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MoeMelek

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Everything posted by MoeMelek

  1. There is the wiki: http://wiki.kerbalspaceprogram.com/wiki/Mobile_Processing_Lab_MPL-LG-2
  2. Steam is updating!!! https://steamdb.info/app/220200/history/
  3. If page 300 is reached, let's go for 300 ppm!!! (posts per minute)
  4. I have had a thing for doing powered landings at KSC, even after manned planetary missions. I've been trying to recover as much of the vehicle as possible. On at least three occations, the fuel after a manned mission to Duna (or Eve orbit) has run out about a meter above the landing pad resulting in a slightly hard but otherwise ok landing.
  5. Azimech... I have a couple of friends who have many great ideas they like to share or cooperate on, but if no one is immediatly interested in them they become depressed and withdraws for a while. On many occation they have even left forums, quit bands, shut down their facebook accounts etc. I wish those people with their great ideas would have kept on pushing, and if no one is interested in their work, they should have done it anyway. For themselves. Actually I think they should have done it for themselves in the first place, and secondly for others. They should have done it because they love it, and not to win other peoples approval. I'm not sure why I'm telling you about my friends or myself but it felt important somehow. Take care
  6. All my life I've had a feeling the world is getting crazier and crazier and now this... Whackjob going small? *incoherent babbling*
  7. Ha ha, ok I get your point. Well, I do use a bunch of mods. I'm however a bit reluctant to use too many mods, as you know they might break in the next update and may not get fixed. Mods are a bit of a gamble in that respect. And when it comes to content like planets and such, I think it's more fun If the whole user base shares the same content. I agree that mods are great for adding content, but some stuff really should be stock.
  8. I think the feeling of a staling KSP development has to do with the fact that Squad has been working hard to provide a good base for the content to rest on. Actually I think Harvester has stated this. A part system that can be used to create any imaginable part, and a contract system that can be used to create any contract, and a programmable GUI. Content will come later. Sounds like a good approach. However... - I really feel that developent is going very slow, and the lack of stock content is frustrating. - I also feel that some kind of roadmap for the future of KSP should be presented. - I also feel that it would be a bad mistake by Squad to start focusing on multiplayer at this stage when people are starved for content. - Waiting months to get annoying bugs/crashes fixed is not ok. After 0.24 I would like to see a few smaller updates that add content, fixes bugs, and improves on some of the neglected stuff like IVA pits. It's kind of weird to see the attention to detail in the VAB where the little Kerbal engineers run around and do stuff, and yet in the IVA pits we don't even have altitude, thrust or a clinometer. Don't take this wrong, I really love KSP and Squad but I think Squad should add some content to keep people interested and freshen up some other aspects of the game.
  9. Tested a joystick with KSP for the fist time yesterday, and found that if I assign axis control of roll/pitch/yaw/throttle to a joystick, MechJeb will not auto contol your ship any more. As far as I could see in the debug window, there were no errors. Removing these bindings (without restarting KSP) resumed MechJeb auto control. I think MechJeb should work with a joystick installed.
  10. When doing manned landings without making sure your kerbals can get back into the capsule. Forgetting ladders or placing them in the wrong places. Must be the most frustrating thing I've encountered as a noob, and just imagine if it happened IRL Also in the beginning I managed to place ladders on top of the hatch, meaning I couldn't get out LOL.
  11. I have the suicide plunge into Kerbin on occasion, as well as the inflated dV. If the dV seems off, I just time warp a bit and try again. I have also done a mission to Minimus and had the same problem as you.
  12. As said earlier, SAS can make the wobbles worse. Seems like SAS can't handle slow oscillations of heavy craft. I've found an easy way to stop at least some wobbles, and it's easy. 1) When your craft is not under throttle, engage SAS. 2) Watch the pitch/yaw/roll indicators. 3) When you think that pitch/yaw/roll commands has reached it's maximum and is about to travel in the opposite direction, TURN OFF SAS. 4) Engage SAS again. Pitch/roll/yaw commands will now start from center. 5) If the craft is still wobbling repeat the process. (go to step 2) Will probably not work if the craft is under influence of phantom forces/kraken but it has worked on many of my heavier craft.
  13. The available actions for the landing gear does not include 'Extend' and 'Retract'. Solar panels and other stuff that extend and retract has these actions including toggle, but it's missing from the landing gear. It's inconsitent. I sometimes like to create action groups for "landing configuration", "takeoff configuration" and so on and would very much like to see these "extend" and "retract" added for the landing gear.
  14. +1. I think it's an essential part of space exploration. Even a basic one. It would be fun if the surfaces of the planets and moons had very little detail to begin with (like if it had just been seen by telescopes), and then with satellites and landings it would "fill in" with more high resolution imagery and data about the planet/moon. I've always thought that in career mode you should know very little about the system to begin with and then explore and send satellites to add knowledge. Probes/landers could even be prone to fail if you don't have adequate knowledge. Would add new depth to the game.
  15. Sounds like a good suggestion and thank you for the Alt+L tip
  16. If we really want manned exploration of space I think we should ask ourselves a different question... How can we make manned space exploration feasible? The problem we face today is that manned missions are incredibly expensive and complicated. A manned mission to Mars for example would likely be a single no-repeat affair, even if we could handle the problems involved. It would just be another political footprint. To really become a space faring civilization we need to rethink. Cheaper launchers will mean more missions. Better engines for shorter transit times will reduce complexity of the missions, and thus cut costs and risks. I think we should focus on improving our technology and cutting costs before we go manned if we want an enduring presence in space. Look at aircraft. In 1903 the Wright Flyer with a crew of one flew 120 feet. An amazing feat at the time, but since then aircraft has evolved and we can now cheaply and routinely fly 500 people in a single aircraft to a place halfway around the world. There are about 100000 flights each day, and very few accidents. Rockets however have evolved little since the 60's. We need to rethink and innovate. At present I only see SpaceX doing this successfully. What they have achieved in the 12 years since the company was founded is truly amazing.
  17. Thank you for your reply, I love your work. Sometimes my nodes seems messed up and I don't unterstand it either. It's like the node is constantly recalculated. Might be a problem with my installation. Will try to narrow it down and get back to you if I find anything.
  18. I have the same problem (build #236). A planetary transfer from Kerbin to Duna was calculated 1 1/2 years in advance. Before warping the required dV wildly changes between 800 dV to around 3000 dv many times every second. After warping to the transfer window it settled for a 3000 dV burn that plunged my craft into Kerbin. Like you said, re-initiateing the transfer a few days prior to the window gave me a new dV of roughly 900 dV, a good node, and a good transfer to Duna.
  19. Landed on Duna with my Kethane Miner/Explorer. Had an eclipse with Ike, picture shows how it looked just afterwards <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/Y2ORZ/embed"></iframe>
  20. Built and launched a space tug with six orage tanks and 16 nuke engines. Mined Kethane on Mun using an experimental 40 ton lander. Was a technology test before I send it to land on Duna. Have my doubts it has enough fuel to manage a landing there. - Learned that the kethane engines don't run without atmosphere, DOH! - Also learned that the burn times of the tug is ... well... frustrating even when just going to Mun.
  21. Thank you for the info and kind welcome. I will have a look, and the mod thread was a nice one. Among the Mod Managers KSP Mod Admin seems like the most evolved, will try that. Also I found a thread Realism Overhaul which seems helpful with my realism ambitions. Although my crash rate might soar, I find it interesting with more realism
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