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Kevin Kyle

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Everything posted by Kevin Kyle

  1. Been using this in 1.5.1 for a good bit now and I dont have any issues that I am aware of. I wouldnt be able to play like I do without this mod. Otherwise, I would have to keep a meticulous written record of every little thing I do. Much thanks @TriggerAU , you make playing this in a multi-mission environment a real pleasure.
  2. Masochist, Ya, went that route. lol I have paid dearly for that in the past so I knew what I was getting into. So I just launched my first comm sat for this mission. It has the C5+ Relay antenna from the CommNet Antennas Extension mod on it. Biggest relay antenna I have. Im sending it out to beyond Jool's orbit at 90 million km's out. It will reach its AP in 3 yrs and 313 days for its final burn. I had 4839 Dv at a 75Km Kerbin orbit. After all burns I will have an extra 1000 Dv. So I could have had a smaller craft but I may push the orbit out farther later. It has 4 Gigantor solar panels and 6200 in batts. I think that will be good enough for anything I might do. Time will tell. I plan on launching 2 more at the appropriate time which I havent figured out yet. I am also using the OPM mod too hence the need to deal with this sat contract so far from home. Next up is to determine when I should launch the sat for this contract. I will give that some thought at work today as well as doing the math for the next comm sat launch. Obviously, this one is going to take a while. :) I was wondering if I should change the name of this post to something a bit more descriptive of its intentions so others might find this when needed. I should probably consider posting the craft files somewhere as well. They are clearly overbuilt as most of my stuff is. I didnt want to get into the tiny details and all the research to build the most efficient ship I could have built like some of our awesome builders here would do. Always amazed at what can be done with so little.
  3. Kevin Kyle

    1.5.1 Hotfix

    I seem to be somewhere in between atm. I start out using about 12 gigs (92 mods) and Im not sure where it goes from there. I was in the past experiencing similar to Dafni but with the most recent updates to a couple mods these last few days seems to have fixed the lag and occasional locks or near locks. Right now, I seem to be ok. Havent played any really long sessions lately though so time will tell.
  4. So, I have done some number crunching and testing. Decided to go with a RTG for power. Need to check that a bit and make sure it will do the job, but I think it will work with some batts for backup. So in the end, to reach out that far from a 75K orbit, you need an additional 6200K+ Dv to make that prbit. Not nearly as bad as I thought it would be and within my capabilities. I need to get the RTG's open to me and maybe another thing or two but I have enough Science points to do that. The other part of this equation is comms. I was thinking 2 or 3 comm sats out at about Jool with a 100 meg Antenna would maybe be enough. Havent worked that out just yet. But, this looks like a contract I can complete after all. Hopefully this info might help someone else in the future if they are lucky enough to find this post. Im sure this kind of stuff has been posted in the past, hard to find such post when you need them. Not making any money on this one though but the infrastructure will aid future launches so in the end it will pay off. Too bad I cant get a comm sat contract to help pay for that part. Will update with more info when appropriate.
  5. Same for me ........... I will probably reinstall it as well.
  6. Here is the numbers. Im going to think about this some more. I got quite pile of science points I was saving up and a science ship orbiting Minmus just full of science ready to come back home. In the end Im going to have about 3000+ science points to work with. Ya, I was going to do some research into electric power at that range, antenna power at that range and nuke options and see if I got what it takes. There is a Jool transfer coming up in a few days so that might help too. Apo 375,144,468 km/ Peri 296,232,307 km/ 6.4 deg inclination/ Long. of Asc. 24.1/ and Arg of Peri 150.1 Needs Goo and Multispectral/ Pays 377,000 total. Thank goodness the payload is small. Might be a while before I complete this one. Im not likely to turn it down unless I feel I cant do it. Does anyone know where Rich Purnell can be found? OK, at this point, Ive got a ship with 15K+ Dv. Not sure if I have enough electric to sustain it but I think I do. Almost surely cant relay science back on it. May have to make more changes yet. Not sure thats enough Dv either. Still researching and testing. No nukes or Ion's on this ship so far.
  7. Ya. 1.5.1.1. That might be my problem then. I knew I was pushing boundaries when I started this build and career. Too many mods on a new version of KSP was bound to have some issues. Considering all, its actually working pretty well.
  8. Yep, simple it seemed. I clicked right on it and didnt give it a second thought until I went to build it. Got to looking at things and I suddenly realize that this orbit (around the Sun) is nearly out to Neidon. Ive only just left the Kerbin system recently in this career. I am woefully ill prepared to take this mission on. Im going to have to launch some sort of communication system thats adequate to maintain a signal first. I dont think I have opened up enough tech for that yet not to mention that I got to get that sat out there too which I also havent opened up tech for. This is going to make those manned Duna trips look like a casual visit to the Mun. Dont think Im going to make any scratch on this contract or more likely Im going to lose a good bit. Right now my heads about to explode over the logistics of it all. Probably a good time to go watch some tv and think about it a bit. Im wide open to suggestions about what it takes to put a sat that far out. Any advanced tutorials or youtube vids out there that covers such a mission? Were probably beyond tutorials on this one come to think of it. I should smash my mouse clicking finger with a hammer.
  9. I just did the update to All Y'all and Better Burn time and when I fired up KSP, this happened. I have no clue whats going on here or why this even happened (never happened before) I thought I better post this up in case it means something to someone. I resolved the problem by removing this mod. I have no clue at all of whats going on. Image below is of the console after the problem occurred. It stopped loading at this point. If this means nothing just ignore it. https://www.dropbox.com/s/7l7jelue6fvzdnr/errorksp.jpg?dl=0
  10. No, other contracts, sat contracts I believe were some of them. I should be writing down the ones that wont let me but I didnt. But, to be honest, Im not positive my much modded build is working exactly as it should. I have doubts about it. I have had contracts that I get warnings about it not having a agency name or something like that. I can find them in the tracking station and sure enough, there is no name on the orbit but I can match that up with a contract in the list by matching the orbit parameters. Things like that I have going on. I dont know why. I will try and keep an eye out for a contract like I am talking about. There are other parts from other mods not allowed in contracts as well. Maybe its on purpose or it hasnt been implemented.
  11. Love this mod, unfortunately, most contracts dont except these parts. My only complaint. I would have to say that other part mods are the same way though. I guess the problem with that is having mod parts in balance with other parts. An ongoing problem it seems given the diverse amount of ways KSP can be played. Must be tough on mod makers to try and cope with all of that.
  12. Ive been trying to find this out for a bit now. Maybe my searching powers are less than stellar. MiniAVC has Kopernicus in red or orange letters. Why is it like that? I have some in yellow and I know why they are. They are not for 1.5.1-1 but Kopernicus is I thought, up to date. I assume there is some sort of problem but I cant seem to find any info about it. So I assume that the orange/red letters are bad. Still looking around though trying to figure out why.
  13. Currently at 1689 Steam hours and countless hours playing RSS/RP0 on builds outside of Steam. There are people here who have waaaaay above what I have. Honestly, Im barely more than a rookie.
  14. Not that I think a safety review is a bad thing and under the circumstances I think it is a good idea but ................................. NASA should worry about their own issues as far as human safety. Sounds like its personal to me anyway. I dont think everyone is a fan of commercial space flight. Understandable I think.
  15. I just installed this from CKAN. It appears to be the latest version per the above post(0.3.24.1). It had the bat file in there. Havent fired it up yet though. Im on 1.5.1 btw.
  16. Yep, this is the only thing I see that could be improved. Im sure there is more, reading some of the stuff in here, but its looking pretty good on my machine. Some of the latest mod updates have been awesome lately, this is certainly no exception.
  17. Guess I better dig into + then and fix the mess I got going. I hadnt really associated what that does with what I need. Love your stuff BTW, thanks for all you do.
  18. There is one thing I would love to see for this. Love this BTW. But....there is no way to associate flights with contracts. Cant think of anyway to "pin" a contract to a given flight. Which would be very cool but I would be pretty happy if I could just attach a note to a contract so I could at least write the ship name Im using for a given contract. No clue how hard it is to do such things or if its even possible. Or maybe there is something already that does this? Just an idea that popped in my head while I was trying to deal with which contracts I have not started yet and which goes where. Anyone else ever get confused about which is where?
  19. Yep, its all good here. No problems at all. BTW, if you put these on the launch clamps, put a battery on there too. They will keep working even after you launch.
  20. I was wondering how NF Spacecraft was working in 1.5.1, Ive been looking for more thruster options since stock has very few. Considered installing it to see if it was ok or not.
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