OgreMagi
Members-
Posts
116 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by OgreMagi
-
What is your most facepalm-worthy moment regarding KSP?
OgreMagi replied to MaverickSawyer's topic in KSP1 Discussion
Mine was when I began building my Jool mission, I had mechjeb and was using LVN.s to build my ship by attaching the landers, and space planes to the core one by one. Well mechjeb was allways going long with my rendezvous between the ships. you know you set it to 100 m and then it arrives between 150 to 200m . I was almost finished with my ships and I updated mech jeb and set my last ship to meet up with my core ship and mech jeb got it exactly spot on and my LVN powered engine fired too late and the ship ran right into the core at 20 m/s........ What made it more painful this was a at the end of a 6 hour session that I forgot to SAVE................ NEVER FORGET TO SAVE -
wayback , in the 3 program update I went to Jool with an unbelievely unrealistically large rocket that carried 2 powered landers , 2 spaceplanes, and 3 oneway habs that I parachuted on Lathe. But he best part of the mission was the Tylo landing. I ran a lander with 3 Lvn's and 2 aerospikes , WAY OVER ENGINED , but I burned the lvn's on the way down and sucided the aerospikes around 15K, I had mech jeb set to land anywhere and to monitor my landing times, my landing timers were allways higher than my burn timers until I got down to 2000 m I landed with only 25 units of fuel in my entire ship. Best mission I ever played,
-
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
OgreMagi replied to Galileo's topic in KSP1 Mod Releases
Love the mod, when I can get it to work witht he mods, Noticed a few problems, Since Ksp has been updated if you have to be careful of the version of whatever mod you use, I had the game crash when mechjeb updated for Ksp 1.3 and it was inconpatable with Ksp 1.2.2 which brings up a few problems. If I want to try a mod, should I be looking at ksp 1.2.2 versions?? the mods listed on the main page some are broken, and a few are directing you to the 1.3 Ksp compatable variant which it seems is the problem with my game crashing. So for clarification should I be using the 1.2.2 ksp mods or can I use 1.3 ksp compatible mods?/- 7,371 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
OgreMagi replied to Galileo's topic in KSP1 Mod Releases
ahhh, that makes more sense now. thanks I shall try it- 7,371 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
OgreMagi replied to Galileo's topic in KSP1 Mod Releases
I love the mod and the article but I cannot get it to work, I am using the steam version of the game I downloaded the gpp mod, 1.2.3, deleted Ksp via the steam mod and removed all the files from the steam directory. then reinstalled kps ran it, installed the mod and ran it without without success. After reading the posts I deleted Ksp again, deleteing the files and using the steam delete function downloaded the 1.2.2 from the website, reinstalled ksp and ran it in 64 bit mod then again installed. When I run ksp, it loads but I get an error stating the mod is not supported use the 1.2.2 mod but apparently the 1.2.2 mod from the download site is not working. any suggestions?- 7,371 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
Aerobraking /Aerocapture in 1.05. Things You've Noticed....
OgreMagi replied to Geschosskopf's topic in KSP1 Discussion
I played with a career mission to Minmus, I dropped to 45km and noticed it took me several more passes to make orbit. the Heat affect was still siginificant but dropping lower heated up the engines and exposed surfaces too much . -
I just updated my KPS, I tend to play with lighter sstos, less than 20 tons. The lifting profile is a little different. where I usually pulled max thrust and 45 to 50 degree, until I reached 15 to 17 k meters, I now have to lower my angle to get the additional thrust, the engines lose thrust at higher angles and each space plane has a sweet spot of angle, lift, and airspeed to make the transition to high altitude and high speed. You have to test/play with it to keep it from overheating and burning up took my several tries to get it in orbit without losing a solar panel. My lighter sstos don't have as much DV as before, the Nerva fuel change nerfed its DV when compaired to the old fuel/oxidizer but they are still acceptable for my needs.
-
Squad has a very great concept, I agree about paying for expansions, something on the order of 1 to 2 a years priced 5 to 10 $ , Kps has delivered a lot in a game with some zany bugs, odd content, and mostly not taking them selves too seriously. I do believe they should be paid for their work, and something more than donations.
-
New stock parts - thoughts?
OgreMagi replied to Foxster's topic in KSP1 Suggestions & Development Discussion
different sized nuclear engines, loved the .5 ton for space planes and the larger 2.0 3.0 meters varities. electric props, ballones, better raidial mounted rocket engines, a scram jet for space planes. -
constructed a skeleton rover, a chair, octagonal struts, 4 rugged wheels, single prob e tron, mech jeb, ( planned to use it as a remote rover when they left) and powered by 4 Pb nuke radioisotopes . worked well , balanced handled roll overs well but after about a minute I noticed the wheels were starting to overheat. So I parked it and looked at it to see if the heat would dissipate. over the next minute I watched as the wheels turned cherry red and the octagonal struts exploded due to overheating.... Hmm, I get the idea of overheating, flying at +800 m/s below 20,000m, or a atmospheric reentry, BUT NOT ON THE GOUND PARKED!!!!! really need to look at this heat effect it doesn't work.
-
What am I going to do with all these plane parts?
OgreMagi replied to More Boosters's topic in KSP1 Discussion
Since the atmosphere change ssto's are not useful unless you build them big. I miss my 12 ton and lighter ssto's. -
well if you invert the controls ( may not the roll) it should still fly just fine.
-
funny, had that happen a once on a Mun mission, lost solar power mapping the Mun due to a Kerbin eclips of the Mun. Just had to wait it out....
-
a spree more like a rant but thanks for being nice about my comments. Just frustrated, rebuilding several rockets several times to get a mapper into orbit then when I got it done and thought I had a rocket booster/fin/fuel combination for a standard launch vehicle I find that changing the payload changed the performance of the rock where I cannot use it for that payload and NOW I have to custom design a rocket for it.... All I wanted to do was try out the ore mapping mining but its a becoming work and this is part of my vacation, I wont be able to play for 3 weeks and I just wasted hours on trying to fly a rocket when I should have left the game off. yea its not been any fun,
-
well try harder? I spent a lot of time with this game and simply don't want to have the chore of custom building every rocket to get it into orbit. What happened with mech jeb??? apparently you have to custom tweek it just to get anything into orbit, hey I want to play not wast time building and rebuilding rockets to get into orbit. Not everyone wants to manually pilot rockets into orbit. If so then why do a lot of purist players use hyper edit to put their landers into eve orbit, Do the not want to spend the time launching them, orbiting them and failing then rebuilding them again and aganin to prove they will work??? Yea nasa didn't give up with the Apollo 1, but they didn't just build it and launch it into the sky hoping it would fly and with the drag/atmosphere change that's what we are having to do....
-
this one is easy, I cannot consistently launch a rocket into orbit. even when I get one into orbit if I change the payload, fuel ect ect the drag/atmosphere effects makes it uncontrollable forcing me to custom design every rocket to every payload.
-
Rethinking the nuke engine, where can we take it from here?
OgreMagi replied to Colonel_Panic's topic in KSP1 Discussion
I have to agree the change in way nukes use fuel was not properly thought out. If they had added FUEL ONLY versions of some of the tanks they that would have helped. If they had not changed the atmosphere rules then I think there would be less complaints on the ssto side of the argument. If they had changed the nuke in the .9 version it would have been a very good match for a ssto as it could be a FUEL ONLY. a turbo jet and a Nuke ssto would have been a lot fo fun, easier to build and play. But the current drag/atmosphere makes the turbo jet useless at it loses too much thrust to orbit. fixes??? 1. change the drag atmosphere back, easily done but that wouldn't help the game 2. change the nuke back , again easily doable but it wouldn't forward the game. 3. add a RAM JET ENGINE. that's what we had with the old drag/atmosphere rules when we used the turbojet/ramintakes to air hogg into orbit. A FUEL ONLY Ram Jet or A pulse jet something that would work higher in the atmosphere and fair enough at sea level . just my thoughts. -
unsatisfied the problem for me is the change in the playability. I understand the need for change and improve but the current version make it unplayable. Yea yea I know, you have to be flexable but the primary fun of the game is to successfully launch rockets and the current physics makes that a chore. so whats the goal for KSP? if they are attempting to make a more difficult harder to play game they have succeded, with the mechjeb mod not reliably working or needing a major adjustments to make a rocket go into orbit forcing players to manually launch every rocket yea they did that well. And don't start with the rocket purest speech, not everyone want to spend a huge amount of time building, testing, crashing ad repeat 30 times just to get a simple payload into orbit. or trying for the 20th time to keep the rocket from flipping when the previous versions had mods that could easily place rockets into orbit. think I will download the .9 versions and play with them until they fix the atmosphere effects so it isn't a manuel launch every time I send a playload into orbit. that said, I have a lot of time in the game and still love it. the problem is it is not as black and white as this pole is trying to suggest. They added a very major change with atmosphere and pasted as a 1.0 out of beta release. Bad if your trying to get new players to play a buggy, glitch game. Still in development maybe the next update will turn down the atmosphere effects or make it easier to launch.
-
What top 10 (or less) mods couldn't you do without?
OgreMagi replied to Mulbin's topic in KSP1 Mods Discussions
mechjeb nuff said Kethane just love it for those long range mssions. Kommet Nuclieonics nuclear rockets. its simple and easy to use. kerbal alarm clock just helpful science alert. tried it and liked it -
I watched the scott manly video about rockets in 1.0 and that seemed to help. He mentioned that fins will help and hurt. they will keep you straight but they can limit your ability to change you angle. I am finding that I can launch rockets without fins or mech jeb but it is a grind as each rocket is effectively a custom job to fly/pilot wven with minor changes making the game less fun to play . SSTO's everything I have seem shows that you have to get bigger ( larger craft) to use them effectively. I tried lower mass sstos and I am still getting problems. Rapiers seem the best compromise with the new atmosphere physics, but you end up with less Dv in orbit. Has anyone tried the ore/mining /fuel production yet? I haven't got arroud to it .
-
yea, funny how when I take a short absence nothing really changes, the pure players who never use mods, ( boring) and those who simply want to play without having to become a game fanatic.... thanks for the input on flipping rockets thread, I check it out but been playing for a while unless the basics physics has changed I don't think that is the problem. funny how hard it is to find the notes on Mechjeb about altering the lifting profile hmmm, hard to find the notes on the mechjeb about altering the assent profile, but I will dig it out. thanks for the help,
-
just started back on Kps and as with previous updates all my rockets will not work now. but even things a simple as shooting a sat into orbit is getting difficult. I cannot get mechjeb to lauch a rocket into orbit as when they start the gravity turn the rocket flips over. I tried farings , fins and several deisngs but mech jeb seems to flip it over around 10,000 meters. I have updated mechjeb and replaced the files as with other updates so Anyone know whats the issue.???
-
well it seems the game make you have to build them bigger to get the same effect. looks like from what I have seen rapiers are the best design so far. so much for a light ssto...
-
No, I moved out the old files and unzipped my files then moved them into the game data dir. and no FTmN . restored the older file they work , but now I cannot attach stage seperators to the engines, but yea they are effective