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Green Baron

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Everything posted by Green Baron

  1. Duna. It's calm, it's farther "outside", it will let you come and it will let you leave whenever you wish. It's just straightforward ... male sotosay. Eve on the other hand, well ... once you're there she'll lure you in, just a small manoeuver. But then problems start, the biggest is that she won't let you go easily. Female ? K.
  2. No, definitely not true. Playing Linux 64 bit, i think even earlier releases of KSP were and are far more stable than some other game's final releases, so in my opinion Squad (and of course all the modders !) are really doing a good job. K.
  3. Hi, just sent up a pack of satellites with a single launch and distributed them over the kerbin subsystem. Now they're buzzing around, offending me by violating my naming conventions (yes, they're clones now :-)) and i can't rename them because the controlling okto2-thingy is sunk between girders and reaction wheels. Well in fact, to keep the satellite small they where offset inside the reaction wheel. Level 1 engenieers shouldn't build satellites ... How can i rename them now ? The save-file is not really self explaining but if someone could poke my nose ... Many thanx :-)
  4. Hello, i would very much like to try this mod. Am rather into exploration than bombs and explosions ... ;-) But the download allways stops after 60-180MB. My Wifi-Connection is not the fastest here, but other (larger) downloads (like 0.25) have finished. Might there be a problem with the file or curse or so ? Just asking ... Klaus
  5. Here only 1,25m-bases work, and the fairings themselves. Adjusting the bases to larger diameters is not possible for me (Linux, NEAR, Karbonite, Proc. Fairings).
  6. Yes ... what am i doing wrong ? Allready installed KW new ... Edit: Oops, forgot the quote: SRBs don't respond to Thrust Limiter ....
  7. Equipped my base on the mun wih two tankers for orbital refuelling, a second karbonite converter and a small monoprop distiller. Jeb was very busy. Last part was the ore miner/smelter combination which was easier to land than i expected. The framerate is beginning to decrease ... and the workshop as well as a storage for rocket parts are still missing ...
  8. Thanx ... Startet my mun outpost with the karbonite mining- and refining facilities. Jeb was busy ...
  9. That's it, thanks ! And sorry for posting wrong ...
  10. Maybe someone can point my nose: The problem: Rover; for transport it should be as slim and driving around on low-g-bodies as wide as possible ... well reasonably. Is there a mod that offers the possiblity to fold wheels and attachments away ? Thanks ! K
  11. I like this mod. Adds stuff that makes gameplay intereseting, things to explore if you know what i mean :-) One question: Jebediah Sands Airfield is missing, was there the first time i spawned an aircraft but now i have to take off from the green meadow ... Am using B9, MKS/OKS and NEAR. May i post two suggestions towards realism: How about PAPIs near the thresholds (see Wikipedia: Precision Approach Path Indicators) ? Would make finals much easier. Furthermore, would it not be better if the red lights indicating a blocked runway were runway level, not a wall right before the touchdown point ? "Normally" they are only visible from the "outside", a starting plane doesn't see them. If i had to come in the wrong way in case of an emergeny i still needed the gear to land on. Even some takeoffs can be quite shallow .... Just suggesting :-) Very nice work, thanks ! Am looking forward to exploring new things and using the possibility to launch polar orbits !
  12. It will pick up speed until drag from the atmosphere and force applied from gravity are in equlibrium, roughly depending on density, gravity force, shape and mass of the object. To OP: I'm new to this too. It took me some time to realize that with (i use NEAR since a few weeks) mods calculate drag very low compared to stock game. Had to use spoilers/air brakes from other mods or else was flying level, engines cut, along the whole runway without loosing much speed. Another hint: when taking of remeber that speed, come in balanced and with a flat angle with no more than 20% more than that and you can touch down at the threshold under the weed. "Normally" you would use pitch to controll your speed and thrust to control sink/climb rate. In KSP, use spoilers or air brakes. Try it several times without touchdown, just go around. And leave space, come in on final approach from far away. The island runway is not easy to land .... Hope that helped.
  13. That's it. It's the mouse over text that's flying by. The first times it was just too small to be read, though some structure in the flyby could be recognized. But the last time an easily legible "DISCARD" flew away from the ship. I'll tell Jeb not to throw anything out of the window anymore :-) Klaus
  14. The foreword: i do not mean any offence to anyone, i just want to post a different view. "Realism" Microsoft tried 15 years to make a flight simulior and when they finally got it ... no one wanted it anymore (it was the best (most realistic) that ever existed). Too complicated and ... too boring. KSP is a game. It's not reality and not a simulator. Make a pilote licence or charter a pilot with plane and try it yourself. I mean, i flew single engined airplanes some 15 yeras ago and i must say KSP is FAR away from reality and not even NEAR the way a plane behaves in (subsonic) flight, even with mods. But thats exactly what makes it a game for fun, for playing. Adding mor realism in aerodramatics would make it boring, believe me. I would build a plane that starts, flies level, and lands. And i would just sit there and stare at the screen (that's the reason why i quit that hobby). I know of some nerds who still after years do that with a flight simultor ... i would not want to end up like that. Ok. And ... that fighter stuff is not aerodynamics, it's computers, flaps, vectoring at all that, no humen actually flies that, they give commands to a computer. In case of a bug they have to get out (revert so to say, but no money back). As far as i read the current generation of fighter aircrafts shall be the last one with human pilots (corrections welcome). I can imagine that it takes dozens of man-years to develop a simulator for that behaviour and even that would be type-specific. So, concerning aerodramatics, please Squad concentrate on more pressing business and to those hardliners: if you can afford it make a pilot license, if not play flight simulator. But ecpect that you need a few weeks of "playing" just to master a for example the Piper PA 28 (which is one of the easiest). "Behave like you expect" Just 1 example: I would expect that an aircraft does not gain speed when i throttle up (given i leave the configuration as it is, i. e. do not change any attitude, flaps, gears, etc.). It gains altitude. Other peolple might expect something else, i am content with the way it is now because it's a game. KSP is a "space program", and aerodramatics are only for the first 30-40km. The rest is the reason why i play the game. Would it not be better to concentrate on more "flesh" in space like places to explore, stations to build, eatser eggs to dig out. My vote: please, Squad, concenrate on more pressing tasks as aerodynamics. "Life support" I don't want life support. Snacks is ok, but the rest ... it would keep me from playing because i would be afraid of killing those cute little greenlings. Leave it out, the ease of the game would suffer imo. Real life is complicated enough. He/She who want's shall use the appropriate (and as far as i read excellent working) mods. "Universe Scale" Well ... if Squad adjusts the warp-factos they can make it any scale they want. Whats wrong with the situation as it is ? Again, realism ? I mean, under the background of superstringtheory, that Squad universe is absolutely realistic. It's just one of tentothepowerofeightynine (giveortake). Again: it's a game and i love to play it. Would play it as well with a different scale though, no problem for me :-) But i am shure there is more pressing business than the size of the balls. "Isp" Not shure about that. Would not change that much ... "Re-entry Danger" See "Life support". No. KSP would change from play to killing kerbals. I want to play. There are mods and so absolutely no urge to build it in the game. But ... how about more places to discover, you call them "easter eggs". For me these are far stronger attractions to play KSP than "realism". Does anyone except me like that ? Klaus
  15. Well, it didn't happen anymore and since i'm the inly one i'd better have an appointment with a psychiatrist. You know you played too much KSP when you start to see ... u.f.o.s Let's close this :-) Klaus
  16. At least for the last time i can't exclude that ... am aware now.
  17. That sounds interesting [searching internet] ... oh, they just have it just for that program where you have to press start to stop it. I'm using Linux :-)
  18. Who's blizzy ? Just had it again when leaving Minmus SOI, i recalled the position of the sun ehm Kerbin in relation to my craft and zoomed out. No debris, no asteroids in that direction, but Ike (and probably Duna but that was not shown) in the background. But that would'n move with that fast angular speed. Never had that since i play the game (0.23) and i'm really far away from that i-want-to-believe-nonsense ... Well, i'll get used to it. Ok, i'll put it in the glitch folder. Nevermind, sorry if i bothered, back to work ehm play. (btw: besides Karbonite i'm now using NEAR and B9 as mods) Klaus
  19. Has anyone else had flyby's of objects, they appear, fly by at high speeds and disappear. It's to fast for me to tell a shape or form, could have been asteroids (but twice ?), definitly no debris because i just startet a new game (0.24.2 + Karbonite). Klaus
  20. btw.: Where's starbord and port side on a spacecraft :-) ?
  21. Ok, last question first: yes, i'm pretty sure. For flight purpose the control is set to the kerbaled capsule, for docking purposes to one of the docking ports. I wrote "no thrust" because the velocimeter does not change, the orbital path stays the same and when i deactivate all but one engines the craft doesn't start to turn when thrusting up. The fuel flow could be interesting, though. Up to now i thought that engines take their fuel from the directly connected tank and if other tanks are attached to that fuel flows from there in the direction towards the engine, from distal to proximal sotosay in respect to one stack of engine and tanks. Fuel lines direct the fuel from one tank to another in a single direction, keeping the receiving tank proximal and making the connected tank distal. At least that were my assumptions. It was not clear to me that fuel passes through girders. The contents of the tanks (Kethane tank is empty after delivery to the mothership) did not change during the effectless burning. The fuel lines that connect the upper tank to the kethane converter run from tank to converter because the kethane pack tells to do so. Maybe i forgot to shut down the converter functions and that was the difference to the previous flights, but i can't test that anymore right now. The next miner will have a different design, just for mining purposes, no science/lander/capsule stuff, shorter, broader and more sturdy to land in rugged areas and with single LF-tanks as proposed by michaelhester07. Be it as it may, i know about the problem (thanks everyone), the design can't be changed anymore. The party is on it's way to the outer kerbolar system to save Jeb who, when they arrive, will not have had any snacks since threeandahalf years ... Cheers :-) Klaus
  22. When i pump the fuel from the lower to upper tanks (the ones further away from the engines) it works ... Miracles in space Klaus
  23. Yes ... this is the miner: http://imgur.com/a/a81MN For the flight to the mining area only 4 tanks contain fuel, the ones directly over the 4 "working" engines in the second screensshot. Thanks Streetwind, but going completely out of game and loading new did not work ... Edit: i added a third image showing that of the 8 engine pylons 4 are completely deactivated and of the remaining 4 only the lower tanks contain fuel. That worked at least tonight ...
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