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michaelhester07

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Everything posted by michaelhester07

  1. My style evolved with KSP pretty much. I started on .22, remembering a time before I knew how to switch between ships, before I knew how to rendevous I had built a square shaped rig that launched the command capsule and the transfer stage on top of a big lifter. I don't remember where it was going. I reverted the flight every time until I got the command capsule control when I disconnected it. Before I knew of deltaV and kerbal engineer I had a 1.5 rule to engines. Each engine could carry 1 long and 1 sort tank for its matching size My play style changed when I discovered Kerbal Engineer. Rockets became a formula of DeltaV rather than number of tanks to an engine. I don't think i ever landed on the mun without KER. An old metric was born after my mun landings that I still live by: 2700 deltaV in the payload to land on the mun and return to Kerbin safely. It's maybe a bit much but all of my mun landers adhere to this number. .23 saw me doing science bombs too. I'd launch heavy ships with massive part counts to Mun and Minmus . Each would have a small probe with science parts on it which would land each on a different biome. They would run the experiments and come back to the mothership where a kerbal goes out and collects them. By this time I had mastered rendevous and switching ships. .23.5 near the end of it saw me getting into mods: Extraplanetary Launchpads, Kethane, and Near Future Tech came into the picture after the science bomb missions: .24 introduced contracts and my play style changed. Science bombs became obsolete with contracts awarding science. Career mode ended up with my mun missions never returning home so that they can plant flags whenever that contract came up. My style shifted towards making mods too with the stanford torus mod. For much of .25 I was playing other games. When I came back I updated the torus mod for .25 when the hangar extender was broken. This saw my play style evolve into a "think of it... mod it and make it" style. This is where my civilian population mod came from and where i am now. Ascent profile changed too. In .22-.23 I would launch up to 12k then turn 45 and stay there till 100km apo. .24 saw a lower curve but the same thing. .25.2 through .90 saw me using a more segmented profile. My most recent profile has become burn to 7km altitude or until the first booster stage is release, then turn toward the Orbit prograde and follow it until 75km apo. Funny thing though, I've never really played KSP beyond Duna's orbit with stock or well balanced mod parts. I hope to change that in the next few weeks.
  2. On the launch clamps. I had noticed a glitch with them lately that the attach to the ground seems to despawn. You can see it in the initial screenshot from my civie pop mod: That ship is not just floating on VTOL. it's supposed to be attached to clamps. I had a few base parts eaten by launch clamps when this occurred as the game thought the part was still flying when it was supposed to be landed. I'll need to retest this. I hope it's not something in Extraplanetary Launchpads. I had 5.0.1 at the time this glitch occurred. Note that my ship on the runway didn't use anything from EPL so I'm wondering if it's in stock. Having a kerbal EVA on top of a clampped ship seems to help the glitch occur too.
  3. You may wish to make use of ModuleManager to disable use of the driver that's found in the stanford torus mod since this replaces it. Just a thought. Thanks for carrying this one.
  4. I have one last thing to add for this: Make sure that any Mesh collider or otherwise in your IVA is marked as a part trigger. Otherwise the moment your ship gets above 6000 meters it will explode. I had this hit me all throughout my stanford torus mod's IVAs.
  5. Welcome to the club! Good start on the models too.
  6. Long time ago when I still used kethane... I had the Antares Colossus kethane miner: She could 1 shot most kethane fields up to 250k. Turns out that's a lot of fuel.
  7. If you have enough funds... i'd scrap the current rescue ship and launch an improved one. - Put a few OX-STATs on it. As for the intercept I have a few tips. 1. Wait for the target (your rescuee) to be near the India shaped continent to the west of the space center before you launch. 2. Circularize your orbit above his orbit before the intercept unless he passes you during the launch. If he passed you during the launch circularize below his orbit. 3. If he gets within 20km of you during launch switch to "target" mode on the navball and burn on the retrograde marker. If 3 didn't happen do a normal intercept after 2. There are intercept tutorials out there. 4. When you intercept a rescuee he somehow got stranded with full EVA fuel. Switch to him and hit the R key to active the EVA jetpack so you can get him on the rescue ship.
  8. Put the legs on the farm. It's what they were made for. The kraken will eat your base because the center of mass shifts and causes it to rotate. Landing gear will compensate for this with suspension. It will even dampen some of the effect of spawning.
  9. 4 saves currently. Default- main career (I restarted it last night because my civie pop mod rent income had to be nerfed BADLY, also for QA on that mod) Default FAR- If i ever get around to FAR again Testbed2 Testbed- These two sandboxes are used for mod testing.
  10. As far as breaking the laws of physics... it should theoretically be possible to convert energy to matter in Einstein's relativity equation. You know that famous E=mc^2 one. It would just take a ridiculous amount of energy to make some matter. That said an ISRU mod like this can be more fun if you're sticking to the law of conservation of mass. I had figured that out when people asked about that with my civie pop mod. Just say that you collect space dust and feed it to the plants. That might solve the problem.
  11. I can't fly without sas because I WASD for control. The keyboard has 2 speeds: full bore and nothing.
  12. Stock (nearer than near stock, had near future construction parts) Spacedock (from long ago) 1300 tons on pad Near stock (released mod) Galactica 2: 5000 tons on pad, 1500 tons payload Unreleased cruiser parts 8000 tons on the pad, 8000 payload Second biggest 7000 tons on pad/payload
  13. I'll be updating my mods. Then a new career.
  14. Adjust the thrust on your engine really low, then you'll be able to do it. That should be close enough to get the contract. Double check your satellite meets the requirements for the contract.
  15. You beat me to it I was working on IVAs all weekend long. Was gonna say, make sure everything is assigned to either the Kerbals or Internal Space layer.
  16. I already have that small surface attach house module. It shouldn't be too hard to make highrise parts. Maybe for 1.4 or with the cruiser parts expansion.
  17. "extra" stuff (ivas) is being worked on but I won't forget to look at the bugs before I release 1.3. I didn't do enough QA on 1.2. It will be ready when it's ready... just like KSP 1.0 .
  18. I'll have to look into this. If I can't fix it (probably a extraplanetary launchpad thing) then I'll chalk it up as a balance feature to have one engineer on board. It probably won't be until sometime next week when I release, got some IVA's to go through. Speaking of those... IVA teasers! The small and medium pod are done. The large apartment, movie theater, small house, flight school and university still have to be done. The longest part is thinking of props to put in the IVAs. After that I need to check the hatches on all of the pods, fix the code so that you can build without a kerbal and then I can launch 1.3. Shortly after that I'll do the cruiser expansion as there's IVAs to be done for that.
  19. Perhaps. The mission design I was thinking of for the construction drone was this though: 1. Send a probe to scan for a site which is viable for a colony. 2. Send the construction drone. The drone constructs the colony. Note that this construction may take a while, so a person or kerbal might run out of supplies and need to be constantly re-supplied during construction. 3. Once the colony structure is built and basic supplies are being processed the first colonists can arrive on site. The mission might need an engineer or two to oversee the process. This would require much fewer resources on the colony to begin with. I had envisioned that it would be possible at the timeframe that this mod targets (2050-2100) that full scale robotic construction would replace the need for human or kerbal engineers to be present on site. Even in the case of the Moon(Mun) it would be possible to oversee the construction from Earth (kerbin) as the round trip for a signal would only be 2 seconds.
  20. If the part is giving you the proper productivity now then you don't need kerbals to build things. If that statement turns out not true then let me know (and throw a kerbal in a capsule on your build machine)
  21. I'm going to look at that one. In the mean time what might work is to rename the CivilianManagement folder in the GameData directory to ZCivilianManagement. See if that does the trick. If that doesn't work copy the launchpad.dll file from ExtraPlanetary Launchpads/plugins into the CivilianManagement folder. /it's just as RoverDude predicted.
  22. I'll give you my experience for satellite launches into kerbin orbit. ---===== Launch =====--- 1. Any heavily inclined orbit like that has 2 launch windows. Open your map and look at kerbin, then rotate around until the orbit appears flat. Now time warp until the marker for your satellite is nearly lined up. This is one of your launch windows. 2. Pay attention to the direction the rotating dots are on the orbit. This tells you what direction your launch will be. 3. launch. When you get to the point where you'll start your gravity turn click on the velocity indicator on the navball to select "orbit" mode, then line up your orbit prograde to the heading that your final orbit will be. You can estimate the orbit. Your screen shot's orbit would be about 150 degrees if prograde on it goes south, or about 320 if it goes north. Don't let your own prograde altitude on the nav ball drop below 45 degrees until your apoapsis is above 40km. 4. Finish your orbit insertion as you usually would. ---=== Orbit: learning the markers for your current ship ===--- Most of my satellite designs end up with 3000+ delta V in the payload so I can "burn with impunity". If your satellite is designed right then you also have 3000 delta V. We'll use some of it to learn what your markers will do. Find the normal marker (it's the blue marker on the "sky" side of your navball. If you burn towards it you'll rotate the periapsis/apoapsis markers clockwise (as you view kerbin from the north). Find the anti-normal marker, burn towards it. You'll rotate the pe/ap markers counter clockwise. Note that this is reversed if you're in a retrograde orbit (that is an orbit in the opposite direction that kerbin's moons go). Locate the purple markers. On is to the north, the other to the south. 1. Find the AN/DN on the target orbit. These will not be marked on your orbit. You'll have to eyeball the lineup like you did with the launch window. Burn toward one of the purple markers when you're at DN. If the node's angle decreases keep burning, otherwise burn toward the other marker. Get these angles under 1 degree. 2. Using the information about normal/anti normal you can line up the PE marker with the target orbit's PE. It may be your AP marker. You can do this from any point in your orbit. 3. Now that the PE/AP marker is lined up wait till your ship is at the opposite marker and burn prograde until the marker's altitude is the same as the target orbit marker's altitude 4. Wait till your ship is at the marker from step 3, then burn prograde to set the AP altitude to match the target orbit ap's altitude. Use normal or anti-normal burns to match the marker's location in the orbit. 5. If the contract is not awarded within 10 seconds look for these issues. - Check your orbit plane (angle is marked on AN/DN of the target orbit) and match it more closely - Make sure AP and PE are at the correct altitude (you can usually get within 50km) - Make sure AP and PE are in the correct spot. - Make sure your satellite meets the contract requirements (I've had this problem... get to the right orbit but realize I didn't have a goo canister on the satellite) If you can master the satellite contracts they're the highest profit margin in the game for Kerbin's SOI.
  23. Assuming real life doesn't glitch parts into the ground when I leave them then I'd live in my moon city. My cruisers are okay so long as the launch clamps can handle. I wouldn't ride in most of my rockets though. I usually forget to add something important (like parachutes, sas, struts). I've also been known to not check the stages where the clamp release in an earlier stage from main engine start. My scariest launches are when I have a 2000 ton cruiser on the pad and hit the space button and the engines didn't fire (holy crap) and I mash the space bar till they do. Land bases: yes. Most of my launches? Not in the slightest.
  24. Also as far as the art is concerned in your mod, if you make it public domain anyone can use the models in your mod in their own work, KSP related or not. They can use the textures you made for your ships on their 3d models and they could end up in a blockbuster scifi movie. You'll see it on the silver screen and go "hey i made that" and you'll have no claim to any cut of the profits from that movie cause it's public domain. That's a big downside. You made a texture in blender in 2 hours one night and it could have made you a millionaire but the license you released it under allowed someone to use it. Then again doing a less restrictive license may help other modders out there and get you some fame (here's lookin at RoverDude) in the process.
  25. Lol wow how can I not do that. For the movie theater IVA I'm slightly thinking of having movies you can watch depending on the type you selected to play.
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