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Everything posted by Oafman
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Very nice. My love for RPM is growing rapidly. But how do you get the docking port view on the screen in IVA?
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What Are You Planning/Hoping To Do In KSP In The Near Future?
Oafman replied to michaelsteele3's topic in KSP1 Discussion
I'm going to take a huge interplanetary ship to another star system. It will be full of satellites and versatile landers, seeing as I don't know what kind of planets and moons I'll find. Once there I'll set up a remotely powered and controlled comms network, send satellites out to scan all the planets and moons, and then get to work landing on them all. Then come home. And.. errr. .. use less than 500 parts in total.... -
Should I get B9 Aerospace Mod?
Oafman replied to michaelsteele3's topic in KSP1 Gameplay Questions and Tutorials
The B9 pack is excellent. I put off getting it for a long time, due to concerns about RAM, but in the end I installed it, removed some of the parts which I felt i didn't need, and it's running very well. If you like building planes - especially if you like building big planes - then B9 gives you so many more options. -
Actually I didn't try tabbing around (i will test later). This was just when I right clicked on planets, then clicked to focus view, and nothing happened. I remained focused elsewhere. I really only had a couple of mins to look at this, so I'll try to be more thorough later and report back This sounds like a very good solution to a tricky problem
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Hi Sakai, and welcome. My recommendations of mods for realism and additional challenge: Ferram Aerospace Research - provides much more realistic aerodynamics. The stock aerodynamics are kind of weak Deadly Re-entry - things without shields can burn up in the atmosphere, which does not happen with stock Remotetech - requires you to create line of sight comms networks in order to control unmanned probes. With stock, you can just control them regardless of where they are TAC Life support; stock has no requirements on you providing food/water/oxygen to your kerbals. This mod adds that challenge. Two more mods which you really should get: Kerbal Alarm Clock; set reminders for events. eg create a maneuver node well in advance, then go and do stuff with other ships. KAC will pop up when it's time to go and complete that node. It even stops time warp and gives you a button to jump straight to the relevant ship. Most of us could not play KSP without it. Chatterer: I always thought this was a somewhat pointless mod, until I finally installed it. It adds radio chatter and some other noises, which really adds to the feel of the game For tutorials, there is a section of this forum full of great advice. Also, search on youtube, where there are lots of great tutorial videos. If these don't answer your questions, start a thread in the gameplay questions forum, and members of this community will be quick to help.
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Is KSP the greatest video game ever made?
Oafman replied to sedativechunk's topic in KSP1 Discussion
Well, I've never really played video games. Not for many years anyway. I used to get bored of them pretty quickly. But KSP is different. I spend way too long on it, and becoming bored seems less and less likely the more I play it. I think it's the freedom I have to do what I want - no gameplay path to follow, the fact that it can be fiendishly difficult at times, and the fact that the modding community comes up with such an incredible volume of brilliant things. -
Things like this are always good practice, even if they don't save much dv
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List of massless parts?
Oafman replied to herbal space program's topic in KSP1 Gameplay Questions and Tutorials
I think that anything below 0.05t is massless. I'm not sure if the same list is also physics-less, but things like cubic octagonals and ladders certainly are. The stock plane landing gear used to have no physics/mass, but I read somewhere that this might recently have changed. -
Spaceplane vs. Rocket - Eve Rescue Party
Oafman replied to Sovnheim's topic in KSP1 Gameplay Questions and Tutorials
Planes work with jet engines, which require oxygen, which Eve doesn't have. Unless you have a mod which gives you other types of jet engine (eg Interstellar mod has great thermal turbojets which work in other atmospheres), you're better off with a vertical lander. Making anything which gets into orbit around Eve is tough. Use the search option to find threads about it, there are hundreds. Look for the highest ground close to where your kerbals are stranded, and try to put your lander there. If it's a long way, you could even parachute a rover much closer to them, which they can use to drive up the mountain to get to the lander. Launching from altitude makes such a huge difference on Eve, as you avoid the thickest part of the atmosphere. You need something like 8500m/s deltav from the highest point on the planet, while it's more like 12000m/s from sea level. Whatever altitude you launch from, you need to have a TWR of somewhere around 1.8 at launch. Combining the high TWR with the high dv requirements is the big challenge. The easiest way to approach this is to build small. Really small. Consider command seats instead of a pod. Lots of the threads where this has been discussed give much more detail on these points. Good luck -
Need help with rocket design
Oafman replied to Unknow0059's topic in KSP1 Gameplay Questions and Tutorials
D needs to be a strut. You can't make a second connection between two parts. -
I would mount them radially. Either use the long rectangular girders with cubic octagonals on the end to mount a docking port. Or, if you care about aerodynamics or aesthetics, 4 of the big B9 cargo bays can be mounted around a girder. They look good and can fit 2.5m landers with a bit of a squeeze:
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[1.2 - 1.4][WIP] Joolian Discovery v0.8 (2015-08-14)
Oafman replied to NecroBones's topic in KSP1 Mod Releases
Oh my! Have loads of rep. I think the IVA looks good so far. Would be great if it could work with RPM. Of course, what would also be amazing is a working cargo bay. With doors which usually open when you want them to! Any problems can only be attributable to human error Daisy, Daisy, give me your answer do..... -
I had a brief look at this last night, and it worked very well. I warped a couple of times, and each new system generated immediately and looked good. Here's an icy world in a low solar orbit One issue I ran into was being unable to right-click focus on certain planets and moons on the map screen. I could focus on some but not others; couldn't work out a pattern but I will try again when I have more time. Another problem was, after warping to a new system, I clicked revert flight, back to the VAB. The next ship I launched appeared directly in orbit around the new system's star, without going to the launchpad or runway first, and I couldn't activate or do anything to the ship. Like when you're time warping. I had crew and power, but had no options in right click menus to activate things; this included the warp option, so I was effectively stuck in this new system, as I could not bring up the 'return to kerbol' button. I reverted flight and tried this a couple more times, with the same result every time. Maybe a temporary solution is to always remember to warp back to Kerbol before reverting flight. Aside from these niggles, I was very impressed. Warp is practically instantaneous, and there was no appreciable increase in RAM use. So, this is looking good
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NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
Oafman replied to Stevie_D's topic in KSP1 Mod Releases
I like this mod a lot. The parts look fantastic. I particularly enjoyed trying to dock a 1-man pod inside the cargo bay of the command pod without touching the sides... I'm using the stock version, and one small concern I have is that the QV Xenon hybrid engines don't have very high electrical consumption, in relation to their high thrust. This isn't really a big deal on the huge interplanetary ships for which they were designed, because it's not hard to include nuclear reactors etc on such ships, so there would be no problem if the engines used much more electricity. But where these engines become somewhat OP is if you strap a command pod and a little xenon to the top of them, add some capacitors, and use them as a lander. I did this at Eve, and as you can see ended up with 16km/s of deltav, and with a reasonable TWR: If the electricity consumption was a lot higher, then I wouldn't have been able to use the engine in this way. Capacitors would not be enough, I would have had to add a nuclear reactor, losing the TWR and probably meaning I could not use that engine for this task. -
Thanks for confirming the RAM thing. I will create a new KSP folder and give this a go. My thoughts on time dilation are that it should be an aim for the future, but because of how many implications it is bound to have on other stuff (like KAC), maybe look to introduce it when this is all closer to completion? In line with everything else in KSP it would have to be toned down I think.
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I'm very excited about this ambitious mod. What always stopped me getting Krag's PF was what I had read about the RAM requirements. Am I right in thinking that, because this is adjusting the existing Kerbol system, rather than generating a bunch of new planets, the RAM usage should not be too high? If RAM is manageable I will definitely give this a go.
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Not sure. I googled 'chutter' but the results were not encouraging
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KSC post global warming
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New Horizons Follow On Target Identified
Oafman replied to Mr Shifty's topic in Science & Spaceflight
Yeah just a sun shield, but quite an impressive one: -
Rosetta, Philae and Comet 67P/Churyumov-Gerasimenko.
Oafman replied to Vicomt's topic in Science & Spaceflight
Getting quite excited about this. Assuming there is a live stream on the ESA website, I'm probably going to book the day off work to watch Philae do its thing. -
[old thread] Trajectories : atmospheric predictions
Oafman replied to Youen's topic in KSP1 Mod Releases
I'm really enjoying this mod. I've been doing some aerobraking around Eve, and was impressed by how accurate the predictions were. Merci Youen! -
My absolute limit is 600, and I'll only do that if I know it won't be long until I start ditching parts. Moer than that and the game ceases to be fun. So, am I right in thinking it is CPU which determines what FPS you get from high parts counts?
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Salam Alekum! There are no borders in space. We're all one race up there. So don't worry that there are no other Saudis active on these boards, you'll find plenty of advice, good chats and friends here, regardless of peoples' country of origin.
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Want to build a spacestation...How?..
Oafman replied to sam1133's topic in KSP1 Gameplay Questions and Tutorials
Thanks. For some reason I've never looked at that mod much, but it appears to have some useful parts, and I am a huge fan of Nertea's other stuff, so, installing