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orven

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Everything posted by orven

  1. How far have you progressed on your tech tree and on discovering new bodies and what is your reputation?
  2. I have a lot of low rep tourist missions but I suspect that is because I have another types of low rep contracts accepted (satellite deployment, rescue missions, flags and some tests). So to avoid a big amount of similar contracts game have to generate new ones from a limited pool. Though I'm not encountered the lack of variety in my contracts. If I don't like it I just decline it to make the game generate a new one for me.
  3. Looks like I encountered a problem. I sent a rescue mission to Minmus to complete a contract and in a long 8-day trip (which I spent collecting lots of science from the Mun) I've found my rescue ship running out of power because I forgot about solar panels. But luckily there was an engineer onboard with all necessary tools and an old satellite with lots if small panels on orbit with enough dV for making close approach. So I decided to pick a panel from the sat. And now to the main problem: after attaching the panel to my ship it fell apart (F3 menu showed me lots of structural failures on all linkages). I reloaded so many times and the best result I could achieve is to timewarp a few times and then again my ship was broken. Another thing to notice is when I start a timewarp the ship changes its orientation (not too much but more than usually for 1.25m rocket) and sometimes it explodes at the moment I press > button. Sometimes it even fly away from me with tremendous acceleration before I get aboard again. I suspect that it could be a problem with service bay, but before I put a panel everything goes fine. All the mods I have: KIS, KAC, KER, Docking Port Alignment Indicator, Transfer Window Planner. UPD: Just checked that the problem wasn't in the service bay. Reattached the panel to the sat - the same happened. When I start the timawarp vessel changes its orientation and the attached solar panel appears in space near the craft on a fraction of a second. While tried to make a screenshot of this (timewarp on and off) the ship changed its speed (by about 3 m/s relatively to the target, was something very close to 0).
  4. Oh, that's my basic set for almost-stock game. Just should add Docking Port Alignment Indicator and (maybe) KIS. With all theese mods integrated in stock I will be completely happy and mod-independent.
  5. Yes, there is a problem with service bays. I cannot see it in screenshot, but was there any part that had intersection with service bay model (some sort of clipping). You should build your rockets carefully to prevent any collider intersections (with the bay) and not try to fit too large parts, so this problem will not happen.. in most cases.
  6. Thank you for answers! I shouldn't really worry about this.
  7. I've noticed that after 1.0 came out there were no "the daily kerbal" things. Does this mean that we won't see them anymore?
  8. Is there any way to attach struts and fuel lines? If not - any plans on adding this?
  9. In my career Valentina is piloting a ship to Kerbol orbit with lots of new recruits. She has to teach them how to do all things the kerbal way.
  10. Finally happy to see people who love this update. The forum is full of complaining and everyone only mention the bad points totally forgetting about the good. And about this topic - in my opinion this update is the biggest update ever, because we've got not just a big amount of new features - we've got completely new game! We need to learn everything again and I'm not saying it's bad - it's good. I'm sick and tired of the old aero where I had wierd planes flying the wierd way (personally I had big problems with building planes with the old aero). Now I build something that looks like a plane - and it's magically flies! Fantastic! And The same with rockets: you build enormously huge rocket with the most non-aerodynamic shape and make it into orbit as easy as a straight-shaped rocket. It's not fair, is it? And now you need to put all your engineering skills into rockets to not overbuild it and to fit everything you need for a mission in a limited space.
  11. I lowered periapsis to about 13-14 km and after braking my apo was slightly below Ike's orbit, so I needed second round for landing. There were no heatshield or fairing or anything, just poodle engine, mk3 to 2.5 m adapters as a pair of fuel tanks and 2.5 service bay for probe and science stuff.
  12. Well, nice to know. Hope it will be fixed somehow. Seeng the bay affected by ghost forces when putting a pair of radial chutes that about to fit inside makes me really worry.
  13. I'm using Probodobodyne OKTO. And checked it again: cannot get this shaking with probe again. So maybe that was not-so-obvious-clipping issue. But I am still curious: is it should be fixed or is it supposed behaviour that I just have to take into account.
  14. Sometimes when I build my unmanned rockets and put probe core inside cervice bay, the part (service bay, especially 2.5m version) start to shake insanely and sometimes it makes my rocket break in that joints (but not explode surprisingly). If I disable torque on the probe core - everything goes normal. The same thing happens if I put something inside that don't fit in size (cylundrified monopropellant tank rotated vertically for example). I know that part clipping is bad but this don't happen with other parts (I suspect that is because other parts don't have "fairing" behaviour) and some parts can have slightly bigger colliders (maybe, I am not pro in models, physics and such) so if everything looks okay (visually) thad doesn't mean that it is actually okay. And looks like that attaching to the bottom node in the bay have more chances to generate this issue. UPD: Looks like the reason of shaking was not in the probe with torque, but in colliders conflict. This happens only with closed doors. When I open the doors - everything comes to a normal state.
  15. If you attach or remove parts it changes the craft mass so the dV changes accordingly.
  16. This mod is just amazing. It brings station and base construction to the next level. It's completely stockalike: both parts and the UI. This indeed should be in stock. Big thanks to you for your work.
  17. Love all new features! Best update ever! Thank you Squad so much! Just need to wait for some fixes and the game will be completely perfect.
  18. For the tourists contracts - is it supposed to not show the markes on the map before taking the contract? I really would like to know the destination of theese guys - maybe they want to the poles and the trip will not worth my time?
  19. You know, when I first saw the new fairings deployment I was disappointed a lot. Because there is already an old mod with procedural fairings that works pretty good and looks nice. But you know, I changed my mind after seeing new fairings in twitch stream. I must say that the fairings is great. And I mean the way they look in the editor. I think the way the fairings come off to show the payload is soooo amazing that I really can forgive the squad this confetti. I know it will be fixed sometimes (maybe even by a mod in a few weeks after release), but the developers worked really hard to make it work nicely. And they worked hard on the new update to make it really worth the "1.0" in the bottom-right corner. And we all should respect it. After all seen features (and I've seen not all of them because there are too much to show in a few hours) I really can forgive all the small not-so-catastrophic stuff.
  20. Because the main changes in 1.0 is related to aerodynamics (at least in my opinion, because mining is not changing for me technically, it's an addition) I thought about making a big plane that will fly all over the globe (or at least to the pole). We will not see the old aero anymore, so it's my way to say "farewell". And then I want to recreate such design in 1.0 and check if it will fly and how far it can get
  21. I really hope that 27th in my time zone will not become 28th morning. Because I am too mad about it and I want to try new version just when it will be available for download on steam. So many plans!
  22. I'm not playing KSP because I'm waiting for 1.0 release. I have tons of ideas but I cannot make them knowing that I have to start everything from the beginning soon (I play career mostly). Come on, time! I need this week running with the speed of light!
  23. While waiting for KSP 1.0, which is going to change aerodynamics, I decided to build a spacecraft with the current one, because I always play with FAR and haven't played with stock enough (it's time to say goodbye). I wanted something unusual, not the basic "stick with wings" design. So putting some mk2 adapters ended like on the pictures below. It reminds me a batterfly when looking from the top, and a fish when looking from the side, so I have problems with suitable name for this (maybe you can suggest one?). It flies.. well.. not so perfect. It is stable on takeoff and flight on both horizontal and vertical modes (but still needs stability assist on). When it's time to land the real problems begin: horizontal mode is good, at least when landing on runway (bumpy terrain can be a problem on a high speed), in vertical mode you should be really careful with maneuvering, because it tends to flip (though I had some successful vertical landings, maybe it's just me doing something wrong). Controls. 1 - toggle vertical engines. 2 - toggle main engines. 3 - toggle cargo bay doors (where the vertical engines are). Note: Cockpit is slightly angled downwards, so not be confused by the velocity vector. < Download >
  24. That would be really nice to have this feature in game. The only problem is the memory usage I guess.
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