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MGCJerry

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Everything posted by MGCJerry

  1. This was only a quick 10 minute mockup of the general interface, but there would have been another "add" button under each section where the script would create another path. I was going to handle the logic and data as a nested list of objects much like you would in a family tree then build the graphics from there. Maybe I'll revisit the interface at a later date and create a more functional UI (changes as you add steps) which does take that suggestion into account.
  2. Problem has been resolved by installing mechjeb, and letting it handle the ship. We can mark this as solved.
  3. I'll go ahead and throw mine on the shelf and let it sit and see what you guys come up with.
  4. Grrrrr... I can't tell you how many times I have done this. Time for a permanent base!
  5. At first I didn't like this idea, but I do now a lot. I then thought, hey I could do a page to help create these graphics then seen others discussing this. My idea for an interface is something that was hugely simple, and I threw together a mockup for a basic interface. A link to my test: Yea, the link looks funny because I'm having to host my domain like this. I don't have access to "Addon Domains" so I have to host it in a sub-directory. http://2thextreme.org/mgcjerry.net/missiontest.html Potential? Or should I just walk away from it?
  6. Site changes? Hmmm... Please, please, please, for the love of *import(deity->of_choice)*, don't go for a convoluted javascript navigation nightmare that requires javascript to load from 30 different domains. Also don't go the way where the forums look & operate better on a phone than they do for computer. Its annoying having to scrolllllllllllllllllllllllllllllllllllll sideways using a mouse on a non-touchscreen. If you do this, please give us options to turn this off (or at least an auto-detect).
  7. Didn't read past the first page. I play games to have fun. After being buried in math all day, gaming is an escape especially since my free-time is highly limited. Sure, I could sit down and spend time to do all these calculations but I'm wasting my time. Plus, I don't like math. I can do it, but I don't want to do it. However I do kind of want to do it by hand now that MJ & VOID give me 2 different ÃŽâ€v readings (VOID is 10dv smaller than Mechjeb) so I can find which is more accurate. However, on the other hand I don't care about 10 ÃŽâ€v difference is that significant enough for me to sweat over. The math that is hard is "Taxes", but that's an entirely prohibited topic...
  8. That's honestly my thinking as well. It does remove the monotony of launch number 154 to the same general parking orbit. Excessive tediousness != fun (IMO) You make it sound like boomieness is bad? We can always blame it on Bill.
  9. 6 On Mun with a tiny kethane miner. Sorry dudes, you might as well be extinct. They do have stuff to do though... 6 Kerbals 2 four crew rovers 1 Mobile science lab 1 "Return Lander" 1 Kethane driller/refiner platform
  10. That's what Mechjeb is for! </flamebait> I've had a lot of fun with HyperEdit so far. I really only plan on using it as a bug/game equalizer where if there's something entirely dumb (like a program crash, not pilot or construction though) that happens. However, I do have a suggestion on the "Drop/land Ship" setting. Right now we have to change orbit to that body, then "land" once we find where we want to land. Add selection for which SOI we would like to land on, it seems to only chose the current SOI.
  11. After having some really aggravating issues, I've decided to embrace hyperEdit. Its no fun playing when suddenly something doesn't work at random intervals. I've had a couple butchered landings because RCS decided to take a vacation at the most critical moment. Yup, not fun. At least now I can "simulate" missions and go to other places to 'test' things. I've only been to Mun, Minmus, Duna (crashed), & Dres (crashed).
  12. Crashed because of staging error. Crashed because RCS quit working. Crashed because RCS quit working. Crashed because SAS wasn't active. Installed mechjeb.
  13. Sounds about right... I put the stage 1 engines and clamps in the first stage. I throttle up (press z), engage SAS & RCS, hit spacebar and point the correct end toward space. I slowly start my turn at 10K and end up at about 45° by the time I get to 15K. Sure it may not be textbook efficient but with my sloppy rockets I have had them break if I start my turn earlier. Sure, more struts would fix it, but the guys in the VAB are lazy bums.
  14. I have just spent the last 2 hours doing 3 launches, and coming this close -----><----- to nailing good precision landings (manually) only if my RCS didn't quit working upon landing. Lets not discuss the first launch. wrong button * (650 m/sec) * no fuel = rapid dis-assembly. Mods: KSP runs fine now after turning off some AMD BIOS "features", and lowest video textures & I can now play with mods *yay!* VOID Kerbal Attachment System Kethane ScanSAT (not used on this launch) OS: Windows XP 32 Here's what's going on I created this weird rocket to land a "small" driller/refiner for Kethane on top of a skycrane that's carrying a mobile science rover. Total 73 tons. The goal of this thing is to land it on the mun, drop my science rover from the skycrane and right it using a winch (it lands flat on the rear end, by design). Then I decouple my "mini" driller from the top of the skycrane and land it nearby to commence work. At least that's the plan. I like carrying lots of RCS fuel. 1,900 monoprop from all my tanks total. I have a 750 tank that's on the transfer stage that gives me RCS during upper atmosphere and maneuvers. I then enable a 750 tank on the driller, & 100 tank on each decent engine (4 total for 400 monoprop) and use that for righting my ship while doing my approach and landing. TWICE now once I get close, suddenly RCS refuses to work and I have a huge mad dash to make sure all my monoprop tanks are enabled (all are except the 2 on the rover), and my power is good (6- 1x6 solar panels deployed as well as 4 RTGs). Both attempts resulted in my lander crashing and burning. Panic on the tip caused me to full throttle with little fuel I had left, but no RCS so I crashed at 15m/sec and started tumbling. This last one made me rage-quit. I was SO close to my base, and the landing would have been impeccable if the ship didn't tip over due to a little horizontal velocity. RCS would have saved the landing (both landings actually). * I had plenty of electrical charge. * I had plenty of monoprop (400+). * Nothing blew up on touchdown (3 m/sec) landing speed. * NONE of the RCS thrusters was working. * Turned off RCS then back on (R key). Crashes like this makes me want to get & use mechjeb, but I like trying to land my creations. I've landed a lot of similar stuff built like this without much issue. Rocket: Red lines = decouplers The outside tanks are like that because regardless of what I do, when they run out, they crash into the center stack *swearing & revert*, this is the only way I can stop them from doing it. (I've tried sepratrons on top sides and bottom sides to no avail). This kerbal solution works, so... Ideas? Thanks in advance.
  15. Kethane Mun Base: Phase 1 Landed Phase 1 of the Mun Kethane base. To reduce weight, the satellite and rovers were pumped dry of mono in the VAB. There was mistake during launch where Bob didn't check the mono in the sat and the rovers, so he could pump leftover propellant from the transfer stage mono tank to the satellite and rovers. So the Scansat & rovers are nil on mono. Also during the transfer to the Mun, he made the 2 new guys EVA to the habitation module and told them not to touch anything, he was going to handle the workload himself. They screamed the whole trip like 2 year olds. We have 2 landers (Habitation & Return), Mission Control was going to land one, then on the next orbit land the other but Bob decided he could land them together while still connected. Landing went well and had some spare monoprop so Bob could transfer to the rovers that were still attached to the lander. Upon landing, he decoupled the rovers and the return lander. Once doing this, Mission Control was told they lost the habitation module. We were then notified that there was no remote guidance unit installed on the habitation module. There was no monoprop fuel to re-dock the rovers to the habitation module. Bob was livid, so he had to play with the rovers to dock them. Now one rover is left docked to the habitation module so it has a guidance module leaving the other rover usable. He also found out there was only ONE KAS fuel end pipe so he couldn't refuel the monoprop in the rovers. He ranted and raved, stomped his feet, and took a surface sample. Then Mission Control readjusted the orbit for the mun scanning satellite to 240/241 (km) in a mostly polar orbit once Bob went back into his capsule and begged for a supply mission BEFORE the mining mission arrives. Mission Control is looking at a way of sending a few more KAS supply crates, and some probe cores attached with KAS winches with the science phase which was planned for the last launch. The director is pushing for that launch to be the next one instead of the last, or as a possibility of an additional mission. Sources say this could be the start of a Mun based staging area. TL DR; Bob had a very loooooooong loooooooooooooooooooong aggravating day compounded by the idiots in the VAB. BTW: I play sandbox, but with self-imposed "rules", at least when KSP isn't crashing.
  16. Not interplanetary, but this is my biggest functional payload, and biggest launch for something I intended to 'keep'. Kethane Mun Base 166 Tons (mostly empty skycrane) 2 Mobile Miners (2 big drills each) 2 Mobile Refiners (4 medium converters each) Return lander On the pad. I don't remember tonnage. It flew like an errant fart, handled like semi stuck in the mud but it made orbit, sent to Mun, got a decent orbit while scanning. Found a nice deposit, but on the dark side. Quick-saved... Attempt 1: Landed but bounced and didn't recover, but dropped off 4 vehicles hoping they would be ok, but no the lander slid into them, only one miner vehicle survived. All 3 kerbals survived. Spent the next 3 hours trying to use KAS winches to right the 2 rovers that were intact but flipped over to no avail. My lander did not have lights so I didn't know how close the ground was until it bounced. Perfect landing spot, and the view was great. Very picturesque. I'm going to have to grill the guys in the VAB about not having lights on the lander. We have been through this before. Attempt 2: Came in for landing. Didn't see the mountain until too late. Touchdown at 390m/sec. into the side of Mount Keth. No mining was done. Attempt 3: Was very careful and chose the same octagon as attempt 1... Seriously, I was concentrating soo hard. No landing lights remember? got all nice and vertical, velocity good, no horizontal movement. Suddenly the whole thing picked up a huge lateral motion and the touchdown moment and crashed, Tried recovering like Attempt 1. Failed... Miserably. Gave up, I was upset. Mission scrubbed. Going to do it in multiple landing missions. I can do precision landings easier than screwing with a huge single heavy ship. The new version will occur in 3 launches. * First launch has a satellite (scansat & kethane), lander (return vessel), habitation module, 2 rovers (4 seat). 56 tons. 3 Crew. Properly lit. with an abort action for the habitation, satellite & lander. Why? Dunno, I play sandbox. * Second launch will be crew (4), (big) mobile mining facilities, (big) mining rovers. 155 tons. Properly lit. No return vehicle. * Last launch will be more crew (7), mobile science lab, Storage tanks and a larger refinery. I cant rendezvous at all to save my life, so I will try to assemble a ship on the mun and explore past kerbins SOI pending the success of this operation. I've never landed on anything else only crashed on Duna (impactor, forgot atmosphere) and Dres (grinding the crack ended up being grinding the probe).
  17. I agree with this. Just because new comes out, doesn't mean you have to replace what you got now.
  18. No hyperedit here either. I can barely run stock. I had to modify the bunker a little as a result. Added 12 parachutes on the top platform and 4 on the cupola. I also added bottom stage to carefully launch it and land it nearby. Its landed intact nearby with no damage (after several failed attempts) I'll try my 'experiments' on it.
  19. The wrong end was pointing toward space. Lots of mistakes and oops'es... 0.23
  20. My space program has been cancelled because the director was a complete idiot. They do building demolitions now. Sometimes they do play around and launch rockets though. See sig.
  21. Launched by biggest rocket to date. Decided to see if I can drill for kethane on Mun. 2 mobile Kethane miners & 2 mobile refineries to Mun. 166 tons for the skycrane & vehicles & return (maybe) lander. Total launch DV: 5,900 km/s Total Weight: 2,146 tons Parts: 560 on launchpad I do have to do another launch to bring more kerbals and a part cart for the KAS mod. I'm really loving that KAS mod. May bring along some scansat stuff too. I know, I'm completely lame.
  22. I currently use stock. I've used FAR in the past and it made it easier for me to fly planes (no SSTO though). I don't play with FAR anymore because adding anymore mods scares me. It barely ran stock.
  23. I usually use the tower on my large rockets when things go horribly south. First I hit "X", and if I'm still under power, "abort!" If I'm not under power, I decouple the intact stages and fly away and try to carefully land the rocket vertically on the ground under power & some parachutes. Failing that, "abort!". I have actually recovered most of my rockets (minus a stage or two) doing this and on several other occasions have saved my landers. I do make a lot of my rockets fail because I sabotage them to see if I can recover, and I've also made crazy contraptions to see if I can escape from... Lets play a game! We need an evil Kerbal smiley... Ok, took care of it: I play sandbox, no perma-death, and revert a-lot because I do a lot of 'simulated' launches (and goofing off).
  24. I didn't realize this thread was that old, but I really enjoyed the read, especially the cleverbot bit... Moldy pudding that's been sitting in the back of the fridge since before HarvesteR thought about KSP...
  25. Ok good. Since I make them I have plenty. Demolitions and all...
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