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Wiseman

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Everything posted by Wiseman

  1. The sounding rocket phase of an RP-1 playthrough can take quite a while, but we're getting close to the end of the beginning now. We're balancing work on the manned spaceflight program using early spaceplanes with developing new technologies for better rockets. Things mostly go well!
  2. Use the install instructions exactly. In this case, they direct you to download the release version of Procedural Parts for 1.7.3. The only time you'll use CKAN is if there's no link or additional instructions. For example, the one after Procedural Parts in the Recommended Extra Mods list is B9 Aerospace Procedural Wings (Fork), for which there is no link or instructions. That means you should grab it off CKAN.
  3. Don't look now, but I stole another one!
  4. In which we iterate on sounding rocket design! This phase can last a really long time in an RP-1 playthrough, but I'm doing what I can to show a quick, if not quite optimal, path through it. We want to get to orbital rocketry and do all the fun stuff from there, but we have to learn how to launch downrange first!
  5. Are you ready to spend a bunch of this episode in the VAB?! No, I'm really asking. Let me know in the comments if this much detail during the design phase is helpful or not. As we transition out of the easy to build Aerobees and start thinking about spin-stabilizing R-2s, the challenge begins to ramp up!
  6. Another voyage of the SciPlane! But lets not do that again, shall we? It's a silly craft. Then, we move into further sounding rocket testing: a blend of real-world and Kerbal craft, the WAC Corporal with another one sort of stuck on the end to get a little further.
  7. In which I have trouble reading a fuel gauge! We're back to the RP-1 career mode, blazing a path through the early game with good sounding rockets and stolen planes.
  8. Am I back? I guess I am! Let's get started with a brand new series, this time with a more historical theme. We'll be digging into KSP 1.7.3 and RSS/RO/RP-1 for a career mode game set on actual Earth! I'll be talking us through the gameplay of RP-1 and how my designs were inspired by frantically combing through wikipedia to understand why my missions keep failing.
  9. Well everyone, it's been an awesome ride! We've made bases on Minmus, Mun, and Duna, multiple space stations, warp drives, torch drives, and upgrades from patch 1.2 to patch 1.3.1. However, that last bit has wreaked havoc on my save, and so it's time to call this one complete. Let me know what else you'd like to see from me - tutorial videos, another series like this one? I'm not going away, just making the break I'm already on official.
  10. I'm having some issues with the 1.3.1 update. Drills are basically non-functional, and I'm seeing some of what Lymark1 above posted. Here's a list of issues I noticed: I get an NRE from USITools.ModuleSwappableConverter.UpdateController any time I swap a drill bay. When I make swaps, I will get notifications like "Reconfiguration from Dirt to Dirt" which seem unrelated to what I clicked. Anytime I change screens, I get a single NRE from USITools.ModuleSwappableConverter.ChangeMenu. No additional effect I have noticed. When arriving on a new screen (Flight from VAB, VAB from Flight) some of my drill bays have changed from their previous setting to "???". I see every converter type, the Active Seperator is "???", and an unrelated drill is clickable (Start Hydrates Drill, this was originally a Gypsum drill) Swapping converters in-flight with an Engineer seems to have the same effect as above. Drills can be activated before they are deployed, and seem to work okay. If you deploy them, they'll continue to work, but the converter buttons disappear when you retract the drill. MPUs (all sizes) are causing NRE spam from USITools.ModuleSwappableConverter.FixedUpdate. This happens in the VAB in my new install as soon as I grab one onto my mouse pointer and ends when the part is deleted. Their bays show as "None". Here's some supporting docs: KSP.log showing the full tests of drills KSP.log (another one) showing the MPU NRE spam imgur album of screenshots. I thought my issue might have something to do with migrating an old save, but I'm experiencing the issue with a fresh 1.3.1 install with only the latest Constellation and ExceptionDetector installed. KSP v1.3.1 MKS v0.53.1 USITools v0.10.2
  11. I spend a few hours getting the base set up with the new crew that has landed. Now it's time to remember how the heck this base works!
  12. Another step closer to finishing the mission! In this episode, the Frontier Cruiser arrives at Duna, and I have trouble not meddling with Throttle-Controlled Avionics.
  13. We've come a long way, haven't we? 100 episodes! I can't really wrap my head around that! But it's been a ton of fun. I kind of wanted to finish the series on a nice round number, but it's just not going to work out that way - lucky for you, there's a bit more to take care of! First, we need to fly our second crew to Duna, debut our new reusable crew lander, and test out the life support systems on the Duna base.
  14. It's been a month, so it's time to maybe start making up for how long it's been with a double-length episode! Also, I really wanted to just get FINISHED with the darn construction. It's been so long! But here it is, the finished base cluster on Duna! Next... Staffing it, and managing the flights to and from Duna!
  15. Life's crazy! But videos are still coming! (deja vu, though? I feel like I've said that before...) In this episode, I get the refinery up and running, but encounter a possibly fatal flaw with the power transmission system.
  16. Thanks so much, that's awesome!
  17. Wait, when did I update the USI Constellation? Read your patch notes, people! In this episode, the construction continues, and we supply the base-city with power!
  18. Ha! Sorry. Couldn't help myself with the pun. Anyways, in this episode, the description starts to sound familiar - we're building our Duna base! It's exactly as complicated as it sounds!
  19. In this episode, I remember how to play after being away for upwards of a month! Also, we discover some crew-related issues on the ground...
  20. What better way to start a new colonization effort than with a little crisis? After the landing issues in the previous episode, we get underway with the actual building efforts!
  21. In this episode, our intrepid kerbals descend into the atmosphere of Duna, but not quite as planned!
  22. We're back, woo! Been a nice long vacation, but I'm psyched to get back to it. This time, we launch our crew vehicle with the final task group assigned to building the base on Duna! And then...
  23. It took us way longer than I expected, but all of our base kits and supplies are down on the surface of Duna. The way is finally set for crew to arrive and begin building our colony!
  24. More Candle Crane nonsense! We're done with watching that after this episode though. Unless something interesting happens, of course! In this episode, we finally get our TCA-using ducks in a row!
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