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Trann

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Everything posted by Trann

  1. 0.21 so another post-free-updates 2013 guy here, paying for stuff like a chump.
  2. That works within a forum, sure, but doesn't cross forums. As a test to confirm that, I went to Breaking Ground Discussion and marked that entire hierarchy as read. The one following it had plenty unread. I then went into to the multiple articles in Breaking Ground Discussion and there is no "Next unread topic" available.
  3. There used to be a method to list all unread threads (those that have had new posts since the last time I visited) regardless of the sub-forum. With this newest UI, I can visit a sub-forum (eg, KSP Discussion), select Sort-By->Custom->Last Reply: My Last Login. At that point, I see what I want and the URL adds these interesting bits at the end of the forum name: index.php?/forum/32-ksp-discussion/&sortby=forums_topics.last_post&sortdirection=desc Is there a way to do this across all forums? If I can figure out the URL build, it becomes a great bookmark to drop in with. Thanks.
  4. I like GravityTurn for this: handles atmo and lets me get into space where I want to play. Rendezvous and docking is still fun for me so I don't want to automate it. I think MechJeb would be the meta-tool that's great but I don't use. KSP Interstellar is probably the in-game mod that's probably great but not for me: I get impatient with waiting for alignments and burns within the existing system already.
  5. Thanks very much for all your effort in making this, Mikki. Long time player and I came back to see how 1.10 performed when I stumbled on this mission. You're right that the film was a perfect fit for this. Personally, I think I did pretty well: - 1 restart when I ran out of electrical on a rover because I thought I could pre-complete mission tasks instead of doing them in sequence - 1 restart when I wasn't paying attention to ground speed and launched my rover over a crest - a few dozen restarts because I was constantly experimenting with trying to get the perfect Ascender-Kermies hand-off; taking away maneuver node planning was evil but the right thing to do - 1 restart when gliding to the runway because I misjudged the glide capabilities and fell a few hundred meters short A few hours of play each day, I got everyone home, and I had a lot of fun for a solid week. Take a bow. Cheers!
  6. I started a new career with 1.6.1 recently. Looking in the R&D facility, I have most of the tech tree unlocked, 2900 science to spend, and 1.5Million in the bank. All from Kerbin and Mun science. If I continue, I'll unlock all the science before I finish exploring Minmus, probes and satellites to other words, and I'll be on my way to them in a Grand Tour ship like KSP versions before. What I think I'm trying to say is that I don't feel the need to prove a career anymore. Today, I'm going to start up my first real sandbox game and work on the bigger challenges in my play style, like Laythe and Eve. That is all. 8)
  7. @Jacke @Snark Thanks; the last reference in this thread was 1.5 in December so I just wanted to be sure all was well before going through the diagnostic routes of digging up the logs and swapping mods in and out to find conflicts. Looks like I have a project. EDIT: a trivial issue. I drag-and-dropped the latest version of ModuleManager but missed the GameData folder so it landed outside of it. Sorry for the distraction.
  8. Does anyone have this working for 1.6? Subject has been edited to suggest but I'm not having luck.
  9. Red Dead Redemption II since the release date. Slow and steady. Found so much naturally exploring. Max Honoured. Then Max Dishonoured and finally reached 100% a few weeks ago. Still find it relaxing to ride there. I missed a whole dot release of KSP and am just starting to think I might come back.
  10. Welcome aboard, @kerbaska For the sake of giving you more data points, I tried the modular truck system and, in effect, it was landing "on top" of a docking ring, too. Each piece of the mining operation sat on a standardized wheeled unit and so all the docking rings between them were at the same height. I detached the landing pad to a safer distance, docked the fuel tug on top, then drove it back to reconnect. The problem I found was driving such a top-heavy vehicle was very difficult, even when empty. Inertia would often cause a tilt when starting to roll or trying to stop and there were a few times I could have lost the whole unit. But I'm a pretty good pilot and began to land regularly while the landing pad was attached (having that bit of separation really helped). But as @Snark and @RedeyePete said, it's probably simpler to use an integrated ship. You can land anywhere you want and the whole mining operation is with you. One of my earlier units was small and pretty lightweight but I found it didn't store enough electrical power to operate over the night on some bodies. An upgraded ship with larger solar panels and more batteries has been doing much better. This design is also what I'm using for my Grand Tour ship and that's why you see docking rings at both ends. Good luck with your build!
  11. I realized I passed 100,000K Kerbucks for the first time and I'm ignoring 500K missions because they're not profitable enough. My Grand Tour II ship is doing a pretty good job so far, harvesting *all* the science from Duna/Ike and Eeloo. I took her out deep to ensure battery levels on each lander was sufficient and now I'm working her back in. Feeling pretty confident that nothing is out of reach for her (except Eve!)
  12. @Laie I had thought so, too, and this is how I do my biome selections. Scansat maps are still showing each biome properly as I walk the mouse over them (I never saw "Untagged" once). And I was able to reproduce the problem in another landing zone: when EVAed on the surface, the first sample taken was Untagged; discard and plant a temporary flag; remove the flag; now samples are properly tagged. So it may not be location specific but an actual weird little bug.
  13. A very interesting theory. Thanks. The spot was in in the "northwest" corner of the map, in a crater (bottom flag). As you can see from the zoom, it was a fair distance to the next biome border (about a full degree in map coordinates). But the map may be imprecise with respect to the actual biome borders so I'm going to attempt another landing at the same location to see if I can re-find the "broken" region.
  14. When on EVA and taking surface samples (on Duna in this case), I get the biome as "Untagged". I can toss these results and try again to get the same results. So I planted a quick flag, tossed the results... ...and tried again and it works; I notice that the long description changed in the same location, too. Any ideas?
  15. Brought my first Grand Tour ship (left) home and docked with the newer, bigger Grand Tour II (right) to offload her remaining fuel. Hoping this new ship (and her upgraded lander, not seen here) will allow me to touchdown on and ascend from Tylo and Laythe. And the first generation lander and its 250+ bits of science the crew brought home were quite the haul.
  16. The Main Drive reaches to just past the dishes; The Refinery has solar panels atop a converter and four large ore containers, two deep drills and two thermal control panels with a quad-engine arrangement around it all; there is a reducer from the center line of the Refinery to the Lander's science pod; The Lander is a tri-engine arrangement feeding its center core. A previous generation of this ship went to Duna and proved the design was reasonable enough to push out to Jool. That version also held a modular survey scanner that coupled between any two ships but the extra weight and delta-V required to attain a decent polar orbit meant I sent scanning probes in advance of this ship's arrival, instead. Once establishing a low orbit, the usual mission profile begins with Main Drive refuelling. Detatch the Lander and back off a bit. The Refinery is detached and side-steps to clear the re-coupling of the Lander and Main Drive. The Refinery de-orbits, sets down, mines, and tops up all her tanks before meeting up with the Main Drive again. Dock between again (fore-aft arrangement doesn't matter) and convert ore to liquid fuel. Repeat until the main drive is full. At this point, we switch to Science and Exploration. The Lander scopes out biomes of interest (especially in tight arrangements) and sets down, gathers science, plants the flag to mark it as done, and rejoins the Main Drive. A refuelling run is made if needed to top up the Lander; on exceptionally low-gravity bodies, I can dock the Refinery and Lander nose-to-nose and land the Refinery with the Lander suspended upside down. Repeat the gathering of science until all biomes have been visited. I've done Vall, Bop, and Pol completely; I managed to set the Lander down on Tylo once but barely made orbit again. I also need to think about how to handle Laythe: chutes will get either lander down but 1) I have to do the math to see if the Refinery is efficient enough to haul ore uphill and be net-positive for fuel and 2) the previous generation of this ship allowed the Lander to jettison the side-tanks for reduced mass to reach orbit; I can't have this if I want repeated landings. The ship is preparing to head back to Kerbin for upgrades. It holds 241 bits of science which should be fun to cash in. Thanks for asking!
  17. Ah, that's my fault for skimming the thread. Thanks, though. Hope you have fun with it.
  18. I appreciate the invite but I'd have to start proving things rather than just enjoy my wanderings. Besides, I haven't played stock since I found mods existed Good luck with your challenge. And since I'm here, I'll add the first image to this thread of what I'm tooling around in. Needs a few upgrades but she'll do.
  19. I've not had any success with 1.4.x so I'm been hanging out in Club 1.3.1. Making quite a profit from contracts through multiple SENTINELs and hauling my Grand Tour Ship around the system.
  20. Thanks for the update to KSP. I have updated my bug report of an ongoing issue. I look forward to someone's attention to it. Back to 1.3.1... *sigh*
  21. I have a LOT more contracts than usual today... (I quit the app and relaunched but the problem vanished; since it wasn't reproducible, I didn't file a bug).
  22. *sigh* Can't play so I've got a bug report in. I'm officially jealous of everyone else now.
  23. You're quite welcome. I say no rush, of course: it still functions as it should. And if my mad IT skillz make it easier for you to fix this wonderful mod, I'm more than happy to lend a hand.
  24. Since you gave the green-light for 1.6.1, I happily dropped it in. The problem persists. But you're not wrong to suspect scaling and I have some interesting images to confirm that. Normally, I run with the navball to the far left (probably not an issue) and at 80%. I decided to tinker with the scale. With the game paused, I slid the navball scale up and down and the *dynamic* offset remained the same. On a fluke, I left it at 150% but misclicked, going back to the space centre instead of resuming active play. When I jumped back in, the navball scale was the same but the indicators picked up the *previous* offset. I then dropped the scale to 50% and did the same thing -- space centre, return to ship -- and poof: oversized pips, itty-bitty navball. Lastly, setting the scale to 100% and repeating the scene change restores the offset correctly. I don't know what magic is involved in scene changes affecting the offset but it sounds like I've revealed an interesting puzzle for you. Sorry EDIT: Looking at these together, I think my premise is off. The pips all seem the same size (even though the image regions aren't) so I'm wondering if perhaps the UI's preferred scale isn't being applied to the pips when entering the scene? That seems far more reasonable than what I wrote.
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