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Strainborm

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Everything posted by Strainborm

  1. So I see this is one of the new type of contracts you can do. But how exactly does this work? How do I find "Scientist's Abyss" or "Area 2-CM" ? What do I do when I get there? Any help is greatly appreciated!
  2. I already use DPAI It is a very useful plugin indeed, but not quite what I need.
  3. As far as I know, there is no way to unlock that. I haven't found a plugin that does that either, but you can put a suggestion in the plugin forums
  4. So I am making a ginormous interplanetary ship, and at one point even single 2.5m docking port just doesn't cut it. Is there a way to dock using 2, 3, or 4 docking ports? (and not just for cosmetics, like actually connected docking parts) I've heard that there's a plugin that help you do that, but I cannot find it anywhere Any help is greatly appreciated
  5. I can assure you than my computer is more than capable of running KSP at high fps. It is only when re-entry effects show I get anomalous lag.
  6. Title says it all. When Mach effects or re-entry effect kick in, my frames drop significantly. If the game was running at 60 fps, with re-entry or mach it will run at less than 20, even with very small crafts. Please help?
  7. If I remember right, Squad has been working on mine-able and convert-able resources system a while ago, originally planned to be implemented all the way back in 0.19. They even showed us a tree diagram of how it would work. And then I read the PC Gamer's article on Squad's plans on KSP 1.0, and I saw this quote: "The resources thing was an unfortunate realization that the game was not only not particularly fun to play through, but also was pulling the game horribly out of scope." I guess I missed the news. So what happened with that idea? I personally would love to have all sorts of these resources to manage Of course there are mods like Kethane and Karbonite, but they're not that hard to manage. I would love to face the complexity of the proposed system, where for a some product you need more than just one raw resource and one super converter. That, in my opinion, would create an entirely new side to playing KSP. And think about all possibilities with new contract system Contracts like "Recover a sample of Propellium from Mun". You could do SCIENCE with those as well! "You took a surface sample, and you notice that it has tiny green specs all over it. Is that Nitronite? It sure does look like mint ice cream!" and BAM, you discovered a Nitronite hotspot I don't know why Squad ditched that idea, but they should definitely have another look at it. But meanwhile, can somebody please explain to me why they didn't do it in the first place? Anything is much appreciated
  8. Control surfaces / Vernon engines should help, at least on the earlier part part of the launch. Otherwise, balancing and assymetrical rocket is a lot of trial and error
  9. Here's the way I did this sort of contracts In VAB I would build this sort of stack: small capsule, the BACC with lots of parachutes and no fuel, stack decoupler, RT-10 with a little bit of fuel and some control surfaces. Then I would launch it, turn it towards the ocean, decouple the RT-10 and deploy chutes, and once I'm splashed down, activate the BACC and get the contract done
  10. SAS likes to drain electric charge, so if the supply is limited, its a good idea to disable SAS where possible
  11. The fact that SRB's are ridiculously cheap is their main benefit, in KSP career and in real life. In a lot of times I use just one single S1 SRB-KD25k (the new stock SRB, with thrust tweaked to just about 30% so I don't get TWR of like 10) as the first stage on lifters for small and medium payloads, and I don't feel guilty using those in bulk because it's so darn cheap. And I personally think that at least that SRB should cost quite a bit more than just 1800 credits. Sometimes I strap on the tiny RT-10 from underneath in stack if I need an extra kick
  12. So I decided to send (yet another) Mun landing mission, but this time I had KerbalAttachmentSystem and ModularMultiwheels installed. So I thought, hey, how about I try to assemble a manned rover on the Mun, kind of like Apollo 15 mission? And so i did. I kinda decided to cut a corner, so instead of proper Apollo-style mission with separate CSM and lander modules I just made a singe lander module which would leave rover 'hangar' on the Mun when returning. So the entire thing looked something like this. The only already-assembled part of the rover was just the probe body with wheel base with electric engine and a docking port Jr, just the parts that you cannot attach from EVA. All other parts (such as the rest of the frame, scientific instruments, a seat, solar panels, Communitron 88-88, and batteries) were stored in KAS part containers, right above the rover base. The rocket itself was mostly built with KW Rocketry parts, pretty much now an essential mod for any of my KSP mod builds. The parts just look so awesome The launch was pretty regular, standard gravity turn, circularization, transfer to Mun, orbit capture, all that well-known jazz. I didn't really pick a specific landing point, just landed somewhere near East Crater. I kinda forgot to take screenshots of the assembly process But the final result was this. Jeb was very happy The rover itself performed very well, although i encountered a bug where the electric engine refused to draw the electric charge from one of the batteries. I think Bill should follow the manual after all, especially when building a rover, he probably wired something up incorrectly. And Jeb, the crazy kerbal that he is, somehow managed to break one of the solar panels on the lander, even though Bob told the guys at the VAB to specifically put them up high out of his reach. Just as I was about to return, Kerbin eclipse. Bob, Bill and Jeb were stranded for a while, but I don't think that they mind, I mean, the view was fantastic! But just as the first glimpse of the Kerbol appeared, the trio has set off for a trip back home The trip back to Kerbin was pretty uneventful, we've all done this many times But the guys landed safe and sound, with Bill planning next time to take an airplane and Bob explaining why that wouldn't work, while Jeb eats the rest of snacks. I personally enjoyed this mission quite a lot. Even though it's really not much, it was still very fun and interesting. What do you think? What is your favorite mission? Share with me
  13. I guess there's really only 2 ways you can do that. 1. lots n lots of fuel. 2. incorporate some clever gravity assists from planet fly-by's to get to other planets. 2nd way is pretty tough, although very possible. I remember Scott Manley's video where he took the stock Kerbal X to almost every planet in one go, but it took a reeeeeaaally long game time, so its not ideal if you have other missions going on at the same time. 1st way is something i would do, pretty lazy, but hey, it works
  14. Crew reports, EVA reports and surface samples all count as scientific data. So go ahead and get one of those and just transmit it, that should complete the contract
  15. I find those useful hiding big images and/or tables and use them regularly on other forums, but I cannot figure out how to add one in this forum. Help?
  16. I will try that the next time this happens, see if it helps
  17. I was enjoying fresh 64 bit KSP 0.24 when encountered something weird. I found that sometimes a vessel would start rotating due to applied SAS force when SAS is actually OFF​ and without any input on my side. It would also deplete electric charge. Time acceleration and/or reloading the vessel does not fix the 'phantom' SAS control. I could not replicate the circumstances, it appears that it happens randomly to a vessel. I took a screenshot of one of these occurrences. On it you can see, SAS is off, electric charge is being depleted, and there is a slight pitch control being applied by SAS. Your location doesn't seem to be a culprit either, I had this happen on a launch pad, when flying, and when landed on the Mun. Also, I couldn't connect the possible bug to any of the mods, this happened in vanilla KSP too. Any help or explanations are very appreciated I think there's a good chance that im simply missing on something.
  18. When replacing a bunch of files or adding a non-Steam shortcut just doesn't seem pretty, there is another method! (with launch options) 1. Properties -> General -> Set Launch Options... 2. type in the following: "the path of KSP_x64.exe" %command% ex: "C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP_x64.exe" %command% 3. run KSP as usuall 4. enjoy your 64 bit KSP! 5. ??? 6. PROFIT!!! 7. +rep?
  19. I think "assemble" in this case could also mean "service", like refueling or adding extra components into an unmanned probe. That would make it much easier sending missions to the gas giants and their moons, like the long-proposed Europa or Titan lander (rover) mission.
  20. Somebody successfully launched a model rocket with a GoPro and a small figure of Jebediah Kerman, and made a pretty awesome video out of it
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