Redd
Members-
Posts
36 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Redd
-
This is strangely relevant to the screenshot I was about to post. In my case, Jeb, Bill and Bob were looking at the pretty fireworks, apparently not realizing it's their own ship that exploded into bits. This ship explodes each time I load it cause: a clipped part, and I even know which one. I just don't know how to solve it. Sucky part is that if I spam timewarp it'll load just fine, but I can't decouple the clipped part during timewarp and when returning to 1x speed it explodes. There goes my entire Jool mission
-
I am one of the FAR noobs that's guilty of flying straight up to 10km and then doing an aggressive gravity turn. Obviously ended up with everything exploding. Lesson learned. I know this isn't the place for it, but seeing as we have a lot of experienced FAR users in here: Am I still supposed to stay near or below 200m/s while below 10k altitude?
-
@Regolith: That's awesome! Did that thing stay remotely stable during the drive? Best looking unicycle I've seen in a while. As for what I did today, well nothing yet. Planning on flying a second ScanSAT vessel to my tug parked in LKO. Hoping I can manage to stick it on there somehow, as it'd increase my chances of fully mapping Jool and it's moons in one run. And, well, it'll save me a trip going back with another satellite. I've been absolutely hemorrhaging funds though, I might need to find some contracts to complete before I get stuck. I think I'm below 600k now. O.O (with an average launch cost of like.. 250k.)
-
Installed FAR to semi-prepare myself for 1.0, or at least for a harsher environment. Found that, after adding some nosecones and fairings, my rockets need way less dV to reach orbit (which as I understand is intended behavior). Now I'm kicking myself for not adding it to my game earlier. All those LKO refueling missions would've been a lot easier this way. I was never able to build and fly a decent plane, so that hasn't changed at all. Which also means I'm essentially experiencing zero drawbacks from FAR.
-
Have you ever had a non-intentional collision in orbit?
Redd replied to PTNLemay's topic in KSP1 Discussion
This thread is awesome to read. I've only had near-misses and I nearly had a heart attack both times. Second time that happened I decided it was too close for comfort, and I redesigned any ship going into orbit from that point not to leave any debris. All dropped stages are either planned to drop on a ballistic trajectory or have probe cores and a little fuel / rcs to de-orbit themselves. I'd love it if I was able to recover stages to limit the funds spent on them, but with everything essentially disappearing after 2km that seems unlikely. -
I ran so low on funds, I accepted a 1.5 mil paying contract to land a rather big surface base on Ike. I used the stage that normally gets dropped when reaching LKO to get me all the way to Duna using infinite fuel. When circularizing my orbit around Ike I had a bug where I couldn't return to the space station or any other ship. Restarted KSP and my active contracts were gone. I now have ~250k less than previously and the mission didn't reward anything. Karma 101. I deserved it.
-
That's great! I have some new missions ahead of me if it ends up working. Thanks for the tip!
-
My Jeb is currently sitting in the pilot seat of a space shuttle docked at my LKO fuel station. He's not actually going anywhere, he was just delivering the first long-term resident to the station and teaching the big human behind the screen how to fly a space shuttle. Next up, he'll teach the human how to actually land a shuttle on the runway instead of somewhere in the remote proximity of the space center, possibly suffering from a rapid unscheduled disassembly in the nearby waters.
-
So, was a little bored in my .90 career save and decided to see if there's any cool mods I haven't tested. Decided upon RemoteTech and launched my first ever set of relay sats! Or rather, the second set, the first three I sent up there didn't actually have enough antennae lol. I was nearly done with all research in this career save, so I thought it'd be easy to start as I had already unlocked all the RemoteTech parts. Bad call, because now all my previously built probes, unmanned orbiting bases and surface bases are essentially dead. Even if I went to rendezvous with them and managed to stick on an antenna with KAS (? not sure if possible) I wouldn't have the needed connection to activate them. Not sure how I'm going to solve that!
-
In my opinion it's already worth well over the usual retail price of about 60 bucks. I consider a console game a success if I get more than an hour of gameplay for each dollar I spend, and I think my ksp total is already on the upside of 250 hours somewhere, without running out of stuff to do. Sidenote: It'd be pretty unwise to let the final product be any more expensive than 'the usual' price of course, since that just scares off potential buyers.
-
Did two fuel runs from my kethane base on the Mun to my fuel station orbiting the Mun. Upon returning from the second run I screwed up the landing and now the fuel ferry toppled over. Can't get it back up straight nor can I launch it without breaking it. I have been thinking of making it better, as it takes way too many runs to fill my station after the tug/lander return from far away places, but to have it go out like this.... shame! Maybe I can build some sort of crane to pull the fuel ferry back onto its feet. o.o anyone any ideas on how to do that?
-
O.O! I haven't seen any kerbal rescue contracts either since I launched a few of these. They're on to us! - I can't design space planes, so sadly my solution was a bit less cost efficient than yours by the looks of it. On topic: Ehm, yeah, I can't really add anything without repeating other people. I use the 'have satellites orbiting celestial bodies' method myself. Bit unfair and it basically turned my career save into a sandbox save, so I try not to waste funds based on principle rather than to prevent myself from going bankrupt.
-
Heheh, for a second there I thought you were going to mine on the surface of Jool.
-
Crashlanding a transfer stage to avoid debris ended up with a winglet in orbit. Oh well, the odds of that ever crossing my path are pretty slim I reckon. On a brighter note, my lander met up with the tug parked at my fuel station, and it shouldn't have to go back to Kerbin anytime soon. After a trip, science experiments get cleaned at the station. Last step is trying to find a way to shuttle crew and science from kerbin to the station and back efficiently. Sort of got lucky with the lander width. Don't have much room to spare between the tug! Only works when oriented this way and even it's tiny little solar panels have to be retracted to fit.
-
Awesome video! The way you glide down the slope of the mountain almost feels like a wingsuit pov. As for me, I haven't even booted the game today but have been mauling over how to build a cost effective reusable ferry between Kerbin and my munar fuel/parking station. I see all you lot building beautiful SST Mun spaceplanes but sadly that's not my forte. All it really has to do is rendezvous with the station orbiting the mun at 200km up. Oh, and it has to seat three. Ideally without actually needing fuel from the station, but if it does need some that's no biggy. Oh well, back to the drawing board.
-
Sent up two modules to my fuel station orbiting the Mun. First launch was a small little utility capsule loaded with some KAS containers filled with spare parts like struts. Made docking ports grabbable, as I forgot one on my station core. (Or rather, I thought of a missing module that I hadn't planned for). Second launch was a mobile processing lab. Never really found a use for them so far, but am hoping I can keep my big and bulky interplanteray tug and lander at the fuel station rather than landing on kerbin after each trip. Now, all I need is a module with a bunch of escape pods that will allow me to cheaply transfer my kerbals and science between the station and KSC. Come to think of it, a spaceplane ferry would be awesome, though I have never attempted to design one. Will take me a while to get a working Kerbin-Mun ferry I'm sure. Anyway, the main reason for posting here is this: The second module that got sent up had some lights on it that were apparently just at the right spot to light up all the rivets and edges but not the tanks. Quite a cool effect, even if it was completely by accident! Also, it happened to the transfer stage so... yeah... that is gone now.
-
Thanks for the info! You've given me some hope that my current design might make it to some other places (if I can get it to return to kerbin safely first hehe). I'll leave Eve and Tylo alone for now and shoot for an easier goal.
-
Made my first tug earlier this week, after failing to push my docked lander(wobble wobble). Was an attempt at a return mission for once, as my interplanetary trips have only been one-way trips so far. Sadly, next to the lander having a few design errors, the tug only barely managed to get into an orbit around Duna before running out of fuel. Solution? Make it bigger! Introducing my second tug: This thing got me to Duna with so much fuel to spare (inefficiency says hi) I decided to hop by Ike before visiting Duna. Lemwise Kerman isn't fazed by the solar panels breaking apart during the landing but still decides to go back to the tug and not wait for nightfall. Just in case. Meeting up with the tug again. Alas, bit too late to try and return to Kerbin (or rather, my fuel station around the Mun where the tug will stay). Will try that tomorrow with a bit of a limited amount of fuel (maybe I shouldnt have visited Ike). Hoping I'll make it! It'll be the first time my space program has a successful return mission from something other than the Mun or Minmus. :-) Brought captain Jeb along, but he remained in the tug (just in case I botched the landing. ). On a side note: I always see people wanting a TWR above 1.0. This is my first flight with Kerbal redux, is having a TWR as high as the one on my lander a bad thing? I do know it'll need lots more delta v to take off from other places like eve. o.o I suppose I'll have to build another stage underneath the lander. PS: I know both the tug and lander aren't exactly beautiful! lol - if at the end of the day I have a successful launch it's a good day. Making it look good at the same time feels like an impossible feat.
-
Scott Manley is my favorite. Great videos, but what really pushed it over the top is saying 'the Mun' in his accent.
-
Contract Solutions (stock plus Fine Print Mod)
Redd replied to psyper's topic in KSP1 The Spacecraft Exchange
Would love to see it! I'm terrible at efficient designs and terrible at anything that isn't a rocket that goes straight up. Would love to get some ideas on how to improve it. -
Love XKCD, cool to see they 'use' KSP! The image:
-
Contract Solutions (stock plus Fine Print Mod)
Redd replied to psyper's topic in KSP1 The Spacecraft Exchange
I haven't seen any space station contracts, so I think that may have just crossed that invisible line into Fine Print Mod heheh. Waiting to see that four-satelite craft, that VTOL plane looks pretty awesome! -
Contract Solutions (stock plus Fine Print Mod)
Redd replied to psyper's topic in KSP1 The Spacecraft Exchange
I didn't exactly go for cost-efficient, but more for time efficient Kerbal rescues and ended up with a few of these in orbit. In retrospect, it's a bit of a silly solution. lol -
Now there's a problem I can relate to! lol - I spent quite a bit of time designing my first interplanetary return mission. Did the transfer burn today and.. well.. it didn't return. Tug ran out of fuel just when it entered Duna orbit. I thought this thing would get me to far away places and back, but it only barely managed to get to Duna. O.O
-
Made a fuel station around the Mun a while ago, and figured it was time to try it out. Had a lander without a purpose floating in kerbin orbit and Jebediah happened to be stuck on the Mun's surface. All the ingredients needed for a mission! After that docked, refueled, picked up Jeb and landed safely on Kerbin (albeit in the water >.<) I figured I'd take another look at my new interplanetary lander. With this fuel station, maybe a return mission is finally possible! First design of the interplanetary craft was... terrible, haha! Anyway, it's really wobbly to push it around. And then I remembered people using tugs! (For the record, in the above picture: Left module = transfer stage, middle module = lander, right module was to try and get it into the Mun's orbit) Tug seemed to work just fine! =0 It also allows for 4x timewarp, which is good because the transfer burns are going to take forever. Kinda got lucky with the size, my lander only barely fits between the two fuel tanks if aligned correctly with closed solar panels. Succesfully met up with the simple fuel station orbiting the Mun to top up and get ready for any upcoming mission! I have no idea how much delta v or twr this has and if it's even capable of reaching anything interesting. Not sure how to see those numbers, so I'm just winging it! Wish me luck!