Kamuchi
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Everything posted by Kamuchi
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Kerbal rescue missions
Kamuchi replied to lazarus1024's topic in KSP1 Gameplay Questions and Tutorials
No idea, but so far I had to rescue Munmy and Bilvan from orbit lol -
In all my games I haven`t been to all planets yet as I just went on to try and build big things that are near impossible to get into orbit lol
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Building a Space Swing on the Mun!
Kamuchi replied to 627's topic in KSP1 Gameplay Questions and Tutorials
After Wanderfound mentioned about upping the scale in another thread I have been thinking about it. With also the mentioning of creating a rocket sledge around the Mun, I am considering using Extraplanetary Launchpads. Haven`t used it so far so that would be the third challange, moving sooooo many parts from Kerbin to Mun is a waste of time when you only need to either mine it locally or transfer materials. Doing an SSTO recording in career but it`s next on my todo list Need to rescue the crew anyway -
Kerbal rescue missions
Kamuchi replied to lazarus1024's topic in KSP1 Gameplay Questions and Tutorials
Best to build a simple ssto with crew capacity of +2 as you get it a few times -
A KSP Montage Parody that I found on Reddit
Kamuchi replied to bigyihsuan's topic in KSP1 Discussion
As wrong as it is, I found it funny in some disturbing way... -
Another sidetrack and a couple of hours later... this time a simple album as with no result it isn`t worth vid editing launch, orbit and several docking attempt[boring] The Kerbin low orbit Torus attempt: Great fail because of the end being sooooo wobly it was nearly impossible to even dock part #8, let alone a couple hundred more lol Idea shelved for now, but already thinking if it can be done with 10m diameter parts using PP to create 100m sections and quantum struts for increased strength. To be continued in the near future...
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Building a Space Swing on the Mun!
Kamuchi replied to 627's topic in KSP1 Gameplay Questions and Tutorials
Here is entry from earlier today, would have added a streak of failures, but that would require 2 days of editing lol Blew my engines with the controlled crash so couldn`t remove the ship and the crew is still stranded there, swinging -
I`m actually starting to think that building a torus around Kerbin might be impossible... Trying to connect the 8`th pipe and so far it`s failing hard because of wobbling, it`s like a dog`s tail wispering lol [new pics added to the album] Thanks for the link Wanderfound My swing was more of a quick [several hour] lulz moment, didn`t expect it to even succeed Rocket powerd monorail will be added to my wishlist, it`s an interresting challenge that might me pretty neat if it works lol
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Project Torus is a go! Next update will take awhile 8x 18m parts + rcs tanks + docking ports per trip, this is going to be repeative... and will go on to tomorrow. Could do it with folding girders, IR, but that felt as cheating to much
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Having my log called Rekless, this fits the build and it beats doing contracts ANyway, going at it right now, 100 crashes in the forseeable future but with no FAR, I can launch with mechjeb for the hundred of repeats lol Doubt it`s doable but is going to be one hell of a lol of an attempt xD
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I like that idea hehe If it`s doable with the 2.4km distance is another question, but challenge accepted Will start after the movie and do it live+record for the lulz again
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:sticktongue:
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While doing alot of bug hunting with conflicting mods and recording new missions, some one mentioned a challenge, wich was kind of funny Presenting: Jeb&Bill swinging on the Mun! Lack of trust for the lander made me crash a couple of times, untill I had a more controlled crash and managed to keep the swing intact. Build/launch stage was a disaster aswell and required a couple of saves/reverts as FAR made it explode or topple and ofcourse the launch clamp bugs that snap to your ship mid launch for instant destruction
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@Wanderfound so where is that Mun swing challenge page? Lack of trust for the lander made me crash a couple of times, untill I had a more controlled crash and managed to keep the swing intact. Build/launch stage was a disaster aswell and required a couple of saves/reverts as FAR made it explode or topple and ofcourse the launch clamp bugs that snap to your ship mid launch for instant destruction But here you go, Jeb&Bill swinging on the Mun! [just uploaded so give hd a few minutes from this post]
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Sounds like fun! /dumps career... http://www.twitch.tv/dssrynii Recording it for the lulz, won`t rest untill it`s planted on Mun! Couple of crashes to be expected or the stream going fubar with restart
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Kamuchi replied to sirkut's topic in KSP1 Mod Releases
I`ve been in contact with Nathan and he explained why KSPAPIE was giving such a headache. With the 0.24 update the internal version check got fried and with every one still updating and relying in this dll, the bugs are abit commen This time it was caused by a recompile for 24.2 while some were 24.1, UI went to hell again. 24.1 and 24.2 being the same size made it less obvious, but opening all folders with a search and replacing it fixed it. He said they are trying to get it fixed so hopefully soon a version will be out that will stop menu`s from vanishing when multiple versions are installed -
Do career mode with recording. Editing will add an additional couple of hours per mission so you will be doing science on the mun after 4 days and minmus after 2 weeks
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Made a failplane to deploy tiny remotetech sats as rockets are no fun, it actually didn`t fail, apart for bad landing skills... Test flight:
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Oh, you are getting it directly from Sqaud. I`m a steam user and we have the 64 executable in the ksp dir, about an actual 64-bit download button I would know, sorry :/
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Hah! So you were the one that made me go crazy yesterday Guess I can finally upgrade Funny though it got fixed after fixing another mod and I blamed them in my mind lol
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lol, that was funny
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There is no ksp 64-bit installer, it is included with the download and you can start it with the 64-bit executable in the ksp folder
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No problem The amount of reaction wheels is a personal taste, if it just to help the craft being a little bit more controllable/stable you can use 1 or 2 and if you want it to be able to hold/force it`s angle, add more This one had 5 of them as it`s an ssto for deploying tiny remotetech sat`s in early career [rocket is to easy and no fun]. Another advantage with bigger planes is that it will help with very shallow takeoffs, atleast in my expirience with losing engines Also when at the acceleration altitude going for escape velocity, the reaction wheels help to keep a high pitch vs prograde. Shallow takeoff thanks to the wheels able to lift the nose a tinybit and SAS holding it there wich would otherwise be a pain
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Sky, that can be because of mods. In the cheat menu is a debug button that will show and throw exceptions. Also in you KSP dir there will be a folder called, ex: 2014-07-26_235540 Inside there is an output_log.txt file that will, usually, show what caused the crash if it was a mod, or mod errors. Running 64-bit with nearly 100 mods, but it was a painstaking expirience of having all mods play along nicely and try to resolve conflicts. So far it has been running great, with a debug here and there, and with the rare Unity engine random crash that can`t be helped.