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Everything posted by SSSPutnik
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#%!%%* !!!! Frigging game! I was going nicely, launched a science probe from Tylo base, but I forgot to switch control. So I hit F9 and... Base and ground pylons are gone! AltF4. Restart and still gone I think its a KAS bug. But, I did refuel before this thankfully. I had 1 Kerbal in the base. This leaves 4 stranded on the surface. (The lander can only carry 3). So, I have visual evidence of landing and base deployment and flag raising, and before and after pics of the missing base. Does the missing crewman count as dead? Or is he just keeping the Kraken company? I am unwilling to revert to my previous backup, hours of gameplay between them. I do have a spare base. Considering landing again and saving the four on the surface. I have enough fuel to land again and only Pol left.
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Successfully landed on Tylo, and the good news is that the lander didn't get crushed. For those using MechJeb, the Translatron feature is awesome for moving the sky crane part off the lander. I set a 2ms vertical, went up, natural drift got me clear of the base then I just cut engines before I got two high and landed right next to the base. Kethane mining commencing after flag raising ceremony. Eight Kerbals on the ground. Three returning back to the Osperus III.
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[DUNA MISSION FAILURE] Ship issues... again.
SSSPutnik replied to Starwhip's topic in KSP1 Gameplay Questions and Tutorials
I've done Kerbin SoI departures with TWR as low as 0.02 using multiple kicks from a higher orbit. -
Laythe is deceptive. So easy to land, (assuming you miss the ocean) but quite hard to make orbit due to reasonable gravity and atmospheric drag. Given I am doing the Kethane mission, my shuttles can refuel on the ground, so the most deltaV they ever need is about 3000. (For Tylo). Makes design a lot easier though I did stuff up a bit. 1) Wrong docking port on shuttle, (it can carry the rovers, but not the bases). Ziv has kindly allowed me to send a replacement shuttle with the correct docking port fitted. 2) The bases are too tall. (I didn't test). When I land them with the shuttle, the shuttles legs don't touch the ground. (All weight on the bases legs). I managed to land OK with one at Bop due to the low G, but I am worried about Tylo. The shuttles weight may crush the bases legs or it could topple. The shuttle does have a winch fitted at the connector, so I am considering getting close to the ground, winching the base down, decouple and land next to it. In Tylo gravity, low on fuel, it should be uhm, exciting.
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At launch from LKO I was getting 2-3 frames a second according to FRAPS with approximately 1100 parts Main burn took 10 hours real time... It's been a labour of love. Frame rate not too bad now I've dropped a fair bit of stuff but still laggy during docking operations etc. Computers an i7 3.2GHz with 16GB RAM. I use Dynamic Texture Compressor mod to reduce memory use.
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Can I get longer pipes using KAS?
SSSPutnik replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
Heh I landed too far from my Kethane refinery on Bop yesterday. Actually got out and pushed it closer using Kerbal elbow grease. Won't work on high grav worlds though. -
OK, I can do that no problem. Hypereditting wasn't that easy given the lag on the main ship I'll send one replacement lander. Destroy the hyper edited one. I don't need fuel so can do a fast burn. I was also short of hose connectors but fixed that by spacewalk and stealing them off other craft attached and swapping them around using EVA.
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@Ziv Ziv - Disaster on my Kethane mission. I had to cheat to continue. (Or severely limit rest of mission). After landing both rovers on two moons, I went to grab a base craft to land and realised on the lander was a junior docking port. I needed a standard clamp-o-tron. To minimise damage caused by cheat I did the following. Emptied fuel from ONE lander to main ship, transferred crew to main ship, decoupled it. Got an identical lander at KSC VAB, changed docking port, emptied it of fuel and launched it to pad. Then hyper edited it to rendezvous with the other lander. Destroyed old lander. Redocked. So, fuel, crew and ship capabilities not changed. Just the wrong port exchanged. I am leaving the other lander as-is. The rover landings would not have been impacted by the port change. Stupid mistake on my part. I hope this is OK since I have spent weeks on this...
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
SSSPutnik replied to sirkut's topic in KSP1 Mod Releases
Thanks, I suspected I would need to do something like this. I have numerous saves but debating on whether to revert or just continue. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
SSSPutnik replied to sirkut's topic in KSP1 Mod Releases
Having issues with a large capital ship. It has a number of IR parts as well as several smaller craft attached also with IR parts. None of the smaller craft have been undocked. Two craft which had IR parts have been undocked and are gone. Problem is, my IR control has now collapsed to one single control for ALL parts. Ie if I click a control arrow, all IR parts on the ship move at once. Is there any way to recover my individual controls? -
Well done. I've done Laythe and Vall now. Rovers are down except I lost solar panels on one when one of the crew did an over enthusiastic jump and hit one set, damaging another, so I knocked the rest off for aestethics. They still have enough OX-STATs for driving. Both landers are back at the Osperus III. Might wander over to Bop and refuel, though I still have over 6000ms dV remaining.
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Spaceplane: high-speed deadlock, unrecoverable?
SSSPutnik replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
@25 km your engines are probably not generating much thrust due to lack of air? Your speed for that altitude is woefully low. -
Was the Alexei Leonov the ship from Mote in Gods Eye?