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Amechwarrior

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Everything posted by Amechwarrior

  1. This is my escape pod system for my stations. While the actual pods are fairly plain, I like the way the module came together. The KSS has capacity of 11 Kerbals and this module carries 16 pods for visiting crew and rescue contracts. Each pod has about 600dV and can reenter fairly aggressively without heatshields. Once the frame is empty, it is deorbited and a new one is sent up to replace it.
  2. My first intentional Eve landing. Been putting this planet off for a long time, going to start the groundwork for the crewed visit. This probe actually encountered Eve twice, I forgot to set an alarm for the mission and had to use the rest of my fuel to get another encounter the second time around. Luckily, my Jool Drop Probe just needed an inflatable shield and it was good to go for direct descent from the flyby intercept. Drop Probe craft file in my kerbalX sig.
  3. Made a 500t payload SSTO rocket. I'm not great at space planes and my conventional rocket plans ended up dropping too much $$$ in the ocean. So, I just added more vectors and kept all the side cores. Now it costs me less to operate than my more conventional 275t launch vehicle, about 200,000 funds net cost. Joolian V craft file in my kerbX sig.
  4. No problem, don't want to resurrect an endless debate. I looked in to stuff like the old Titan II/Gemini style hypergolics that left similar short trails. They do fit the games features when it comes to fuel storage and engine restarts. If this is something someone brings up every few pages, maybe throw in a few lines about it in the OP. Thanks for the great mod and the new info!
  5. I checked the OP and the last 3 pages of this thread and didn't see an answer to a question I have: Why do the liquid rockets not leave a smoke trail? I see solids make a nice big column and I think jet engines do too, but all the normal rockets don't. I get a smoke plume at the launch pad trench, but that is it. Is something wrong on my install? 1.2.2 x64, Stock parts, mod. man, smokescreen, RP all installed through CKAN, other big gfx mods are SVE,SVT, scatterer, reentry particle effects Or is this intentional? I've tried removing/reinstalling smokescreen and RP and manually checking gamedata to ensure CKAN did a full removal and reinstall. EDIT: I made a test stand with every engine: Only the SRBs get that thick smoke that lasts longer than the exhaust plume. Aren't the liquid engines supposed to have something like that too. I know there is a particle limit, but running just one engine at the time gives the same effects. It's like the engine configs don't get smoke.
  6. Here is my little rover. It's been basically the same since .23 with little updates as science parts changed. I pack about 2 or 3 of these in my landers and even developed a deployable clam-shell for skycrane-ish drops. While it lacks the 1 shot experiments, it's great for rover contracts once the crew has departed. I once drove one from equatorial Ike to it's North Pole to find an anomaly. Went about 30-35m/s at 2x speed and could handle the jumps and hard landings thanks to the roll cage and SAS power. Craft Fie: https://kerbalx.com/Amechwarrior/Rover-mk3 https://kerbalx.com/Amechwarrior/Rover-Package Here is the original version on my first Duna landing: I'm quite proud of this, it feels very Kerbal to me:
  7. This is my Kerbal Space Station. I use various modules as needed, from engine to escape pods, to take this layout anywhere and do anything. Even landed it on Ike on the LV-N modules once for a contract. The station gets tough on my machine as I keep adding more modules, I think about 1000 parts and 1000 tons is my record.
  8. Thanks for the reply. I knew there must have been some reason, but I'm not a web dev. so that kind of issue with google is interesting to see how it affects ranking. I don't see as many people cross linking everything together in the description box often, so I'm being a niche issue. I did already know how to change the thumbnail (and be patient for it to update) before that issue was found. As for updating via the website, basically it came down to no documentation that I could find. Adding a bullet to the about page would fix that.
  9. Thanks for this site! I just bit the bullet and uploaded a lot of my craft after someone on r/KSP asked for a craft file. Here is my impression from adding 39 items in the span of 2 weeks: I found myself using the numerical addresses(http://kerbalx.com/crafts/25931) instead of the named URL(https://kerbalx.com/Amechwarrior/Joolian-IV) when linking craft in my descriptions for future proofing. For example, I misspelled my first upload and needed to change the filename. I believe I found one more craft with spelling errors and had to change that one too. I'm glad I used the numerical URL and I don't have to worry about updating my craft name breaking links in other crafts descriptions. Sadly, that URL is hidden behind the edit page. If there was a public "Share" link like in the edit window, others could use this as well as making crosslinking craft faster and more reliable. I can't say I see any reasons why you couldn't offer that (security or simplicity maybe?) but it could go next to the "add to hangar" at the top bar. If this is already available and I missed it, my bad. It would have saved a lot of clicks going in to edit mode. The reverse of that, is that "add to hangars" isn't in the edit page. More than once I forgot to add to hangars as it drops me in to edit mode after I publish. I tried uploading directly from the mod in game, but found just doing it from the website better as I had easy access to the other tabs with imgur and craft I intended to link to the new craft's description. This was while using fullscreen for the game on a single monitor. Windowed mode or multi-monitors would have changed my situation. The mod is great for updating a craft. I don't know if there is a way to update a craft without it. What would happen if I dropped a craft in the website with the same filename as a current craft? Does that update it? I don't know. I didn't see anything about web based updates on the site, so that is why I had to install the mod. I also didn't find the main mod on CKAN. The part picker mod is there, but not the uploading one. That might be a CKAN issue. I have one craft with a youtube video and somehow that video became the auto thumbnail even though it was the last thing I added to the page. I changed it to the first image uploaded, but I wasn't expecting that. Most popular craft I've seen in my short time since I registered don't use the video as main craft thumbnail. Again, thanks for a place to share, showcase and backup our creations! I know my uploading blitz might not be the average user experience, but that was my experience.
  10. No problem, it's not hard to just plop down some fuel lines and remove them in the mean time. Thanks for all the work!
  11. I got a bug and checked the last few pages and didn't see it posted so here it is: It seems like engines attached through some radial docking ports don't calculate fuel from the other side of a docking port pairing. I have a station core with tanks, no engines itself. For this example I use LV-N and LF, but same bug appears with LFO engines and tanks. I use the merge or subassembly tool to add 2 engine modules to the core. The KER readout in VAB and in flight won't add the fuel stored beyond the engine modules docking ports in this configuration. If a fuel line is added, it calculates correctly. If I re-root the engine module to use the top port, and attach it to the bottom Sr. port (ignoring how wrong that feels) it calculates everything properly. If I take that nodal top port and put them on the radial core ports, it works fine. If I take the default radial root port of the engine module and attach it to the sr. port it usually won't work, but sometimes it does and further testing hasn't revealed to me why it sometimes gives different results. Port crossfeed and tanks access are open in all cases. I also have another older screenshot of a post Jool injection where the total dV reads 0, but fuel is available. However, that stack of craft has all kinds of stuff going on in staging and isn't an isolated example of the bug. Here is a link to the album. Here are links to the craft files: KSS - Core NEMO - LV-N Engine Module Note: the stations tanks in the file default to not drain, you will have to enable the LF flow to see the bug. If I missed something small or this is a known issue, my bad, please let me know. Thanks for everything, this is my most critical mod for KSP!
  12. I just got to Gilly for the 1st time ever and here my thoughts as a new visitor: The low "space near" still being a danger zone gives some challenge to Gilly. I like that it's the opposite of just about every other world in that you need to be constantly aware of how close you are or will be once that mountain comes around. It's a different kind of challenge There are only 3 biomes, so not like you need to spend more than 1/2 an orbit getting all the "space near" results in triplicate. On the other hand, Gilly is tedious and dreadfully boring to orbit around while 8km and under. The 8km warp barrier needs to be brought lower (maybe 7km?) and the max warp limits moved up a notch. Spent way to much time at 4x physics warp and still felt like the 1st warp range was slow once I got to 8km. I ended up just rocketing around at 50-100m/s manually adjusting my heading to get where I wanted to go in a reasonable time. EDIT: Also the size of map view Gilly and physical Gilly not matching was frustrating. The map mode Gilly is way smaller than the real one.
  13. I put "Relay Power Flowers" on highly eccentric orbits around each Kerbin pole, each has 16x of the big stock relay. I'm sending 2 of them to Jool to be put just outside of Tylo's SOI and canted opposite of Bop's inclination. Each Joolian moon is getting 2x relay probes with 1 big dish a piece for farside coverage. Here is the MIRV I'm sending there to deliver it all: Each of the MIRV "warheads" has 2 of the relay probes and a polar scanner in the base. The big booster on then end and the core truss get ditched in to Tylo with some tiny SRBs.
  14. I don't have anything against part mods or really any types of mod, most of my mods are gfx or QoL mods. However, my own playthroughs are with no new parts or autopilots. I'd love to learn kOS and might "graduate" to RSS/RO once I feel done with stock. I have things like KER and RPM, but use them partless or just don't research the optional parts. I like being able to just resume playing after an update and the shared experiences with the greater community. If I just got in to the game, I'd probably start with FAR for the better atmosphere.
  15. Thanks! Didn't want to just start deleting lines without knowing what they do.
  16. Bumping this, SVT is now on 2.0.2 and CKAN only has up to 2.0.0. I think the mods file structure changed as when I checked the game data folder I didn't see the SVT root folder that the current .zip has now.
  17. Is there a way to easily remove the new Jool rings? It looks like I could just remove the section in the Jool config, but I don't know what else that might mess up. I'm midway through some missions and don't want the screenshots to be too drastically different with rings appearing overnight.
  18. I have about 800+ hours according to steam and a little bit of time before KSP was on that platform. Here are my own opinions on what should be stock: Overall, the single biggest feature I would like to see stock is Chatterer. For the longest time it was the only mod I had installed. It's such a small thing, but adds so much to the experience for me. The game feels lifeless without it. After that, while I haven't used Waypoint manager, being able to see waypoints outside of map mode is something that is needed. Maybe give experienced pilots this ability, to give them purpose. Right now, I just buy or rescue more engineers and scientists for 'roid mining and labs. I send relays ahead of any manned mission so pilots are not important to me except in the very early stages of career. The second mod I installed is KER. I was testing a launcher over and over and over, tweaking small things and trying to do the same liftoffs over and over to see which configuration was better. After a while I just got frustrated and installed KER to just tell me what's marginally better. However, that was well after I had done various interplanetary missions without it. I see the chat above about UI and info overload and that is a concern for KSP. I would say make the dV/TWR/KER stuff an end game upgrade or only accessible if "advanced tweakables" is checked. Leave the game as it is now unless the player opts in to the greater information and controls. However, these tools are really necessary after you got the basics and are looking to improve your designs. You need them, but only when you are ready. As for MJ v. KER - I stayed away from MJ precisely because of it's automation and wouldn't want that in stock myself. I would also like SVE/SVT/EVE/Scatter/Planet Shine as stock, but right now they are huge performance hits. I would only want them included if they could somehow nullify the performance drain. Also on the looks side of things: Real Plume, Engine Lights, day/night mode in VAB/SPH, Raster Prop Mon. My final point of frustration is maneuver nodes. I use precise node, but even just the ability to map node directions to keypad and a toggle for .01/.1/1 increments would be huge. Sure having the pop-up and hand jamming in "-2000, -100, +275" is easy but adds more complexity to the UI. The stock maneuver node to this day gives me issues with how blunt and sloppy it feels. Having to keep the node on screen is a huge flaw in itself. The scroll wheel on node is either too sensitive or not enough and trying to grab or edit a node in the middle of crowded orbital map is a huge pain. Something needs to be done and we need finer, more discrete control separate from the on screen node. Again, I some of these features could be hidden as "advanced tweakables" or part of some upgrade path. Most recently, I finally got around to installing Kerbal Alarm Clock. I can do so much more with my game time thanks to this. I wouldn't say it's essential but it's a real force multiplier for career. I can have missions to every celestial body going at once and setup alarms to make sure I don't forget that Eeloo arrival I sent years ago. I wouldn't even ask for things like the transfer window alerts, just some basic alarms for my crafts trajectory like SOI change and maneuver node alarms. Without it I can still play the game, but focusing on 1 Kerbal space mission at a time. With KAC I have a Kerbal Space Program.
  19. Thanks for the breakdown of the error logs. I will try just running under the 32 bit and if that doesn't stop it I will hunt down the other mods main threads and repost there. I think it's the hot rockets effects that needed the mod manager but I am new to modding my KSP. Its install readme listed dropping in Mod.Man. as a step.
  20. I've isolated my KSP crashing to something related to KER 0.6.2.9 and other mods not playing together and was wondering if I could get some help. I'm using Win7 64, steam and the current 0.24.2.559(x64) version of the game. When I launch the game I can load my save and I can pilot ships (none have the Engineer parts) or go to other non-construction things just fine. But when I enter the VAB and try and load a craft or put some parts together it crashes. If I remove all mod folders/.dlls except KER it seems to work fine. When I add all other mods and remove KER it seems to work fine. When KER and my other mod folders are present it crashes every time, sometimes upon VAB load. It did not used to do this with the current versions of the mods I have now and I'm stumped. It worked a few days ago and now for some reason it's not. Here is a list of the mods I am using in addition to KER 0.6.2.9 Chatterer 0.5.9.4 Enhanced Navball 1.3 Hot Rockets 7.24 MK2 Cockpit Internals 1.0.24 EVE 7-3 w/ Astronomers Pack: Edge of Oblivion Module Manager 2.2.1 Output and Error.log linked here was for an instance with all mods in play. I also have some in instances without module manager installed as I thought maybe that was one of the things causing the conflict. Any ideas?
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