.24.2 Windows 32 bit & 64-bit Mods Installed: (Also crashes with no mods on a clean install) They are all up to date. -Active Texture Management -B9 -Quantum Struts -City Lights and Clouds -Community Resource PAck -CrewXfer -Distant Object Enhancement -Environmental Visual Enhancements -Firespitter -JSI -Procedural Fairings -HyperEdit -Kethane -Karbonite -Klockheed Martian -Lackluster Labs -Mechjeb2 -ModStatistics -Notes -NovaPunch 2 -Open Resource System -Protractor -R&S Capsuledyne -ScanSat -SmokeScreen -SpacePlane Plus -SurfaceLights -Texture Replacer -Kerbal Alarm Clock -Vessel View -Wayland Corp (various packs) Problem: I'm posting to see if anyone is running with no problems... So I got a new gaming rig. My old one was running Linux and was playing KSP on it since last summer/fall-ish. Last version I used was the current 0.24.2. I got a new rig now running Windows 8 Pro, so I installed the win version of KSP 0.24.2. The 32-bit won't even load because of how many mods I use, I'm aware of the memory limit. But the 64-bit works for me and loads fine, and runs all my previous ships with no problems. But it "crashes" often. By crashes, I mean it just closes. No error message, nothing in the logs, it just goes from gaming to my desktop. I've tried all kinds of different tweaks to get it to work, including different drivers and game card settings. I've also tried removing enough mods to run it in 32-bit, but it also crashes often. Tried disabling a bunch of Windows Services, tried running it on my SSD and my mechanical drive, tried so so many things.... And this is on a fairly new Windows install... Running even with NO mods at all, STILL crashes... My old rig was Core2 Quad OC'ed @ 3.6Ghz 8GB Ram OC'ed Dual Radeon HD5870 cards New rig is Core i7 @ 4Ghz 16GB Ram OC'ed Radeon HD7990 card It's not an AMD problem and I don't want this thread to be an AMD/NVidia thing. It ran fine in the old rig. So, I installed a 10GB Linux partition onto my new rig, put KSP on it, copied all my saves and ships, and it works flawlessly running 64-bit. I can play all day long and run tons of missions all over the solar system and it never crashes. So it's not an issue with the new hardware. The reason I want to get it to work in Windows is because I already started installing a bunch of Windows games and programs and don't want to switch between OSes. Does anyone run this game in Windows with no crashes? Or very few crashes? Is there some fix I don't know about? Why does it run perfectly in Linux and not Windows? I'm just curious about fixes because there were some glitches in old Linux versions where you had to run a few commands to get it to work properly on some distributions. Reproduction Steps: Just play the game, and it will randomly crash within an hour. No specific event causes it and can be anytime. Thanks, XT
  15. Good save on an almost childish response... I did realize that afterwards, I was just too excited to try it out! I did start turning in much earlier and it made a big difference. Don't get me wrong, I'm not trying to bash your mod or anything, I think it's the coolest one out there. I just think for something to this scale, the game needs to be able to timewarp faster in atmosphere. And I'm not launching wrong if I'm just coasting through the atmosphere, because I'm also talking about landings. And, I make SSTO space planes, so physics warp is kind of a must for the long flight upwards. I'm hoping for improvements in the game engine to make this more playable. On another note; is it normal that RSS makes everything much more laggy? Is this because of high texture res or just because of the size of the local area in general? I have a beast of a computer that runs KSP in the green even with several hundred part ships. But as soon as I installed RSS, even the smallest ships are running at 20-30% normal speed. I'm just wondering if there's something to help this run faster, because when I see your screenshots, your MET time is green. Mine is NEVER green... Thanks, XT
  16. This is a really cool concept, but the game just isn't designed for a scale like this... I installed and had a few successful launches, but the needed almost-4000dv to circularize, combined with 4x physics warp while in atmosphere for long, long, LOOOOONG periods of time just makes this unplayable for me. In fact, I had several launches that I just reverted back to the hangars to do something else because I got so bored waiting. If there was a way to scale it, AND scale the time warps, this mod would be perfect! And yes I am aware that there are mods that screw with the warp system but they've only broken the game for me so far.
  17. I landed on Jool, but it wasn't really landing. I kinda just floated there not moving anymore, but I was able to spin my pod around a bit. This was in a 1-man pod with chutes. I couldn't EVO though, it was like I was stuck underground. The graphics were all glitchy and weird...
  18. Thanks for the awesome reply and taking the time to do it! Not many people are as dedicated to their fans as you are Thanks for the tip on Hydrotech. I've installed it and it works great. I'm using KSP 0.20.2 and I'm really glad to hear that you're still planning on continuing your work on this fine ship! XT
  19. This post is for the WT-51 which I LOVE, and needs some tweaks and updating, badly! It's a bit of a pig to fly but I think it's the most awesome ship of them all. But I'm a sucker for huge VTOL cargo ships. I'm now working on having it carry a smaller lander ship inside it. This mod looks so awesome, and deserves more info in addition to what's already been written in the overview. ESPECIALLY with putting things inside like rovers and vehicles. I'm planning on uploading a youtube video on how I use it, it's issues, and workarounds. I've been toying with it for about a week now. Firstly, I'm using KSP version 0.20.2. Mods I use with it to do what I need are MechJeb, Quantum Struts and KAS. I'll explain why in this writeup. If you try to use this in .20 or .21 and find that you can't load the saved ship, it's not a problem. You can still use the individual parts to build it yourself, which is more fun anyways ISSUE #5 : Docking/Transporting things inside, especially vehicles and rovers without retractable wheels is a pain. WORKAROUND : THIS is where KAS and Quantum Struts come into play. I design my rovers with a KAS winch and some dismountable connector ports, as well as Quantum Struts pointing in multiple directions on the outside of the rover. I also add some KAS connector ports throughout the interior of the ship. Drive your rover into the ship where you want to park it, put the brake on. Go EVA and connect the KAS connector to a connector port on the ship in docking mode. This will essentially dock the rover to the ship, engaging all the Quantum Struts and connecting them to the interior walls of the ship. You rover will NOT move AT ALL! When you want to take out your rover, go EVA, and disconnect the connector. Then the Quantum Struts will turn off, essentially undocking, and you can drive the rover out (sometimes you need to repair wheels first). Using this method, there's no need to reconfigure the interior of your ship, ever, as long as whatever you're putting in it has the KAS/QS combo. No messing around with docking ports, and makes things REALLY easy! ISSUE #2 : The forward engine is very underpowered, even the triple engine, which makes it hard to circularize with it. WORKAROUND #1 : Use the vertical lift rockets to do it by tilting it forward 90 degrees from the Prograde marker. It's easier to do if you place a drone pod on a flat part of the roof or the inside, and then control from there to get the correct Prograde and Retrograde markers (in fact, all the navball markers will work properly). The drone pod set up like this will also allow MechJeb to properly land your ship vertically with the Landing Autopilot. WORKAROUND #2 : Remove the rear engine, add a few more fuel tanks, and mount 2 of the vertical lift engines on the tail facing backwards. ISSUE #3 : On vertical takeoff, the ship rocks back and forth using lots of RCS to keep it level even when well balanced and throttling down. WORKAROUND : Use MechJeb's "Kill Rot" instead of ASAS/SAS. It keeps it steadier and uses much less RCS fuel. ISSUE #4 : Everything shakes and sometimes falls apart. WORKAROUND : Struts struts struts. Quantum Struts look so much better and are only one use for them. Fill the hollows with struts going across them. ISSUE #5 : Ship rocks and sways even after first launching from SPH and doesn't stop. WORKAROUND : ??? Can't get this to stop no matter what I do. Ideas welcome! ISSUE #6 : Sometimes this ship will not make contact with the ground of a planet and will just go right through, and down a few hundred more meters and explode. Unfortunately, I have no idea why this happens. It doesn't ALWAYS happen, but it does most of the time. It happens on the Mun EVERY time and I've been unable to land on it so far without going right through the ground. I've tried this on a clean install with ONLY this mod and it still happens. No clue with this problem... ISSUE #7 : The floor of the interior is like ice and everything slides around easily, especially Kerbals who tend to fall down for no reason and can't get back up. WORKAROUND : Strut/Dock everything to the interior. To get Kerbals back up again, do a quick timewarp. SUGGESTIONS: First thing I have an issue with is mounting RCS thrusters. It works like it is for just flying around and take-off/landing. However, I take LONG trips, and once I get into orbit, I like to top up my fuel and monoprop at my orbiting fuel station. But with the way thrusters are mounted, it makes docking this thing absolutely horrible because the RCS thrusters are angled. So using translation makes you do all kinds of crazy things, even with SAS or MechJeb running. I would REALLY like to see some texture-matched angled wedges that you can place somewhere on the ship that will let you mount the RCS thrusters in such a way that they are nice and level. I've tried levelling them using SHIFT+WASD but it looks ugly because they're not flush. The forward engine, like I mentioned in one of the issues, we need a more powerful one. Update the IVA. The outside of the cockpit looks awesome but the inside is kind of disappointing. Make rotating vertical engines. I understand from the game mechanics that you would need separate left and right engines that would make it fine with me. It would make the build easier as well if there were circle markers on the ship skin to show exactly where to mount them. Finally, to Devo, please PLEASE update the WT-51, but for 0.20 and NOT for 0.21 because 0.21 is still too buggy to use. Myself and LOTS of my friends have been using this ship a lot and we all love it and are doing some really cool stuff with it so please don't let it die! I hope this has helped a few people who would like to use this awesome ship. XT
  20. Please repost the 0.20 compatible version!!!! I have no interest in ever getting 0.21 until they fix everything wrong with it.
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