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Whovian

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Everything posted by Whovian

  1. Interesting. So, basically, having multiple hardpoints connecting two parts? Presumably, this only works with docking ports so far?
  2. Is this not doing something just for the sake of it? Anyways, my suggestion to the OP is try mods. Hardcore ones, softcore ones, just generally stuff to boost your palette of parts and other things. Try PlanetFactory. Alternis Kerbol. Try landing on Super Eve. Super Tylo (Alternis Kerbol.) Thud. Super Eve with an SSTO Kethane-powered spaceplane. Eve with an SSTO Kethane-powered spaceplane. Harpoon yourself to Inaccessible's equator with KAS. Get an unmanned probe to Gilly in Alternis Kerbol with RemoteTech. Take a look at Reddit challenges, especially that 50-week one. RSS as Bobnova suggested.
  3. Send a VASIMR-powered spacecraft to Eeloo's moon I have modded in. Only had 3 of those Gigantor solar arrays. Big mistake. The burns lasted 2.5 hours even with 4x physical time warp.
  4. Interesting. Might install. My only complaint is the relative sizes of Enor and Astir; it would make much more sense for Astir to be orbiting Enor.
  5. I ran into exactly this bug a little while back after landing on Gilly. It would seem it's fixable by launching something else and switching back over. Anyone have any idea what's actually causing this?
  6. TAC and Ioncross (outdated) Life Support? TAC Fuel Balancer? Kerbal Engineer? VOID? Option MechJeb modules? Blizzy78's toolbar plugin? TimeControl? Throttle Controlled Avionics? Infernal Robotics? AutoAsparagus? Kethane? PlanetFactory? Alternis Kerbol? Visual Enhancements? Chatterer? Enhanced Navball? FAR? Procedural Dynamics? Procedural fairings? HyperEdit? KSPX? Modular Fuel Tanks? RealFuels? Novapunch? Service Compartment Tubes? RemoteTech?
  7. The meanest thing you can do to your kerbals? Without a doubt, copying them from your persistent.sfs file and sending them to Danny2462.
  8. Is there any difference between conical and egg-shaped fairings other than aesthetics?
  9. Some previous people reported planets "drifting" off their orbits when near a body. I'm having this issue; in the course of about 30 seconds Hyperion drifted about 1 radius off its orbit in the normal+ direction and Erato 1/2 a radius in the normal-. Or maybe the rendered orbits, not the planets, are changing. A few others (Rhea, for instance) seem unchanged. Anyone know whether this is problematic, and if so, how to stop it?
  10. Sounds like the Hell Kraken; that comes up in a variety of situations, and thus might have been a result of the distance, but I suspect it isn't a limit. Anyways, yes, the graphical skybox is a cube. Others have reported this; I personally discovered it with a bug in PlanetFactory which allows almost indefinite zoom-out. Dunno if there's any sort of distance-based limit; for some reason I doubt it, though it's very possible it is.
  11. Not really a PlanetFactory CE post but more of a PlanetFactory post. Designed a "lander" which is successfully able to "touch down" on Thud fairly consistently (touch down meaning only the cockpit survives) if I HyperEdit it into a dead standstill 300 km above the surface. Which I like. Cos it means I might be almost able to get a Kerbal down there without cheats. Even though said "lander" abuses KW Rocketry. I know that at the time of the original PlanetFactory thread no one had made it to Thud without infinite fuel. Does this still apply?
  12. Nope; episode The Wedding of River Song, season 6.
  13. I agree with DasBananenbrot, this would add quite a bit of depth. Now, please don't feel like I'm trying to take control of your mod or anything of the sort; take this merely as a suggestion based on the potential I see in this mod right now. And my sincerest apologies if that previous sentence sounded like a statement that you're easily offended; that is not how I meant it. Currently, even with most mods I've seen, a KSP flight consists of the launches, the burns, the landings, the captures, and ... not much else. Depending on how this done, this could add some gameplay of some sort to the long periods of waiting in between burns. Kind of like the Minecraft mod Gregtech's adding machine sensitivity to rain. (I've no idea if the wicked Gregtech polarization has penetrated even this sacred forum, but let's not fight about Gregtech, please.)
  14. Okay. I've absolutely no idea how to make planets, but I figure I can probably just figure it out if I can get access to the internals of the various planets installed (currently "stock" PlanetFactory with the example systems removed, and Sido's Urania system.) This leaves two things. One, the .bin files are clearly not in plaintext format as trying to open them in plaintext results in an incomprehensible mass of characters. Trying to decompress them as .bins results in two unarchiving programs telling me they can't be decompressed. How are the .bin files formatted so I can take a look at the .bins in question? Or do I even need to make .bins to make new planets? Secondly, if you get a ship into a hyperbolic orbit around something, you can check MechJeb's orbit readings and it gives odd results like negative periapses or something of the sort. If you tweak about with the config settings, is it possible to get a planet into a hyperbolic orbit around Kerbol? Also, it's very likely there'll be plenty of posts from me asking something along the lines of "what does this do." Such as modEnabled or PQSMod_PFDebug.
  15. The Skipper? I'm fine with its thrust and ISP; we need a mid-tier Jumbo-sized Engine to go between the Mainsail and the Poodle.
  16. I'm pretty sure, as the map view shows an orbit, that Abbadon's in high Kerbol orbit. EDIT: Couldn't find a reference to orbital period in the config, so I assume KSP calculates it from some formula (does it go like r or r^2 or something?) I'm guessing this is in the core game's programming and can't be fixed.
  17. Did that; KSP's been on freeze for about 5 minutes now. How long should it take?
  18. PFBody { name= Umbrire templateName=Minmus flightGlobalsIndex=750 clearPQS=true } CelestialBody { bodyDescription= The moon of Fantoma. This moon is strangely large compared to it's parent body. GeeASL=0.4 //Radius=240000 rotates=True rotationPeriod=4040 initialRotation=180 tidallyLocked=True } Orbit { inclination = 0 eccentricity = 0.0 semiMajorAxis = 9000000 LAN = 0 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 referenceBody = Fantoma } ScaledExport { templateName=Minmus mapWidth=2048 maxHeight=10000 hasOcean=false oceanHeight=0.0 exportBin=True removeAlpha=False } PQS { //radius=350000 minLevel=1 maxLevel=10 } PQSMod_PFOffset { modEnabled=True offset=500 order=5 } PQSMod_VertexHeightMap { modEnabled=True //order=160 heightMap=Umbrire_height.png heightMapDeformity=9000 heightMapOffset=0 scaleDeformityByRadius=True } PQSMod_VertexColorMap { modEnabled=True //order=150 vertexColorMap=Umbrire_color.png }
  19. Hmm. KSP seems to freeze, running at a core's capacity, not responding whenever I do that. Tested it on Thud; it only lasted a few seconds there, but the "Create Scaled" freeze seems to not be ending on Umbrire.
  20. Pretty sure Umbrire isn't supposed to look like this. If I'm close enough and in a ship, it looks fine. I've tried messing about with my graphics settings to fix this, but to no avail. If anyone wants to try to reproduce it, my graphics settings are: Terrain Detail: Low SM3 Terrain Shaders: Off Terrain Scatters: Off Scatter Density: 50% Rendering Quality Level: Fast Texture Quality: 1/4 Res Fallback Part Shaders: False Aerodynamic FX Quality: Minimal Resolution: 1280 x 800 Full Screen: Enabled Anti-aliasing: 2x V Sync: Every VBlank Frame limit: 60 FPS Pixel Light Count: 8 Shadow Cascades: 4 This is on a Macbook Pro (YES YES I KNOW TERRIBLE FOR GAMING ETC ETC) with a 512 MB Intel HD 3000 graphics card. The next step is to see if there are any mod conflicts. EDIT: Just tested, got this with just Stock parts, PlanetFactory CE (with Barry, Serious, and Stella removed,) Sido's Urania system, and the Abbadon system.
  21. Spent a couple hours figuring out how to set up the launch stage of a Duna machine I made yesterday, finally got it done, only to not aerobrake enough for a capture. Cue spending about 5 minutes firing retrograde to get into a capture orbit. Cue another 5 minutes overcompensating and aerobraking too much on the next pass. But hey, at least my parachutes made it!
  22. This thread has a bunch listed. Basically, in addition to those already mentioned, there's Real Solar System, which scales the solar system (and, slightly disappointingly, makes it more like ours,) RealChutes to make the parachute system more realistic, Real Fuels to make the thrusting system a little more realistic, and Realisitc Progression for an overhaul of the tech tree.
  23. *Lands on Duna with a lander with full fuel (I got to the surface with a stage that wasn't originally intended to be the lander)* "I've got PLENTY of fuel left!" (Cue fiddling around for 30 min while trying to find an encounter within my Delta-v and life support budget.)
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