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Everything posted by CaelumEtAstra
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Is there a finish to the game?
CaelumEtAstra replied to TIMEFORSPACEPEOPLE's topic in KSP1 Discussion
That's the thing, tovarisch... You don't finish the game, the game finishes you! -
If it's made entirely of pollen, as the name would suggest, then it would be millions of little bits of pollen, so its surface and interior would be filled with what essentially mounts to nothing but single-celled life. So in a way, Pol would be alive. Otherwise, it's just another rock in space that happens to be yellow due to a high sulfur content, with the spikes forming from volcanic geysers.
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What does your GameData folder look like?
CaelumEtAstra replied to colfighter's topic in KSP1 Discussion
Oh. So we're necroposting now? Alright, I'm game. Mine is mostly utilities and aesthetics. I swore off parts mods as I never ended up using any of the parts in them. TweakScale gives me 100x more parts, but even then, I do have some installed as they have parts that I felt were missing from the game, such as aircraft parts. -
The Name Change Thread (WARNING! ONE TIME ONLY!)
CaelumEtAstra replied to Souper's topic in Kerbal Network
I'd like to have my username changed to CaelumEtAstra. (Mrsupersonic8 is soooooo 2009) -
I updated my modded save to KSP 1.6.1 and every time I've loaded it up, It crashes when trying to load the part configs. I kept removing mods that it crashed while loading, but it kept crashing on a different one. I narrowed down the problem to Module Manager, and when I removed it, KSP loaded fine with no errors. I then stripped down the GameData folder to nothing but stock files and a single test config. It loaded everything fine. Here is the crash file. Screenshot of GameData folder here. All mods are up to date, including Module Manager. Nevermind, It was InFlightFlagSwitcher that was causing the crash.
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"Well, there's your problem!" (Often spouted when I find a simple problem that I missed while troubleshooting)
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Personally, I will continue to use Kerbal Engineer as it has a HUD that allows me to see things at-a-glance rather than having to go into and out of the map screen to check my apo- and periapsis. I also perdict that in the future, it will save me from having to scroll through long staging lists to check dV.
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Have you ever used a Launch escape system
CaelumEtAstra replied to Kroslev Kerman's topic in KSP1 Discussion
Do I implement them? Yes, wherever I can. Have I tested them? Yes. Do I hope to ever use them? ABSOLUTELY NOT. Also, I don't like part failure mods because the failures are arbitrary; all risk and no reward. IRL, failures do not happen without good reason, especially in spaceflight. If you want some good examples, read this post. -
I have two from recent memory, both while assembling Atlantis Station. The first involved a docking node. As I was removing it from the cargo bay of Boreas--a member of my Anemoi SSTO spaceplane family--with a KMU (Kerbal Maneuvering Unit), the module exploded, flinging the it and the operator, Sonvis Kerman, away from the station at high speed. My first thought was to save Sonvis; I pointed the KMU retrograde to the relative velocity to the station and thrusted until it was killed. Once that was done, I assessed the situation, and realized the explosion left a debris field around the station. So I got Sonvis back on board Atlantis, put Anemoi on a lower orbit to prep for reentry, and moved the station to a lower orbit. I also had to raise Olympus Station's orbit as the field crossed over its orbit. Once I had landed Boreas, I got back in the SPH and found that the Clamp-O-Tron Sr. docking ports on the node where clipping into the bay. I fixed it by offsetting them inwards and made a note to do proper fit checks on every payload before flight. The second invovled Zephyrus (another Anemoi) on reentry and landing. It had delivered its payloads to Atlantis successfully--a second node and a cupola. While on final approach, I landed it hard and broke the runway. I punched the throttle immediately, pulled up, and raised the landing gear. Once back in the air, I realized the only option I had was to ditch. The Island Runway was too short, and I was not about to risk running off into the broken end of the runway on a go around. (In retrospect, I could have landed on the grass next to the runway. Ah well, heat of the moment and all that...) I brought it out over the ocean and carefully managed my vertical speed. I had tested ditching with Anemoi before and suffice to say it wasn't successful. But against all odds, Zephyrus landed in the ocean unscathed. While Zephyrus' engines would need an overhaul after being exposed to the sea salt, full recovery was possible, and it would live to fly another day.
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Testing the NERV in a specific biome for a contract?
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totm march 2020 So what song is stuck in your head today?
CaelumEtAstra replied to SmileyTRex's topic in The Lounge
\m/ \m/ -
Eh, what the heck... I'll throw in my two Spesos. I'm fine with MechJeb as long as it's not being used as a crutch. Personally, I used it to get a feel for certain things at first, like rendezvous & docking as well as how to do a proper gravity turn. Now, it's mostly used only to automate in system maneuver plotting and for precise attitude control & orientation (particularly for docking). Honestly though, there are thousands of playstyles and preferences for every player of KSP. There is no one right one, so who am I to judge?
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What gameplay rules do you impose on yourself?
CaelumEtAstra replied to Klapaucius's topic in KSP1 Discussion
0. Stick to realism as much as possible.1. Be sure to follow Akin's Laws. (Within reason, of course.)2. KISS: Small, efficient spacecraft and rockets can do a just as good if not better than an oversized capital ship. (Alternate formulation: AVOID SCOPE/FEATURE CREEP.) 3. Keep debris to a minimum. a. All upper stages must have capability to deorbit after payload is released. b. If deorbit is not possible, it must be on the surface of an object, on a trajectory that impacts an object (like Mun or Minmus), in a graveyard orbit, or placed into a heliocentric orbit. 4. All space stations must have at least one spacecraft per visting crew docked to act as a lifeboat in the event of an emergency.5. Quicksave excessively, but quickload sparingly. Also, no reverts. (Unless it's something stupid that "would never happen to NASA", like a bungled launch profile or game glitch.)6. Cheats are for simulations ONLY.7. Never ever ever use fuel ducts. They get stuck on parts they shouldn't for good no reason when loading in. -
I was building an airplane with the KS-FAT-29 gears and found that they were causing it to jump after loading. After testing to make sure it wasn't the design of the aircraft or how KSP handles landing gears, I found that the all of gears are missing their wheel colliders, which was causing them to clip into the runway, as demonstrated in this video: Also note that the steering animations on the KS-FAT-29s are not what they should be. All of the other gears are fine, though. I tested this with a new craft in a clean copy with only the mod and its dependency, Firespitter (which I don't think is the culprit here). While I didn't find anything in the log file that could give any further clues, perhaps a pair of seasoned modder eyes could catch something, so here it is: I'm hoping I just installed it incorrectly or borked something while deleting part files I didn't want, but if not, I think I may have stumbled on a bug.
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[1.12.x] Malah's Quick Mods - ZEROMINIAVC in new thread
CaelumEtAstra replied to linuxgurugamer's topic in KSP1 Mod Releases
Hey, I just installed the mods (along with the dependencies), but I removed everything except QuickGoTo and QuickExit. QuickGoTo loads fine, but QuickExit fails to load. Upon inspection of the log file, I found this exception in the loading sequence: [ERR 05:41:50.992] AssemblyLoader: Exception loading 'QuickExit': System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded. at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0 at AssemblyLoader.LoadAssemblies () [0x00000] in <filename unknown>:0 Additional information about this exception: System.TypeLoadException: Could not load type 'QuickExit.QStockToolbar' from assembly 'QuickExit, Version=2.1.4.0, Culture=neutral, PublicKeyToken=null'. This exception is still produced in a clean install with only the mod and its dependencies. -
Thank you Operation Paperclip!
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You know your rockets are REALLY big when...
CaelumEtAstra replied to MedwedianPresident's topic in Forum Games!
When you can lift several-hundred-thousand ton payloads with Delta-V to spare. When the frame rate is better measured in frames per minute. -
Usually I'll name my spacecraft after figures from Greek mythology, name it after a famous scientist, or come up with a relevant acronym. Examples: Materials science satellite - Proteus (Greek god that could shape shift) Orbital telescope - Hipparchus (famous astronomer) TDRS - Tracking and Data Relay Satellite
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Surprisingly, the Twin-Boar. It has great stats, but the fact it's stuck with a fuel tank makes it just too big and unwieldy; that and just has too much thrust for its own good. Besides, I can just stick a few orange tanks and a slap on a Vector or two and get something with even better efficiency--the Vectors sip fuel (64.660/s) compared to the Twin Boars (135.962/s)--and better TWR control. IMO, it only has a few useful niches, and that's it. It really doesn't fit well into an overall design. (Disclaimer: before anyone complains about career, I play sandbox exclusively, so I don't need to about them stinkin' spesos.)
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I built a utility shuttle! https://imgur.com/a/cQMVu
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Do you have a screenshot that makes you laugh every time?
CaelumEtAstra replied to Randazzo's topic in KSP1 Discussion
No fuselage, no problem! -
Usually, I'll play 3-4 hours, but it depends on what I'm doing in game as I do something slightly different: I tend to separate what I'm doing into "actions". These actions could be anything from doing a crew rotation, launching a payload, or building something in the VAB. Each of these could take up to hour, so usually it comes out to the 3-4 actions. However, if I'm having problems building, launching, docking, or dealing with whatever else Murphy's law can throw at me, it might take much longer. It also has to do with how much energy I have, so I could be shorter and be 1-2 hours, OR go much longer and have it end up being something like 6 or 7 hours.
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Last night, I finished building the DEV Schiaparelli, a multi-part ship and destined for Duna. (DEV = Duna Expedition Vehicle.) It consists of a hab module, a cargo module carrying a lander, and a propulsion module in a trailing configuration. The modules were all launched on the Condor family of rockets. The hab launched on the Condor A1, while the cargo and propulsion modules launched on the Condor B1. However, the propulsion module was too big to fit in a fairing and too heavy to be launched fully fueled. As such, it was launched without the former and the latter. Luckily, it was already pretty aerodynamic mostly due to the fact that I had failed to include the larger main radiators in the original design. The radiators were later brought up on an Harrier 1B/Aether-T LKO construction tug and attached to the docking port on the front meant for the tankers to deliver the fuel. After final assembly, the crew was sent up in an Aether LKO ferry, which will accompany them all the way to Duna as a sort of lifeboat. Two tankers were then brought up one after the other to fuel the propulsion module. They were later discarded, thought the way they fell through the atmosphere, you could have attached parachutes and recovered them. (Not that it mattered, I was playing in sandbox mode.) After waiting 95 days for the transfer window, the DEV Schiaparelli slipped the surly bonds of Kerbin, departing for Duna. Album here until I can figure out how the heck to embed them again. (Nevermind, they're borked.)