• Content Count

  • Joined

  • Last visited

Everything posted by Francois424

  1. ( KSP 1.7.3 -- Kerbal-Sized RSS ) Today I fired up 1.7.3 for the final stretch. On the menu today was getting into orbit of a place I've never visited before : Umm, what is this? It kinda looks familiar... Oh my... now there's a beauty ! It's the first time I get this close to Saturn in KS-RSS... looking promising ! Screenshots can only do so much justice; Saturn is absolutely breathtaking. The crew are getting their fill on it as well, but preparing for the deceleration burn. All sails furled, the 'Poseidon' gently slows down in high Saturn atmosphere... The rings are even better looking than I had imagined. Taking the time to visit was WELL worth it ! So we ended up in a 1y200d orbit. It was decided to get to Enceladus first and not in more than a year, so the crew executed the 2.8k dV maneuver to adjust orbit. Notice that the mod even takes into account the shadow casted by Saturn on it's rings. But that's it for today. One or two more episodes remaining in this finale of 1.7.3. See you later folks, and thanks for Reading !
  2. I'm still waiting for the completion of KSP1's solar system (ie: the continuation of the Kerbalization of our solar system) as DLC. This is my #1 request as the rest of the game is pretty sturdy. It would be a good content addition to purchase, especially since you don't have to install it if you want a vanilla experience. I hope KSP2 will feature such content too. And a RSS (and KS-RSS) options on a DLC expansion pack would be very interesting as well.
  3. ( KSP 1.7.3 -- Kerbal-Sized RSS ) While waiting for the 'Poseidon' mothership to reach it's Saturn insertion maneuver I received an alarm from the trusty KAC. I had forgotten it, but I had sent a Uranium cargoship to resupply the Uranus Station. It had just reached it's deceleration burn point... And a very long one indeed. Uranus atmospheric deceleration... It got very VERY hot. But since this thing has *abysmal* Thrust-to-Weight, I take all the help I could get. The second burn at around the height of the station. Notice that the moon Titania is now lower altitude than the station, making for some nice views ! The cargo ship in final approach of the station. 12'500 unit of Uranium is very heavy... Turning the station was easier, but once aligned . . . . . . the docking was extremely easy, if a bit laggy. I was worried the RCS jets would be anemic, but they did the trick rather nicely. Then the crew undocked the Cargo from the CargoShip, and sent it on it's way. It was decided it would be a waste to decouple the 300k Xenon container... so we kept it ! Unfortunately, the cargo ship ran out of electricity mere seconds after firing up her engines. You see, there was no uranium left in it's reactor and had been taking it from the crate instead... Oops? Oh well, I wanted to de-orbit it into Uranus for show anyways but I just deleted it as debris instead. I roleplay it as the station crew making spare parts and recycling the electronics and stuff. So the station now has a 25k capacity Uranium container, and an extra 300k Xenon container. Pretty good all things considered. I also brought the extra crew (including the rover crew and the original orange-shirts) back home using a Warp ship. @RoverDude had made some hyper-ring and it proved useful. Unfortunately I have very little pictures of the trip, but I have the most important ones : The 'KSS Warp' (yeah uninspired name, it happens) just arrived in the Uranus system... And needed to do a ~8.5k deceleration burn. Ultimately made it to orbit and picked the crew up ! The next pick-up was on Mars... Where we had those 2 crew-members driving that Martian look-alike land train, remember? And finally the return home . . . which happened the regular way via a good old Holman transfer from Mars to Earth. I kinda had to as I almost ran out of dV. A quick burn later and we gently glided back to the ground . . . . . . Which almost killed us. Fortunately, even tho we hit the ground at ~18m/s, nothing broke (except a few kerbal arms) . Warp ships are very much OP. However I did not have it in me to plan another 5-18 years voyage to Uranus and then same thing to get back. And I am at the end of the tech tree with 40k accumulated science, and I was in a hurry (back to work tomorrow). Let's just say my Kerbals had a Breakthru The only thing left is that Saturn expedition, then my 1.7.3 experience will truly be over. Thanks for reading !
  4. Honestly, I would say to temporarily remove Scatterer (sacrilege, I know) and go ditch in the water with a lot of lights on your craft. I could be wrong, but I do not think this is a stock issue.
  5. ( KSP 1.8.1 -- ReStock, RealPlume, EVE + Astronomer Visual Pack ) Last time I had finished designing my Laythe Seaplane. Today I focused on my Moho Rover/Hopper (called the Moho Crawler). So after spending a lot of time designing it, it was time for the Moho Trials. For the landing process, simulated from a 30k orbit around Moho, I opted for a regular Jumbo-64 and a 'Skipper'. Does the job just fine ! The dual drills can refill a 1.5k ore tank (tucked-in at the back) which the 2,5m Convert-o-tron (glowing orange) then turns into fuel, even on the go ! Got nasty terrain? No problem! The 'Moho Crawler' can fly over it... Like here with it's landing gear raised. Autonomy isn't too bad either, but better not to push it. With a 5-star engineer (in the small cockpit at the back) this craft easily doubles if not more it's flight time. The more I use Ore tanks as fuel tanks, the more I like it. Converting everything while driving/flying normally is very nice. Of course, Moho provides 100 ec/sec to each of the 2 gigantors, and 15/sec on each of 2 large flat panels on the top (for 'noon time'). It's a bit clunky to fly, but once you get going it's decent. On land it can push 20-30m/s relatively safe... but more than that is asking for trouble. A Communotron DTS-M1 ensures contact (even to the KSP proper, provided I am on the good side of the planet). Lots of lights, and the usual science experiments inside a 2,5m cargo bay. Also, I noticed that there are no ~128 thrust bell engines in KSP at this time. I was looking as I could've replaced 8 parts with 2 on this design. No biggies tho, I was mostly in green-clock mode The closest are the Radial "Mk-55 Thud" but since I wanted the engine on the undercarriage nothing really fit, oh well, not a big deal. So my Moho craft is ready for when I start my next campaign.
  6. Nope I am still in KSP 1.7.3, which means the old textures. Tho I am running EVE, SVE (the Kerbal-Sized Real Solar System equivalent) so it certainly helps. One thing to note is that I do own a 3440x1440 monitor, so those pictures are very crisp as a result. Still holding out on a pure 1.8.1 runthru at this point as I really want OPM and Kopernicus isn't ported to that version yet. And some old mods are getting some attention and they have lots of nice pieces I want to play with. I might re-run another KS-RSS when/if all the new textures Squad are doing will be complete and that the RSS authors put it in. (PS: giving Uranus it's rings could go a long way too :p )
  7. @goldenpsp @capi3101 Ok, I figured out what the problem was... A stupid thing. Would you believe the engine was mounted backwards? Works like a charm now.
  8. Okay, I tried this for the first time today. It works, but it does not. I set my target: Uranus I get away from Kerbin over 300km I point to target (Uranus) I activate the engine... it works I pump the throttle to the max ... it works Then it DOES NOT go to Uranus. In fact I ended up very, very far away... Navigation of the thing seems next to impossible. Either there's something I'm not understanding, or it does not work very well in KSP 1.7.3 If anyone wanna help, thanks.
  9. ( KSP 1.7.3 -- Kerbal-Sized RSS ) Today I finished roving on Titania. The crew went to get the missing biomes in a very long driving stretch. First, having spotted something weird on the planetary map, the crew heading even further south than last time, about an hour's drive, and parked just beside the crater rim. What you're seeing is at the end of a crater at the South pole. There apprear to be a subterranean passage to the other side of Titania... We should investigate ! Descent vector is nominal, we're entering the hole ! Okay... Apparently the hole is an illusion and we're gonna explode if we try to get in Thankfully, this was only a F-5-F-9 type simulation ! So the crew turned back, and heading north for a while we entered "Gertrude's Crater". No Idea who 'Gertrude' is, or why she has a crater named after her, but sometime it's best not to ask questions. It's always time for more science tho. With the usual photo session. Uranus is got getting any bigger, and that's a good thing. Then, continuing north, and doing the occasional hopping... The rover being Minmus-rated, has no problems dealing with those kind of challenges. « We're entering a new biome I think, let's stop and check it out, okay ? » Science from 'Messina Chasmata' acquired... Now is it just me or Uranus got bigger again? No you're not imagining things, Gravey. Using my trusty hyper-edit this final time, I got the distance pretty much how I wanted it. However, depending on angle it seems even larger... or sometimes smaller. We then started the final leg of our journey, to get to the North Pole. We're not just stopping once we enter it tho as we are meeting up with some old miner friends. On route to the North Pole ! Lots of signal bouncing to reach the KSC. Hard work setting up relays is starting to pay out. And we're finally there.. The miners where happy to see us! But that complete our exploration of Titania. Now someone call the KSC to have a Cab sent to us so we can get home ! So with the Titania orbit 'adjusted' and it's exploration complete, that pretty much wraps up KS-RSS 1.7.3 for me. I do have a mission going to explore Saturn and maybe poke her moons at bit if my lander can handle it. Will post some pictures if I can Maybe I should bring everybody back home but that would take quite a while, and if this was KSP2, there would be a colony on Titania, a space-station-colony around Uranus, and probably a lot of investment into making it thrive. Since I am not strong of playing with the logistics of life support or with that very complex planetary resource mod, I guess I'm going to call it for now. I at least did what I planned doing, and have been wanting to do since KSP 0.25, so no regrets ! I'll roleplay this as everyone around Uranus being settled there Thank you for reading !
  10. Aucune idee si les devs ont répondu à cela. Cependant, basé sur les autres jeux Multi-joueurs (Wui ne sont pas des MMOs ou "MMO wanna-be", j'estimerais de le maximum de 4 à 8.
  11. ( KSP 1.7.3 -- Kerbal-Sized RSS ) Today I sent my 'Poseidon' mothership on to Saturn. I realized it would be a shame to wrap up KSP 1.7.3 without going to Saturn at least once. Pictures will happen once I get there. In the meantime, my Titania rover arrived to Uranus, then Landed on Titania. The top part which was comprised of a skycrane, a very large Origami antenna, and 2 solar panels went back around Titania to act as a Relay. The remains of the Skycrane, who had one of her Solar panels shredded by Uranus... It'll do nicely for a relay. You don't waste hardware this far from home ! Then I turned my attention to the rover itself... Having landed at the south pole, the scientist quickly went to work, then took a picture. Notice Uranus in the background ? But what Sorcery is this? Did we end-up on another moon? Impossible, Uranus only has one. I guess we just entered a parallel dimension or something. But do not panic guys... I felt that the moon was too far from Uranus to give a good atmosphere to the mission. So as I said I would a few weeks ago, I hyper-edited the moon closer to the actual planet itself. I debated getting it even closer to Uranus so it would appear TWICE the size of what it is now. Who knows, before the exploration is over I might just do that. But for now this is fun ! Roving on this moon is absolutely like Minmus, hence the RCS engines on the Rover. Getting very close to ending my 1.7.3 save. Only missing Kopernicus (going for OPM this time) and SVE-compatibility, and I am jumping. Tho I might try Galileo's Planet pack in the meantime, if I can ever find a workable version in 1.7.3. Or "After Kerbol". We'll see. Happy New Year everyone !
  12. ( KSP 1.8.1 - No major mods... yet ! ) After spending the last 3 days doing only that, I'm pretty much done fixing my KSP1.8... Revamped some plumes for my own "End game ion engines" you've been seeing in 1.7.3 - and getting better playing around with RealPlume. Then got all my mods... Still missing OPM because Kopernicus is not updated yet, and also no SVE either because the links to the config files are dead (see SVE thread about that if curious...) Also gave ReStock a try and fixed a few incompatibilities... Upgraded most of my parts at the same time, including many hours fixing broken internals and other errors I saw in the KSP.log. Finally I got a DMagic's mod to change the science multipliers of every body in KSP (save for Kerbin) and set their science multiplier to 1. Which means a temperature scan of Moho, Mün, Jool or Eeloo is *ALWAYS* worth 8 science. Since I am playing a Science GrandTour (and hopefully follow thru this time around ) I want science to be slower but not nerf the early game. The mod is perfect for this. Basically each body will have it's own Plane/Rover/Hopper that my Kerbals will use to go to every biomes... ... So I imported/fixed my Laythe Seagull plane from KSP1.22, and teleported her on Laythe for shakedown cruise. I still need to fix a few glitches here and there, but she can set throttle at 1/3 once in the air and maintain ~105 m/s speed. When I start my 1.8 career, these need to be ready not to waste all my free time designing stuff. Here are two pictures of her (not yet final version, I think) : The 'Seagull' Seaplane, powered by a small nuclear reactor and 4 'Falcon' Electric engines. Ladders/Breaks/Antenna deployed and science bay opened. She can't keep her antenna deployed while flying, because that would break it. So each biome w have to come down to transmit science and clean experiments. The back seat is used by a Scientist, so he can do just that. The middle part with 4 windows? roleplay it as a shared 'bed room', and the cockpit obviously to handle the plane. So 3-kerbal crew taking shifts between sleeping/working. Why the solar panels with a reactor? Reactors do not fill the batteries 100%, and the Reactor does not need to operate when the engines are off. The final version will feature more of the gorgeous ReStock large solar panels as they only give ~0.8 electric charge each. Also need to fix some lights, adjust some nosecones and a few nagging little issues. The craft has a tucked-in science box to gather experiments (Good for repeats, I like to transmit once then keep another batch stored for eventual return to KSC), and one of each experiments (ReStock as a very nice material's bay!) It also has a docking port bay, which will be used to get this thing to Laythe in the first place, the legit way... First a large Solid Booster for high-Kerbin altitude when props shutdown, then the transit/Laythe insertion maneuvers. Thanks for reading and have a good day everyone ! - - - - - - - - - - - - - - - - - - [ EDIT ] @Warro You're a genius man. I was getting a lot of NRE about 'FSplanePropellerSpinner' module... and have been for as long as I can remember with FireSpitter. Doing a Google Seach. I found a KSP thread from 2 years ago. Well, I tried your fix and ... well... IT WORKED ! No more exceptions spamming the logs. Such an easy fix too. In case anyone has this driving them crazy, I am referring to this post : Thanks again Warro !
  13. That must've been some awesome music on that cruise !
  14. Redoing my Install in 1.8.1 today, can confirm that the two following links provided in the Original Post both give a "404 - Page not found" Making impossible to complete the mod's installation at this time. Sorry for bumping in Christmas season, thanks for any assistance on the matter.
  15. Using real struts is a solution, assuming the "from" and "to" aren't too far fro each other. When building a ring of parts, using auto-strut is NOT a good idea, use regular struts instead. Think of Autostrut as an expensive SUPER GLUE. You only use it here and there. Regular Glue (struts) is for the rest, where needed. I don't know why auto-strutting causes the parts to deform, but like Master39's situation it does pop out of anywhere for no apparent reasons... sometimes with explosive results. It happened once to me in 1.7.3, once I got my last ship the "Poseidon" into Kerbin orbit. I did the solution that I mentioned (disable ASAS, remove auto-struts, save/reload... might have had to restart the game, then reload) and I was okay for the reminder of the very long trip. Don't know why your engine is auto-strutting tho. Never had that happen, but I've not played 1.8 enough yet to see if it's standard in that version (I hope not). Good luck, no more ideas on my part.
  16. Also you have enough electricity left ? Without power, control gets very hard.
  17. Both your ideas are good ideas. For now I'm going to go with the .cfg file from DMagic's "Celestial_Body_Science_Editor-12.0" It's pretty much exactly what I wanted. Thanks ! Next paythru I'm going to have to Science the S*** out of planets... without nerfing the Kerbin biomes.
  18. You mean like part of your vessel having pieces rotated? If so, I had that happen a few times playing with the "Auto-Strut" feature. I would say ALT+Save for a backup (in case of Kraken saying "Hullo!"), then F5, deactivate SAS, remove auto-struts, then reload that save using F9. If it works, try to auto-restrut your craft from other parts to prevent it happening again. In a noodle craft, I usually make the top part (say the capsule) the root part, and Autostrut the engine to the Root part. It tends to help tons. Let us know if it worked !
  19. Wow, thank you ! Looking forward to it and not in a rush anyways. KSP1.8 does not have all the mods ready for my next playthru. Really appreciated ! <3
  20. A long time a go I fancied Removing the multiplier for all other planets/moons in the game. I seem to remember there was a file where all these multipliers were stored, and it could be easily edited. (Case and point, imagine all other places beside Kerbin only having the x1 multiplier, so a Temperature scan is always 8 science points, no matter if on Eeloo or on the Mun). Well... I can't find it anymore. I found the ScienceDefs.cfg but that only gives the base number so it's not what I want. Also, I don't want to reduce the science gains from the menu, as this affects Kerbin as well, and will not make it the way I want. Kind of preparing my 1.8 campaign, I thought it was a good time as any to change it. If anybody can help, just give me a line.
  21. On Eve it's pretty good. Unless you make electric jet engines but better get a lot of solar panels if you respect the energy requirements. My own plane used to do about 75 m/s. Note that if you get very high altitude, the air thins out, and you'll be able to go quicker. Landing is a non-issue, pop the chutes and go make a sandwich. Oh yeah a drone... so can't repack chutes. Well you can always point down and glide real fast to the ground. Personally, I spent the whole day "Fixing my install" -- ie: fixing errors loading up KSP, making sure every piece/parts are working with their models/sounds and all that stuff. About half-way there. I really wish -CTN- would come back and agree to fix the 2-3 parts I still use from his mods, I don't have a model editing tool, so I can't fix those annoyances unfortunately. (One has the model offset by 90 degrees - the lights shine on the wrong side and it has slippery ladder syndrome, both models do not have an internal lightsource, so you can't turn the cockpit lights on, and that irks me to no end... ) No real picture, unless you guys want to see code in notepad.exe. Taking a break now. But man does KSP 1.8 ever loads fast . I dunno if they improved it, or it's because I've not swamped the thing with mods yet, but wow.
  22. @-ctn- Would you be willing to fix the little nagging issues with this mod and the older AresExploration MDV cockpit at the very least? If you don't want to then you don't want to, just say it and I'll let it go. So far, I've noticed a couple of little things: The AresCockpit does not have any cockpit lights (It has the headlights, but that's it). I'm not a model editor/creator, so I do not know how long it would take to fix, but that would be very appreciated. Having windows glow is something we've gotten accustomed to. IMHO beside an internal (and I've used the MK1_2 internal from squad without issues) it's pretty much complete as a part. The AresCockpit gives an error not finding NASA (.MDM if you try and open the .MU file with say, NotePad). The file is not anywhere in the mod that I could find. Even googled it, but to no avail. It still loads up and look fine, but I was "fixing my install" and noticed that error popping up The MDV from "AresExploration" mod also does not have any cockpit lights... See above The MDV from "AresExploration" get illuminated from the wrong side. Put a girder, and rotate it to a 90 angle to the right... and set a light on it to illuminate the part. It's offset by about 90 degrees. The MDV from "AresExploration" has the RCS jets going off from the wrong side... Might be related to the above issue, no idea. I'm not asking you to finish every part from this mod and the other one. But getting these 2 parts fixed would be an amazing thing for ppl that loves them (and I do). Whatever you decide, thanks for making these parts, and happy holidays !
  23. ( 1.7.3 - Kerbal-Sized RSS ) Inspired by eddiew's hinge-trailer rover, I made my own. I could've used the Ares Rover from "The Martian" but I preferred to use our current stock rover cockpit this time. First, I needed to land the thing on Mars Nothing like a good, self-destroying skycrane to deliver a Rover. And then started roving : Rolling towards Olympus Mons... which is about 300km away. But that's Okay, I love roving around ! So it looks like the kind of thing Mark Watney drove on mars during the movie. Batteries in the back trailer, Some solar panels that can deploy using a stock hinge, obligatory science package tucked in. The two "Ares Rover" batteries each provide 4k electrical charge, for a total of 8k. Solar panels provide slow EC recuperation, which is good for taking a break while recharging. The night is very taxing as there are no RTG in this vehicle. It is surprisingly stable and rolls really well up to about 25-30 m/s, at least on Mars. Nice work on the IVA of that rover cabin Squad, it looks good !
  24. @eddiew What are those wheels from ? I could use them for some of my rovers.
  25. Hey ! long time no see. Glad to have you back !