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Everything posted by MerlinsMaster
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Is it possible to build a sky hook with KAS?
MerlinsMaster replied to RainDreamer's topic in KSP1 Discussion
Didn't Scott Manley stretch a launch clamp to orbital altitude on one of his Reddit challenges? -
SSTOs! Post your pictures here~
MerlinsMaster replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Hey KissSh0t, I'm having a wee bit of trouble getting this beauty off the ground. Every time I toggle the air intakes and throttle up, the intakes flame out on me. Any idea what I'm doing wrong? -
Well, I figured that before I spend an hour working up that giant list of mods, I would just see if this was a common problem and someone might say, "Oh yeah, we see this all the time when you [fill in the blank]". I've been playing with this mod combo for a few months now, and this has never happened to me before. If that turns out not to be the case, I will be happy to provide everything the sticky requires.
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Scott Manley is of course the best overall KSP let's play experience. Interstellar Quest is amazing! KurtJMac is the one that introduced me to KSP. Katateochi's Constellation and Grand Tour series are incredible. Pebblegarden has some great tutorial videos with wonderful music. OperationDx also has great music that he creates himself, and his missions are pretty interesting. I watch Overfloater and Cupcake Landers whenever I want to see insanely awesome creations that I could never design if my life depended on it. I love Jimorian and Hot Jupiter for let's play experiences that are a perfect middle ground between crazy explosions and super realistic missions. I watch Nassault anytime I want to have a good cry. I watch Robbaz anytime I want to laugh so hard that I can hardly breathe.
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I just started a science mode game a few weeks ago, and I keep meticulous track of my missions with Google spreadsheets. On the spreadsheet, I'll have a line for each mission, which will have the ship name, mission objective, mission start date, mission end date, how much science I got, etc. Also, KAC is really something I couldn't live without. As for ship names, I will get creative with the names, but each ship has a Star Trek style designation (ex. NCC-1700) before the name, such as KER 01 Saphire Of Dreams (KER stands for Kerbal Exploration Rocket).
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Hey Guys, I was doing a Munar flyby mission, and I had just finished executing the maneuver that would bring the ship back to Kerbin. As I was time-warping to the SOI change, the game crashed. When I restarted the game, I went to the tracking screen and selected the ship. When the ship appeared after loading, it quickly wobbled to smithereens, with the only surviving part, the Mk2 cockpit that Jeb was in, endless spinning out of control at a ridiculous speed. I figured it was a Kraken. I launched a rescue mission, rescuing Jeb, and then got into a free return orbit back to Kerbin. I had to leave at that point, so I ended the game, and I would finish it later. When I started the game up again, and went to the Tracking screen, selecting the ship, when it loaded, it did the same exact thing the other one did. The only thing I slightly suspect might have something to do with it is that both ships were equipted with one of those Vanguard parachute boxes. Not the part that allows Kerbals to eject with a parachute when hitting abort, but the actual box of parachutes that you stick on the outside of a ship. On the first mission, while Jeb was EVA, I had him grab a parachute out of the box, in case anything should go pear-shaped later on. But I'm just spitballing, here. Running KSP 0.23 (yeah, yeah, I know...why? Don't you worry about that. I have my reasons...) modded Win 7
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That was my conclusion as well. What I am aiming to find out, though, is what velocity do I need to decelerate down to? What's the maximum speed I should dare come in at? And I'm assuming it's a different figure for each of the bodies with atmospheres. So if you happen to know what they are, please, do tell.
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Hey Guys, So I had a ship going to Duna, and upon entering its SOI I made my corrective maneuver to aerobrake, setting to periapsis to 7km. It burned up in the atmosphere. I went back to my quicksave, set the periapsis to 16km. The ship didn't slow down enough and is now forever in deep space. I noticed my velocity was approx 5000km, and that seemed a little fast. So my question is, was it too fast? What is the maximum velocity you can enter Duna's atmosphere and expect to get an aerocapture?
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That's true, but there are five different audio bars, some of which I have set to different levels. It would be enough if they had an "all" bar at the end, but they don't. It would be so much nicer to be able to hit one key to toggle the sound. It seems to me that something like that could be accomplished with several lines of code. I'd do it, but I know nothing about coding.
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Hey Guys, Sometimes when I'm playing KSP, I like to be able to mute the sound, so that I can hear something else that is happening on my computer. The problem is, you have to back out of the game to adjust the sound volume. Is there a mod that allows you to control the sound in-game? If not, would someone be interested in creating one?
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My craft does have five parachutes, and very often the crash will occur when I deploy some or all of them. Sometimes, it crashes when I decouple my engine and fuel tank from my payload. Does opening chutes cause KSP to consume more RAM? That doesn't make any sense. The chutes are already loaded into RAM at the beginning. Also, in most of the error reports, it says I was using about 75% of my RAM. I'm at work right now and don't have access to the files, so I can't submit anything like that until later. Although this is the second craft and the second mission this has happened on, so I don't think it would be the .craft file. And for months before I started my career mode game, I was playing sandbox, repeatedly deorbiting huge rovers, with numerous parachutes, and never had the game crash when I was about to land.
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Hey Guys, Lately I've been having this problem, where every time I'm returning to Kerbin from a big science gathering mission, after I've reentered, as I'm descending, the game crashes seconds before I get to the ground, or at the exact time I get to the ground. And it always seems to happen when I've got a bunch of science. Does anyone know what could be causing this? Has anyone else had this problem?
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I've got another related question. I tried installing Transfer Window Planner, but unsurprisingly, it doesn't work on 0.23. To save you the trouble of asking why I'm still on 0.23, one of the mods I'm running doesn't work on any later versions. My question is, how do I implement the numbers on Alex Moon's site into my maneuver node, particularly things like ejection angle, ejection inclination, and phase angle? Do I just have to keep adjusting the starting time of my burn until they work out, or is there an easier way?
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Yeah...basically I was hoping there was a way to do a brachistochrone transfer as opposed to a hohmann transfer. But as I'm saying that I realize how silly it is. Basically a rendezvous. Unfortunately that would take longer and defeat the purpose for wanting to leave earlier. That sounds pretty handy. I'm gonna have to get that. Thanks.