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Everything posted by Mars Mullo
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Mars Mullo replied to stupid_chris's topic in KSP1 Mod Releases
Hi, I'm having a problem that isn't a problem (if your a kerbal) but as a game player it kinda is a problem. I am deploying stock MK2-R radial chutes at present (because I haven't unlocked the research in hard mode with KCT , Kerbal construction time just yet) and I am tweek scaling them down to 50% and lower. The Stage recovery says they are ok for survivability etc and have no issue there. But aesthetically a bit confusing as when the chutes deploy they are two different sizes. They were built on the pod in symmetry mode. I thought I saw something about this a while ago.. I have searched the thread but couldn't return any results. Interestingly stages 1 and two with the same chutes deploy in same sized pairs. Picture below shows the pod with different sized chutes and the 2nd stage with same sized chutes. Also I have noticed that if I have 3 stages each with chutes that the first stage recovers but the second will not. Even if it gets more than 2km away.. only if I deploy my command pod chute as early as possible and have the 2nd stage deploy as late and as low as possible, does it recover through stage recovery mod. Otherwise it lands as normal and I switch to it and recover the second stage. Then navigate back to the pod via the KSP screen to recover the pod. But this doesn't seem to recover the parts or cost either. Any advice? Thanks in advance... and yes this mod is terrific... and I'm loving using it with stage recovery Kerbal construction time and DRE. I'm running about 15 plugins .. is that too many? http://i117.photobucket.com/albums/o75/Martin_Ellis/Martins%20KSP%20screen%20shots/screenshot2-1.png' alt='screenshot2-1.png'> -
Cannot Exit Buildings, UI errors
Mars Mullo replied to Velenne's topic in KSP1 Technical Support (PC, unmodded installs)
I have just started to have the same bug occour. I transfered my save file from an earlier 0.90 that worked to a new install The new install used some new mods. I used KCAN to install most of them. I haven't achieved one flight nor been able to enter any VAB's .. I can only enter the science building. New mods I have just installed that may have had an effect are: CLS Fuel science KAC KCT K engineer Redaux Kerbanomics Orbital material science Regolith SCAN sat Transfer window planner Trigger AU flags These are the only new add ons I have '.. all my previous add ons worked fine. I'm going to remove these one by one and see if it goes away. I removed the lot and it made no difference... but anew game works fine... so its defiantly something to do with the save file from a previous 0.90 game. -
[1.1] AFBW v1.7-beta (Joystick & controller mod)
Mars Mullo replied to nlight's topic in KSP1 Mod Releases
Hi, I am very very new to all this and appologise if I get it wrong.. I have just started on hard mode and getting the observation missions. So after making a few aircraft and having a hard time flying them I pulled out my very old joystick its a DSE advances scroll fire joystic... the information book is up to date to Microsoft XP. Anyways had a hard time getting it to work... biggest problem is when the plane starts on the runway the controll surfaces are all over the place and not level. I used some of the hardware sliders on the base of the stick ... and the trim controls in KSP. But I end up with little movement in one direction and heaps in the other. I tried Altinput but it would not configure the controller. I can configure the stick in windows 8 but it does not translate into the game. Then I installed AFBW and now it crashes when you click the controller button when o the runway. All my mods are up to date.. except a few that are for 0.25. I have made a zip file of the crash report but I can't understand it. Can you let me know what I'm doing wrong? In the mean time I might try a clean install without mods and try it. Also I'm using a stock craft in sandbox mode because they are always perfect builds. http://i117.photobucket.com/albums/o75/Martin_Ellis/error1.jpg' alt='error1.jpg'> https://www.dropbox.com/s/kto1vpn0kjnr0t3/2014-12-31_150944.zip?dl=0 Let me know whats wrong... does this work on windows 8? -
How to fix horribly calibrated Joysticks in KSP (Workaround)
Mars Mullo replied to Ulair's topic in KSP1 Tutorials
Hi Akeo I'm trying to use your ALtInput but am finding the set up process somewhat confusing. I am only using MS notepad for any editing. The config.ini file was saved into a locaction for me it was c:\KSP-win\plugins\plugindata\altinput\ I read through all the instructions and added button and controler names etc. Tried it and it would not configure. I'm running windows 8 or 8.1 and I have a very old joy stick. it doesn't have a z axis (or twist handle) but has a throttle slider (which doesn't seem to ever be picked up by devices) Windows identified it through the USB port and gave it it's very long name. I am also using a USB to parrallel port converter for the stick which has 4 different modes on it as does the stick as well .. all set to the same. The biggest problem I am having is that the joystick is actually working but... the axis are always way out of kilter to the point that I have lots of right aileron and practically no left. So I use a combination of trim on the hardware and in the KSP trim ... but it gets really bad for elevator as it sometimes is all lift and no downward. Also my POV hat uses combinations of buttons 1234 to represent POV directions... how do you handle that in the config file? Any ways I have a screen shot of the result... any advice please? I removed all the "; " lines to show my settings. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Mars Mullo replied to stupid_chris's topic in KSP1 Mod Releases
Quick question. I have had to tweek scale some radial chutes down in size so I can fit an experiment or part test on the top of a Mk 1 pod. However the radial chutes seem to be burning up in there cases at the 50 - 40km band of intense heating. My Kerbal pilots are basic and we ride the heat zone with no SAS there is very little sway .. a few degrees outside the retrograde circle at the most. There seems to be no difference between real chute radials and standard MK2-r radials... if I leave these at their standard size they can survive. But I am on the edge of the 18 ton limit so much that I am dropping fuel from the tanks to keep within. And scaling the chutes down to save on mass. Is this happening to anyone else... is there small fix perhaps? -
Kerbal XP in 0.90: what tasks to do?
Mars Mullo replied to Kelderek's topic in KSP1 Gameplay Questions and Tutorials
I'm a little stumped on this. I have read the Wiki. I'm currently in a situation where I want to repack chutes on a aircraft so I can be safer in landing for the eva and flyby missions on Kerbin. My engineer needs to gain 2 XP to gain level1 and enable him to repack chutes. I have so far I have taken a two seater aircraft and flown around the base and landed with Jeb and Bill. This did not result in any XP to Bill... but this was flight on Kerbin and should have been awarded at least 1 XP .. going by the chart on the wiki. I ave also taken him on a non orbital space suborbit.. is this not classified as a flyby? I would like some clarity on what "Flight" and "Fly by"mean i the wiki? http://wiki.kerbalspaceprogram.com/wiki/Experience -
What does a red clipboard icon mean when viewing locations for contracts? I can't figure it out.. I have polar orbital contracts that show in green and I definitely cannot make them with my current funds or rockets. So why makes this one coloured red? The red location on the right... see below. Edit> Accumulation of answers is that it is just a way to show different contracts offered.
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This rocket consist of two RT-10 boosters with reduced thrust to lift a Liquid Fueled LVT-45 second stage. The third stage is a LV909. The command pod is a Mk 1. I use Deadly reentry and Real Chutes mods with this rocket and tweek scale. All sections have parachutes as I use stage recovery and when playing in HARD mode this allows cash to be saved better. The craft file is here It is called KSP14 In game I had the basic launch pad and was limited in the VAB to 30 parts. This rocket sits right on the limits for weight. It can make it to low orbit of 73km and was used to achieve a first orbit contract. It can be piloted by a engineer or a scientist but a pilot is much safer. When passing into the 50km zone on re-entry it is best to take hands off of the pitch controls and ride the hair-raising descent using the natural sway of reentry. It shouldn't blow up if a 45km periapsis de-orbit shape is made. All parachutes need reset prior to launch - I set them to pre-initiate at altitudes of 4000m the default is 25Km. Otherwise you will loose your chutes and crash into the ground. Parachutes have been tweek scaled to be smaller for the returnable stages. They all work and their scale saves weight. Also you may want to go into the setting on the base view and set parachutes to arm on deployment unless you want to arm them individually in flight prior to stage separation.. which is really hard or impossible if you don't have a pilot at the controls. KSP14 This design got me out of a money and tech pickle and pushed my limits of building. The changes to the game with 0.90 are awesome and the risks are high. Note: ignore the limits in the photo. The photo was taken after I had increased the pad tonnage limit from 30 ton to 140 ton with the improved launch pad.
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Hi I have found something strange and I'm not sure i fit is caused by Stage recovery or not be seems to be. I flew a mission with Jeb and I separated the booster rocket with real chutes mod and I swithched to view it and it was too then it became too far away from the command pod and I could not switch back to it. Thats Ok however as the command pod was returned via Stage recovery thank goodness... it was the first time I had experienced not bringing a pod back to kerbin by accident. I'm playing in hard mode by the way and haven't lost a kerbonaut yet.. But when I checked on Jeb at his condo at the Kerbonauts facility all his experience had been expuged. He had started with at least half a bar much like his scientist and engineer buddies Bill and Bob. Whooa .. this isn't fair... what happened to Jeb? http://i117.photobucket.com/albums/o75/Martin_Ellis/Martins%20KSP%20screen%20shots/c743afc2-6646-4388-a39f-cb22fc4033b9.png' alt='c743afc2-6646-4388-a39f-cb22fc4033b9.png'>
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Mars Mullo replied to stupid_chris's topic in KSP1 Mod Releases
This is no big deal but.... In the contracts screen when a contract is presented on behalf of Wenkel corporation the company logo does not appear in the contract detail screen header.. it shows a white blank frame where logos a typically displayed. Or is this just me and my screen resolution doing this? -
I am having problems whilst in Docking mode. When I switch between rotation mode and linear mode I have to press the space bar. But often what happens is the stages get initiated instead. Of course I can make a quick save before starting docking procedures but sometimes I forget to do that. Also I am not going to change any key bindings. Most of the time the docking mode works fine. Then all of sudden it just seems to forget that it is in docking mode and decides to start staging all my rockets in the middle of docking operation.. which has disastrous consequences. Does anyone else have this problem?
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This looks ideal to go science hunting with about four or five science juniors instead of a cabin.
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Well I have always had trouble getting a craft to land on slopes both on Kerbin and the Mun. I downloaded the Firespitter mod for aircraft and I tried using the helicopter skids instead of landing struts and hey presto these things work really very well indeed. Have considered using robotics to tilt them too ... and possibly strutting and using plates to attach to increase the bounce even more. I use scale to reduce the girders a bit too. http://i117.photobucket.com/albums/o75/Martin_Ellis/Martins%20KSP%20screen%20shots/69c2feb4-579d-4e88-9a5f-c2d99492f42b.png' alt='69c2feb4-579d-4e88-9a5f-c2d99492f42b.png'> Anyways.. land very well.
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How to "Target" Geostationary Orbits
Mars Mullo replied to Bashkire's topic in KSP1 Gameplay Questions and Tutorials
Wow... chris... very detailed .. thanks.. but I had to draw this while reading it to try understand your description... I get it now but sheesh .. that is really hard to explain and you did a good job. -
Tropis mk20 - Performance simplified
Mars Mullo replied to Spartwo's topic in KSP1 The Spacecraft Exchange
This Rover and carry craft idea is super cool. I love your work. My Roves make 150km/hr on the mun .... how fast does this 4 wheel version go? I'm interested because I found more wheels to be better.. like your original version. I worked mine while playing career mode so had to unlock the bigger wheels.. and they are awesome... -
[Career] Annoying Contracts
Mars Mullo replied to Biker Joe's topic in KSP1 Gameplay Questions and Tutorials
I find these super easy if you change your thrust and fuel load on your Solid rocket. That way you can achieve those speeds and altatudes easily. Sometimes it is on the descend and others it is on the ascend. As for rocket engines I mount them on top of frames above the booster and then put the capsule and parachutes above that. When you land back in the light grassed areas around the KSP I hover the mouse over the area where the "recover craft"button drops down and click on it in the half second time you get to recover the craft before it topples over and blows up. Also sometimes you can deploy a chute and use that to slow the descent down and achieve the airspeed at the altitude on the descent. And dont forget you can specify the altitude to deploy chutes too. Those engineering settings make it easier .. thrust, fuel and chute altitude... try it Hope that helps -
How did you solve the initial FOUR contracts?
Mars Mullo replied to uboats's topic in KSP1 Discussion
I solved the LVT-45 contract with this rocket. But in saying this I'm a little sneaky. I downloaded the new game and installed the new 64 bit version ... then copied my previous career game saves straight in to it and it allowed me to run the contracts on my current tech tree. But it was still hard to solve. Its amazingly fast speed at a small band of elevation I used the "modular Girder adapter" to sit the LVP-45 engine on the top with the smallest fuel tank and a remote control pilot. I then sat it on a solid fuel booster and de-rated it by about 50% so that it would get the right speed by the right altitude. All I needed to do was start the engine and it gives a success. Hope this helps. http://i117.photobucket.com/albums/o75/Martin_Ellis/Martins%20KSP%20screen%20shots/Contractwinner.jpg' alt='Contractwinner.jpg'> -
I agree with Galane. Often parts are added in orthagonal symetry mode and there totally not symetrical or aligned. I often have to revert to placing parts individually because I can better accuracy than using symetry. My Rovers have proven the problems with even minimal non alignment. Of course we already know the whole building views problems. I often have to get very clever and build parts in VAB and the the other SAB? building and then create sub assemblies of them when perfect. This later allows me to make use of the different pros and cons of both assembly buildings when placing parts together. It's a work around I use because I don't really understand how to type out file contents. Thats akin to having to be good a HTML just to use Excell better. Why? Besides even attachment points don fit perfectly... shame we can't CAD out builds and import them... or use sketch-up or somthing with parts libraries.