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KSP2 Release Notes
Everything posted by problemecium
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o_o Reading the above has firmly cemented my confidence that I've made the right call not updating. I heard about the mandatory updates a while back, which was the initial reason I didn't switch, but the rest of this stuff brings it to a whole new level.
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A: You should try the x264 codec. High quality and tiny file size. B: Do you hate hard drives?!? Last time I had an uncompressed video more than a minute long it took up close to a gigabyte. I dread the thought of filling my computer with uncompressed KSP footage!
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You can put the whole ship, including the root, in the subassembly box - but whatever the root of the subassembly is going to be has to have at least one attach node available. So for instance you could have a probe with a docking port as the root become a subassembly like so: port (root) - probe core - fuel - engine but you could not make this into a subassembly without either re-rooting or removing the docking port: port - probe core (root) - fuel - engine Accordingly, when building something I intend to later use as a subassembly, I find it good practice to start with a docking port or similar attachment hardware.
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For whoever still thinks mining is just a gimmick.
problemecium replied to Sharpy's topic in KSP1 Discussion
This sounds like an essay on the benefits of orbital refueling. While this can be done via mining, what's the difference between mining for new fuel and refueling in orbit by launching a fuel tanker? (I know there IS one; I want to know people's findings on how big a difference it is) -
I tried this and my computer literally exploded. Buy me a new one.
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There actually is one. Reverting the the VAB, relaunching, and reverting again over and over causes a memory leak last I heard. It's mild and doesn't really cause any issues for a while, but if you keep doing this a bunch of times it can start to eat away at your framerate, which can generally only be resolved by closing and reopening the whole game. So just try and not "waste" test runs, or plan to restart the game before you do anything complicated.
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User Interface
problemecium replied to Moesly_Armlis's topic in KSP1 Suggestions & Development Discussion
On this note it has always mildly bugged me that when I press Alt+F2 to pull up the debug log, since part of that combination is F2 it hides the UI so I have to hit F2 again to get it back. It only takes a few more characters in the "if" statement in the game code to check for and avoid that problem :\ -
Normal parachutes are safe to deploy under about 250 m/s, which for the average craft re-entering occurs around 2-3km, which in parachute settings equates to 0.5 - 0.75 atmospheres, so set any regular parachutes to at least this high unless you know your ship will slow down earlier. Drogue chutes are safe to deploy, if I recall properly, under about 650 m/s, which can occur as high as 9km. They'll slow your ship down enough for the regular parachutes to work within a few hundred meters, so what I do to play it safe is set the drogue chutes to about 0.55 atmospheres and 3000m and the rest to 0.75 atmospheres and 1000m. With the settings thus adjusted for safety, you can go ahead and use up all your stages without worrying about the parachutes ripping and thus not have to be bothered with that annoying flashing green light and the constant fear of accidentally hitting space (or having to make sure you lock staging every time you fly it). P.S. I set these values in the VAB. Parachutes can of course also be adjusted in flight, but since they don't bother with symmetry in flight you'll have to fuss over every single one.
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I should probably have posted this here earlier: This is "Ore Bot 2.1", an uncrewed lander intended to work in tandem with my Portable Station, landing on a place such as Minmus, gathering ore, and bringing it to the station for processing. Since I recently unlocked RTGs in Career mode, it is fitted with enough to be able to mine continuously overnight and on objects far from the Sun such as Jool's moons. Unfortunately on account of the number of RTGs necessary it has an exorbitant price tag over 500,000 funds ^^; A download is either available via my signature or will be in just a minute.
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oic. Thanx. Sorry for precipitating a derailment of the thread ^^;
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Aside from the fact that by letting Weyland-Yutani into the Kerbal Space Program you have created the most terrifying thing ever, did you find some kind of flag fix? Have a link maybe?
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Is "No Mods" the solution to the Kraken?
problemecium replied to GarrisonChisholm's topic in KSP1 Discussion
It's really more about what you DO in the game and what kinds of things you make. I could easily have a game on Year 99 with a hundred flights in progress if I just launched a bunch of Mk1 pods into space and timewarped at KSC for years. On the other hand if you go all Whackjob or Danny2462 on it you could break the stock game on Day 1 with your first launch. Sure, they're extreme examples, but the point here is that simple ships and missions leave the game more stable than complicated ones. And then there's this: You'll never experience bugs with cargo bays if you never use cargo bays, you'll never have docking bugs if you never dock, you'll never have re-entry bugs if you never re-enter an atmosphere, etc. -
Part Ten: Actual Final Cleanup and Ring Assembly Phase 1 The first order of business today was beginning to equip Kidonia with the necessary modules for its voyage, starting with one of the two Portable Stations and the first half of the habitation ring. In order to make room in the primary cargo bays, the final pair of empty tank assemblies were ejected and recovered. Unfortunately, during this phase the Kraken seems to have finally taken notice of the project and attacked with infectious docking bugs, but thanks to my long series of backup quicksaves I was able to avoid a serious crisis. Once that was over with, construction began on the habitation ring where the crew will live and work during most of the voyage. The ring is comprised of eight segments, which are being packed in fairings and brought to Kidonia in two batches of four.
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Your wierdest ship ever?
problemecium replied to Goddess Bhavani's topic in KSP1 The Spacecraft Exchange
I didn't technically build it; rather I ported it in from the SpaceEngine ship builder using the OBJ export feature, Blender, and Unity, creating a single-part "ship". The orange parts are SpaceEngine's heat radiators. -
[Showcase] Showoff Your Rep-Worthy Crafts
problemecium replied to Redrobin's topic in KSP1 The Spacecraft Exchange
Presenting Ore Bot 2.1, a revised version of my uncrewed mining lander. Since I recently finally unlocked RTGs in my Career save, I decided to see if I could power a mining drill entirely on radiothermal power and thus have no need for the Sun. Thanks to that it costs well over 500,000 funds xD It's also stronger, more efficient, lighter on parts, and easier to stuff into Mk3 cargo bays, and all without abusive clipping (although the RTGs are within the hollow space inside a girder segment). -
Not bad, although the intersecting solar panels make me itchy. So is this a "Fellow314's Ships" thread or a "Show off Your Mining Ships" thread?
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When a new KSP becomes available, how do you handle updating? I've observed a lot of people here suffering from a nostalgic craving for old versions they no longer have thanks to updating in the meantime, so it got me wondering if I'm the only one around who keeps all my old copies.
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I consider my Kerbals to be in suspended animation when KSP is paused or not running, so it's none of their concern how much time I spend on other games. In Kerbal time things just proceed normally. So I play plenty of other games off and on.
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Considering this is a game about building rockets, it's a real miracle this kind of thing doesn't happen way more often. I remember fun times trying to avoid it in Battleships Forever...
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I've reached Old Mutual o_O Apparently something I put in the fairing made it into an infinite heat generator. Too lazy to try and design around the problem, I just disabled heat damage, and after the four minutes it took to launch... I've exceeded the temperature of the Sun before, but this is a new level xP
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Minimize drag for SSTOs
problemecium replied to quasarrgames's topic in KSP1 Gameplay Questions and Tutorials
I'll just second the earlier mention of struts. They contribute a surprisingly detrimental amount of drag and weight, even if they're very short, so as much as possible try and design the plane to not need any struts. -
SSTOs! Post your pictures here~
problemecium replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
I finished my Mk3 stowable Laythe Plane! It's an ultra-compact SSTO spaceplane for exploring Laythe, capable of stowing within a Mk3 cargo bay. Details and a download link are available via my signature. -
Is your big ass refinery a big refinery for refining ass? ;P
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I was going to say solar panels, but yeah, it's a radiator. Solar panels leave similar stub thingies.