-
Posts
884 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Norpo
-
Still, maybe there's a good concept here; Maybe someone could make a quick reference, with quick info on all the parts? Or manuevers/quick information on planets or other things? A simple pdf document, perhaps? It'd probably be a pain to update it, but someone might be willing to maintain it. If not, it could be a sort of crowdsourced document. Similar to the crowd-sourced science logs thing. http://forum.kerbalspaceprogram.com/threads/56510-0-23-Crowd-sourced-Science-Logs-SCIENCE-NEEDS-YOU! It'd be cool to just have a sheet with tips you can reference with things like "Remember the SAS" or "Don't go to space 1 hour after eating" (maybe not that last one) Heck, i'd totally download something like that. Again, it'd probably be a pain to maintain (ryhme not intended), but if it's crowd-sourced or something, it might not be so bad. As long as it doesn't end up a dead project.
-
Just want to say Voice Attack is awesome with KSP!
Norpo replied to Vectura's topic in KSP1 Discussion
Hm, this reminds me of a similar mod someone made for KSP (only), but I think the creator is no longer supporting it: Voice Commander. http://forum.kerbalspaceprogram.com/threads/79586-0-24-2-Voice-Commander-1-3-2-Control-crafts-with-your-voice edit: Apparently the creator (blizzy) stopped supporting it because hardly anyone ever used it, still, it's a neat idea, but I can see why it never really took off. Some people don't have a microphone (that works) and/or don't want to bother with setting it up, since you had to type in what words you wanted to use. Also, it worked on Windows only, since it used that voice recognition software. -
Half my test contracts won't complete..?
Norpo replied to Xazh's topic in KSP1 Gameplay Questions and Tutorials
Are you testing them during the right conditions? e.g a lot of flying over Kerbin contracts require you to be within a certain altitude while going a certain speed range. If you open the contracts tab, are all the conditions marked with a green checkmark? -
That's the person who made SpaceY, or did I miss the joke? Anyways, I did build some large rockets in the past, but now i'm going for efficiency. My latest large rocket was my 6.4x Kerbol minmus mission, I don't know how much it weighs, but it's not very fun to try to pilot, I know that much! But the largest rocket, period? Well, this is the largest one I could find in the screenshot. (3 parts procedural fairings) I know i've built bigger, but this picture just makes me laugh. (don't ask what happens when I seperate them)
-
I play 6.4x Kerbol with FAR. I'm forced to build my rockets all skinny like. Trust me, I still get plenty of Rocket-Noodle syndrome if I don't strut up my rockets. I haven't even gone interplanetary yet. (Minmus/mun yes, duna/eve no) (though admittedly that was primarially before I got rockomax parts in science mode, i'm getting a bit less wobble now that i'm using reasonably sized fuel tanks instead of 6 small ones stacked on top of each other.) Before the joints got reinforced, I can see giant rockets being nigh impossible without the reinforcement. Anyways, I think this is a reasonable level, especially since my piloting "skill" (note quotations, I still lose kerbals due to poor piloting) is a factor. Especially with FAR, because if I turn too much, i'm just pushing through air, and, BAM. Structural failures. Like this. Note: this is probably one of my lesser failures. (Don't ask where Jeb went) do I miss the wobble? Nope. But that's because I'm still living with it. Of course, i'm losing more kerbals due to DRE... But I just started to quicksave for that to try to learn exactly where I should put my periapsis.
-
This sounds like the "kerbal going in a coma" bug that has a high chance of happening whenever you get impacted in a command seat. Here's the (official, I think) thread on the problem, which is actually linked to a few other ones, read the first few posts: http://forum.kerbalspaceprogram.com/threads/75586-Master-Thread-Unresponsive-Kerbals-in-EVA They won't wake back up, unless you go in the save file and change it yourself. I think the problem that occurs is that the kerbal is no longer recognized as a kerbal, but as debris, thus making him unresponsive, unable to move etc. There are instructions on how to fix it on the thread I linked if you want to try to fix it. EDIT: Just read that you quickloaded, if the kerbal is fine now, then there's probably no reason to try to fix it by editing the save file.
-
It's not my fault that the atmosphere is made out of pea soup! Your ship accidentally collided with the Kerbal Space Station at 50 m/s.
-
Deadly Reentry and 6.4x Kerbol
Norpo replied to Norpo's topic in KSP1 Technical Support (PC, modded installs)
Alright, I think I found something that works for me. I downloaded the realism overhaul config, but it didn't seem to do anything. Then, I set the multiplier in DRE to 16. Now, if I use my heatshield on the pod, everyone survives, barely, but if I just enter in all willy nilly, my parachute explodes, and soon the crew. I am happy. -
Deadly Reentry and 6.4x Kerbol
Norpo replied to Norpo's topic in KSP1 Technical Support (PC, modded installs)
Okay, i'll do that. Thanks! -
This is a little bit of an obscure question, but i'll take a shot at it anyways. I'm using FAR, and DRE, and 6.4x upscaled kerbol. However, when I start coming back into the atmosphere, I run into problems. BIG, explodey problems. How many heat shields do I even NEED for it? From low kerbin orbit going down, I burn up, and the heatshield overheats, if I have a 1.25m heatshield on the 1 man pod. Is this normal? Do I need more heatshields? If this isn't normal, how do I fix it? I have a feeling this isn't normal at all, or i'm doing something terribly wrong. Here's a picture of me reentering the atmosphere. As you can see, i'm barely in the atmosphere and it's already heating like crazy. It explodes about 6 seconds later, and after that, the capsule, too, overheats and explodes. Bob is gone, and so is Bill. (Jebediah died of G-forces reentering, but that's an entirely different thing.) If this is normal, i'll just add more heatshields, and deal with it. (I did see alternate configs for RSS in the DRE page, but those are for RSS, and I think 6.4x kerbol is in between stock and RSS scale, heating wise, so I don't want to use those, in case it makes it too easy.) I don't have any bigger heatshields, as this is in Science Mode, so simply using a bigger heatshield isn't a possibility, though it would work fine for Sandbox. EDIT: I resolved this problem, I just entered the debug screen for DRE (Alt + D + R) and set the multiplier to 16. Now it's at a reasonable level (for me at least)
-
I once made a probe named the Flying Lemur. No idea why. :hailprobe: Well, I didn't want to *just* post :hailprobe:, now did I?
-
I've had this annoying problem as well. I think it's the trim, which happens when you hold down Alt + (whatever direction). It makes your ship tend to go in that direction, and it's useful for things in atmosphere, but it's a heckuvalot annoying in orbit. To reset the trim, hold down Alt (or whatever your modifier key is, should be Alt in windows), and X.
-
All that needs to be done now is to send a giant structural panel to Gilly, and look at the size difference. With any luck, it should be big enough to eclipse Gilly from the sun. (note, making a part that big may crash the game. I am not responsible for saves lost, Kraken angered, or "Oh the kermanity" events occuring.)
-
I did quite a bit, actually.. I completed my Jool-Flyby-5 mission (Basically, flyby all the planets without actually landing. This happened because I accidentally crashed the lander on Bop. >.> I returned the ship, thus bringing my old career save to it's planned close. And I just started 6.4x Kerbol. boy oh boy is it ever hard, but it's SO FUN! I managed to get into orbit after I forgot parachutes vaporize because of DRE (sorry, Jeb, Bill, and Bob), my second attempt was the right ship, I just piloted it... wrong (Yay, FAR! Aerodynamic failures!) But the last attempt worked. Now, to try to bring him back down... (Haven't done that yet, going to do that now.) EDIT: Capsule exploded on reentry, going to try again EDIT2: For those curious, I managed to get a Kerbal back down from orbit. I'm now playing a Science Mode game, and I haven't had so much luck there... I tried to get the "High Over Kerbin" science, not only did I not get it, but Jebediah Kerman died of G-forces (i'm guessing it's DRE that adds that).
-
Banned because I accidentally a
-
I wonder what happens when I press this button? edit: dang, maybe I should of read the pages first, someone already thought of that on the 1st page. Have a different one: "What do you mean Eeloo is a long way away, I only brought food for 2 weeks!"
-
Ask a stupid question, Get a stupid answer back.
Norpo replied to ThatKerbal's topic in Forum Games!
Shoot a rocket at the ceiling. How to build a roof? -
The Joke Thread, Bad ones, Dad ones, maybe even some good ones :)
Norpo replied to sal_vager's topic in The Lounge
You know what flies as well as a brick? A brick. -
I am by no means a rover expert (in fact, I specifically avoid making them because they're a pain to build, at least in the VAB.) Anyways... You may have to place your wheels 1 at a time. The VAB is terrible for building rovers. This isn't good, considering you're gonna want to put most of your rovers on a rocket. And I at least hope the improved construction options in the next update will help with that. If you try to do 2 way symmetry in the VAB, it just makes one wheel go towards the "ground", and another towards the sky. Well, it might be good if your rover might tumble around... Keep a wide base, this way it won't topple over as easy, think about the difference between the wideness of a piece of paper compared to a pencil. Wider is better. Since the landing was on the Mun, "Flying Rover Syndrome", basically where your rover doesn't actually roll around, it just flies, should be easy to avoid. If it's a super light rover however, it may be too light to roll around on the Mun with any speed. Or safety. Last but not least: I covered some basic things i've experienced, but there's probably more on the wiki page. Or youtube. Or every other tutorial out there. Here's a quick list of sources I looked through quickly and seem like they might be helpful: http://wiki.kerbalspaceprogram.com/wiki/Rover http://imgur.com/a/6quHt (imgur library of some rover designs) http://www.reddit.com/r/KerbalSpaceProgram/comments/1fxjou/any_tips_for_building_a_rover_dont_upvote/ And here's something I found on reddit: I'm no expert but here are a few tips for a good rover experience. Build them in the SPH. The symetry there works nicely for rovers. Then you can either copy the ship file from the SPH dir to the VAB dir or use the subassembly manager to stick it on your ship. When driving: Disable the breaks on all wheels in front of the center of mass. This prevents flipping when breaking. When driving: On big rovers or those with lots of wheels, it can help to disable steering on all but the front two wheels. Or possibly leave it on for front two and back two. It depend on the rover. Keep the center of mass horizontally centered but as low as possible. Build wide wheel bases. When driving: Switch to docking mode or disable the torque on all reaction wheels and command pods. Know the wheels max speed. Then stay a ways below that. The orange wheels suck If driving by jet/rcs/rocket power rather than wheel power, then use the aircraft wheels. They can move faster. Though you'll need a steering solution, I've used a pair of other wheels in the front. Put a landing gear or two on the top. Then if you flip over, you can deploy them to flip yourself back. Kerbals can repair popped tires, just get out, walk near and right click on the wheel. (you probably know this but some people don't) -bgog Thats all I got. And perhaps, have you tried moving your capsule around or rolling it (Q or E) to move the exploded engine away from the door? Perhaps you don't have to send a rover there after all! I hope some of this helps. I haven't actually seen a rover tutorial on the forums, other than "Building rovers in the VAB is broken-ish and is hard". Unrelatedly, I lost my Jebediah Kerman too... ..To a glitch, apparently the game doesn't like it when you somehow get flung at high speeds from a capsule at the ground.
-
I, er, "landed" on bop. At 50 m/s. Lucky Gregcal, he managed to EVA before it crashed and he survived. I wonder if I can rendevouz with a spacecraft in orbit with just an EVA pack... Well, looks like this mission is going to be moot for the most part, but at least I actually got to Jool. The lander with science modules is trashed, though.
-
Generally I find that whenever I would use them (duna, ike, jool, etc.) I can simply aerobrake instead. As I don't have Deadly Re-Entry, I have no reason to not aerobrake whenever I get the chance. I mean, free Delta-V, not like I can refuse, right? However, I plan to add some new mods and start a new save when the next update comes out, and i'll play 6.4x Kerbol with deadly reentry, FAR, etc. Hopefully this will increase the difficulty enough that I'll have a good reason to use gravity assists, if only because I don't want my ship burning to a crisp in the atmosphere of Duna going at 2km/s.
-
Well, the Class B asteroid finally entered Kerbin's SOI, so I sent a guy to go after it. Here is what followed... Success! (for those dying to know, the moving parts co. wanted me to get a class D to Gilly. Yeah, I mayyyy of just accepted it because of the generous forward reward, but also because I don't think this save will last 33 years for the deadline to end anyways. ) I also went sent my duna mothership, the K.S.V. (kerbal space vessel) Red Lumal. The last glimpse of where they were for the past year.. (I also redirected the Flying Lemur to Dres, but that's boring so I have no screenshots of that.)