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Somtaaw

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Everything posted by Somtaaw

  1. Along with having issues with my career modes tech tree (somewhat covered in another post I did), I'm now finding out 100% of my, personal, crafts no longer work from 0.90 or earlier versions. Go out and download some other people's pre-1.0 crafts? Works fine, even when I strip the craft apart and find numerous clipped stuff everywhere. Go back and check my clipped craft? Still unloadable. The only mod I had/have on any craft were MechJeb control panels, and I have MJ in both 0.90 and 1.0. I am so confused why my 1.0 apparently blows and is saying "nope, you can't play anything from old. Go back to fresh career m8"
  2. Been a while since I last visited here.... that was a long arsed read to catch up on all Wanderfound's products. Whew! Ok, back now with a cold one... unshielded solar panels not being retractable, to me anyways, is a way to try and give us incentive to only use them on things we never plan to bring back to Kerbin; ie satellites. Shielded extendable, or the stock single-panel, are now intended to be the primary "manned" or at least "re-entry capable" go-to solar panels. And @Wander, have you considered going to a KSP blog style for actual release / showcasing your fabulous spaceplanes? Going to sound like I'm pitching them, but the Skunkworks guys have a thread for questions and chatting, and then a blog where it's very easy to see all their products in a row, without clutter. And might post in a while, with a new "can you Kerbo-tune my SSTO", the new 1.0 aero is kicking my ass. Brought my old Oops mk3 kerbodyned in on a re-entry and watched it push over Mach 9 and went keboom.
  3. the Near Future Eletrical mod pack has an absolutely berserk level of radiators. Whether they actually work with LV-Ns or not, I cant say, I've been frustrated at my existing career not being functional and have no real desire to make a new career and start fresh again.
  4. I see... is that also explaining why my custom flag isn't displaying? It's battling old code versus new code as well? I've lost a little over 50% of my tech tree, so until it changes, I'm not gonna be able to do anything except make a new career and fiddle around with an unrelated saved.
  5. So I updated to 1.0, and try to open my existing pre-1.0 career. My ships are still hanging around, but numerous research nodes just don't want to stay researched. Used the debug tool to rebuild the tree, seemingly fixes it. Go back to VAB, half my stuff is gone again. Go back to RnD, tree is the same as when I first logged. Tried using: -Unlock All nodes -Research all parts -Rebuild tree -Reload parts & rebuild tree. nothing works, this is a bit frustrating. What to do?
  6. Thanks, I'd actually gone to bed and just woke up so this is great. Also need to make a note to create even more stock-ish CommSats, and distribute them around. Edit: Definitely agree with the XF that it's odd RT (base) doesn't allow the one-way reprogramming. I like the challenge of dealing with light-speed delays and such, but not being able to reprogram at distance can be a buzz kill.
  7. Is there any way to stop classing flags dropped, against my active flight count, preferably without using a mod? from my earlier carrier, I used to drop flags everywhere, mostly as reminders I've been to such-and-such biome, on X date. But they really clutter up my log-in window, where almost 50% of my current flights are just flags. I have a love/hate with RemoteTech, so my actual flight count spikes erratically, but I currently have 17 "flights" active right now. Consisting of my HKO station, 4 stock RT-capable satellites, and 12 flags scattered around the Kerbin SOI. Now actually in my specific save, I can easily just unfilter flags from my Tracking Station and active vessel map view, so its just the log in screen that is irritating. It's a flag, it's been planted in the ground and it's impossible to make it take off again, so it should be counting as an active-flight
  8. Got a handy link, or should I engage search feature?
  9. Not sure if this has been requested before (and it appears we may be waiting for a new updater?)... can we get one way Remote programming of satellites? My "base" geosynchronous satellites have all "stock" parts, nothing but DTS-M1's, Communotron 88-88 and maybe a few others in Min/Munar orbit that utilize the Communotron 16's. I specifically designed them so if I ever lost my save backups, and I update and log in without getting mods, I dont' lose the basic satellites. However, even if I realize what happened (usually with the long-assed list of <craft has been deleted>), I can't seem to "reprogram" my basic Kerbin SOI satellites without physically flying to each one and sending a Kerbal over on EVA. Even if all the satellites are still there, and still have the same orbits they had prior to forgetting to update RT and then reinstalling it.
  10. Posting and bookmarking to check the Eagle out later. I had actually just finished off a random wikipedia binge and ended up looking at the "Space:1999" Eagles, and immediately came over to KSP Spaceport to start looking for any Kerbal models of it. This is pretty darn close
  11. Lately (pre-0.90) I was having trouble doing MJ controlled interplanetary burns. I've tried using everything except the advanced interplanetary transfer (that one confuses the hell out of me), using small/mid-sized probes that have anywhere upto 3km/s delta for their interplanetary burns; and I always end up short of fuel, whether I aim for Duna, Eve, or Moho. I take the time to wait for optimal launch windows, from a 90-100km parking orbit around Kerbin, but every probe I send, usually somewhere after leaving Kerbin SOI, no matter how I try to use MJ, I can not seem to get a close enough approach to even get a slingshot orbit, let alone a new parking orbit. Could anyone explain the steps, or walk me through using MJ on these interplanetary burns?
  12. So after installing RemoteTech, and eventually getting my Kerbin Keosyced SatComms up, I've been hard at work trying to design a new satellite to fill a workhorse role. Design requirements included: handle local planetary & orbit communications have some long range to stay connected to the KSC enough propulsion to use one design to nail all inner-system planets So far, what I've come up with is a satellite, that upon reaching a circularized orbit somewhere between 100 and 150km (depending if I launch directly from KSC, or use EPL to just build it at my station), can be aimed at any planet from Duna to Moho, set its flight computer, and then wait for arrivals. I originally looked for a higher density battery, but Near Future is currently serving that role until I find something that offers better than 20k EC:1 mass, so this satellite offers 6800 energy in the main block, with the probe core and MJ controller offering a slight addition. Twin capacitor banks to provide extra power at need, with a total capacitor storage of 6k. LVN to provide primary thrust to get on course, possibly even all the way to orbital insertion, and then decoupled to reduce the mass. Designed to operate at a 250-260km orbit, for mapping with the onboard scanners. Communcations provided by the onboard Communitron 32, twin DTS-M1s, and an 88-88 to stay connected to Kerbin. However, I am looking for some feedback to possibly finetune this guy to enhance performance, as I haven't really left Kerbin at all. 2 flights to Duna, and a low Kerbol orbit is the extent of my extra-Kerbin SOI flight experience.
  13. Was wondering that about the capacitors. Would they make good emergency "oh crap Im about to lose power to my probe seconds before it HAS to burn" moments?
  14. Okay, actually Near Future Electrical doesn't offer a higher EC/mass ratio, so I am still looking for any mod that has such. All stock batteries have a 20k EC to 1 mass ratio, if my math serves right (total EC / mass). The NFE batteries also have a 20k EC:1 mass ratio, they just happen to have vastly higher EC storage for similar volume occupation.
  15. s'what I thought. But was worth checking to see if there was just a battery mod, without everything else. Thanks
  16. I think what I'm looking for is going to be in Near Future, or interstellar; but I could be missing a mod that does exactly what I want. All I want is a next generation of batteries, higher storage capacity, preferably without all sorts of extra power generation and/or engines For creating a 0.5m sized probe, it's actually more efficient to just start dropping the 1.5m batteries in it somewhere instead of the 0.5m to keep a relatively compact probe of the same mass. Every single battery from the Z-100 all the way upto the Z-4K is identical mass to storage, there's no increase in effiency for pushing your power technology any further.... except better generation. Bigger and better solar panels, RTG's, but not better batteries.
  17. installed ScanSat 2 days ago, never had it before, and I've had 2 sats orbitting Minmus with a polar and equatorial orbit respectively on 50x warp overnight. I have no accessible map to see how the mapping has been coming. Both my RADAR Altimetry and SCAN Multispectral are active/deployed, both claim ideal heights, and if I click analyze data, I get a juicy science amount for transmission back to KSC. But still no map. Related mods is RemoteTech, with open connections back to KSC and Blizzy... God I feel like an idiot, for nothing thinking of Blizzy's sooner.
  18. Thats just what I wanted to hear, danke. Time to get these two new Satcomms off to Minmus
  19. Couldn't find anywhere on first page, so I'll ask anyways. Do the scanners have to be physically aimed at what you plan to scan, or is it similar to RemoteTech that it just does? Since I'm chucking a SatComm over Minmus to act as a Kerbin>Elsewhere relay satellite, I figured I may as well slap a few scanners on there and get some extra perks. But before I click launch and actually do the flight, I wanted to know whether I can afford to throw the scanners all on one side, or if I can balance it out.
  20. Most of your SSTO's, as I flip through the thread, are long, wide, or both. So how about trying out some SSTO fighters? Short, thin, long-range, high TWR. Just as some off the cuff paramters, let's say: -able to get to orbit, and have enough fuel to fly out of Kerbin SOI without refueling. -primarily Verner RCS for any kind of agility // toggled so you can still have a few standard RCS for docking -2 Engine struts on the wings, for externally mounted munitions -cannot be longer than it is wide
  21. With the far assist options, I don't even need SAS at all until I hit the 19-25km height zone. At that point, even with SAS, FAR flight assist, and the Dynamic options (which in the help says its specifically for us keyboard pilots), the nose bounces like a pogo stick. If I run the MechJeb and can clear to 30km altitude, with all 4 RAPIERs in rocket mode, it settles down and gets some serious speed then. I'll move my KSP off my laptop back to my desk, and try and get video footage with my razer software. Will be slightly easier than trying to screen grab a bunch of snapshots.
  22. First reaction when I saw the original pictures in flight, and offloading a rover? THUNDER BIRDS ARE GO! Winning.... in style.
  23. Well after about 50+ tries, I finally got an OOPS Mk 3K(n) variant into space, and successfully docked her to my station. It took me repeated manual flights, and given how long I would be mashing the S key, and then trying to stabilize, the last 20 tries consisted of slapping a MechJeb control unit and using the auto-ascent. I'll do a second flight later to grab screenshots, but she bounced like no other, even under MJ autopilot. On the other hand, after she got some speed, for some reason the MJ autopilot decided to randomly put me into a -20 degree climb for 10km or so, and it pulled it off, so that base design is definitely a beast. Especially after your expert Kerbodyne tuning. Things I found note of: very bouncy, I have determined there is zero way that my PC will handle the SSTO all the way to orbit, without using MechJeb. I spend all my time with the nose bouncing up and down, and trading height for speed, rather than accelerating and climbing, during the 20-30km acceleration phase in your screenshot testflight. And thats with the Kerbo-tuned model, not with the clamp version I made for more intersteller flight capability. However she's in space, and docked, so I will once more thank you for your awesome tweaking of my shuttle, and I'll post a pic of her docked up to my station.
  24. came to post about spaceplanes, but I think I'll start off by mentioning my MJ never seems to have issues with auto-dock failing to work, using 1 ring of 4 thrusters, or upto 6 rings of thrusters it has always docked me, no issues. Once I get close enough to visually see and click on my targets docking port, I'll turn on AD and get up to get a drink and food. My only objection is how far away it'll move me before handling the approach. My space station is about 50m from top of bottom, and MJ will put me about 150m below/above/sides... but since it successfully gets me there in the end I live wiht that. Now, onto my real reason for posting... I'm really getting into spaceplanes, and especially SSTO's now. I have gone to guru's and gotten some really great personalized builds that fly great, but MJ's auto-ascent feature is crazy with them. After getting to about 5km up from the runway, on occasion, MJ has decided to put my SSTO's into negative 15 degree climbs, despite checking the "limit angle of attack of 20 degrees". Luckily my jet has insane amounts of TWR so it pulled it off without a crash. However, since SSTO's have a different launch pattern, is there any plan to make a more customized to plane takeoff routine? The previously mentioned negative climbs happens erratically, some launches it'll do it, others it won't even if I do not change the ascent path between takeoff's. I love the autoliftoff when it comes to my rockets, it's allowing me to have more fun actually exploring Kerbol space than spending 50% of my time in liftoff, and LKO work. But even after setting the ascent path to ~15km, with a mere 10-15 degree ascension, and a 20-30 degree AoA limitation, I get very different takeoff runs, using the same jet in 10 sequential takeoff's.
  25. Well after extensive testing, that mod works. Sort of. After dimming the lights, I found I had to alt-f4 out of the game, so I spent large amounts of time idling until I saw an autosave notification. On the bright side, most of my existing craft that utilize lights did get optimized... to the current mark of whatever I'm using. But I'm sure within 4 months I'll need to retweak the lighting. So just sort of renewing this search, or if any experienced modders want to takeup updating the mod linked by tygoo.
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