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Jetski

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Everything posted by Jetski

  1. I can confirm that there's definitely something amiss with Olu'um config file for contracts. Not only is the Explore Olu'um contract offered immediately after making Gaia orbit for the first time (blocking any other Explore contracts, for Gaia's moons for example), but there's another issue as well. Any Build Station contract offered for Olu'um, and any Place Satellite contract for Olu'um do not offer any funds as a reward (a paltry amount of science and rep instead) and instantly fail when you accept them. I clicked on several before realizing each time it was logging the contract as expired and failed immediately. I hope it's just a config somewhere, as it is making a career run quite challenging. I noticed Olu'um is by itself in a Gas Giant folder, maybe there's some weirdness in how KSP reads planets out of folders? Let me know if there's anything I can do to help. I started a thread here to see if anyone has any experience with this kind of thing
  2. I think it's safe to say you are closer to an SSTE than anyone has gotten before Keep the title
  3. I just started a playthrough of Gameslinx planet pack here, not suggesting you duplicate that, but a run through a new-to-you planet pack can be quite a bit of fun and adventure. Also a KIS pirate mission through an old savegame is about the most fun I've had at this game.
  4. I'm wondering if it's maybe hard coded into the bodies themselves. For example, am I getting an impossible contract because the body is a modified Minmus perhaps, and the game thinks Minmus should be an early contract, not realizing that the modified body is beyond Jool? Or is it perhaps the order that the planets are listed in a config file somewhere? Maybe @Red Iron Crown or another wise voice could point me in the right direction? Upon investigation of the mod folders, it looks like Olu'um is based on Jool, but is in a separate folder than the other planets in the pack. I've gotten a few contracts for orbital stations and the like for other planets, but still mystified why that contract is listed first.
  5. The first interplanetary flights are underway. After loading up KAC to check transfer windows, it seems like the first 2 are for Flak and Quarta. Flak looked like a fairly routine deep space mission, so I setup a low tech (Terrier powered) 2-Kerb lander with a pilot (Jeb of course) and a scientist. I of course named it Flak Attack, and after an uneventful launch I made a hard burn for a Flak intercept. All is well, and in 3 years I'll have a nice flyby and hopefully landing. Quarta appears to be a tougher nut to crack. According to the orbit lines, it actually seems to be traveling RETROGRADE around the Sun, and moving at around 3.5K m/s. Nothing for it but to put together a large NERVA-powered asparagus beast, with a small lander that detaches and uses one of the NERVAs for a landing engine. Rather than deal with 2 crew, I sent a single pilot on this mission. Inevitably named the Quarta Pounder, this beast waits in low orbit with a Mainsail powered transfer stage ready to send it off to meet Quarta. Once the transfer burn is complete, I hope to have nearly 10k Dv to allow an intercept with Quarta, and if all goes well, a landing. Unfortunately, KAC isn't dealing well with computing a window for a retrograde planet, so I'm warping 5-day intervals and setting a node. At least 20 days to go, so I'm looking into a low budget probe to Sonus in the mean time. Meanwhile, Bob is doing some research in his own little scilab orbiting Gol, slowly bringing Kerbal tech up to an effective level.
  6. I'll see if I can recreate it - I've had ships wander out of the edge of an SOI before in stock as well, so not a big deal. Retrograde polar orbit both times, and conics show no intercept with Olemut. Could have been an interaction that didn't show up as an intercept, just happened anyway really fast because of retrograde orbit.
  7. The vessel that hops out of the SOI is always the one that isn't focused on, and usually happens outside physics range, if that helps. The accelleration issue appeared at close docking range, in a lower orbit. Also more mission updates
  8. Today Bob returned safely from the Polar moons, although he did have to get out and push in high Gaia orbit due to a slight miscalculation on a burn. Next up I loaded up KAC to look at upcoming transfer windows. Lots to do, many places to visit! Still about 40 days until the next planetary window, so I decided to do a few quick contracts so I could afford NERVAs. With the vast distances to many of the planets, it will be a while before my antenna tech is sufficient to send probes, so I'm expecting to have to send a few pilot/scientist teams to faraway lands. With that in mind, I did a half dozen Rescue contracts to bulk up my crew roster, and a few Station and Satellite local contracts (including a surface base on Olemut) to add some much-needed funds. Nothing groundbreaking, but now I'm ready for some serious interplanetary exploration! On a side note, I landed Bob at the poles, and was expecting a nice splash down in the pretty blue water. Imaging my surprise when he was able to get out and walk around on the hard surface! Netted a nice "Landed in the Ocean" surface sample to go with the "Splashed in the Ocean" samples I had already obtained.
  9. Got another fairly minor bug report here. Dockings in Olei's SOI are turning out to be tricky. Twice I've had a ship in a stable orbit just outside Olemut's orbit hop out into Gaia space and back. As a workaround, I'm just handling all manouvers in a much closer orbit to Olei. More critical, I've had some rendevous issues - twice I've had a ship showing a nice closing velocity of 10 m/s or so on the navball, while on the screen as soon as I get to around 500m away, the other ship shot away from me, rapidly increasing distance out to 3-4 km. A bit odd. If I go to the Tracking Center quickly and back, it's all fixed, so also still playable. But there may be some weirdness with the SOI around Olei
  10. I'm stoked to see this back up and running! nice job guys
  11. Hi guys, I'm not sure if this is the right place to ask, but I'm curious how KSP decides which planets should be offered next for Explore contract. How does it know the Mun should be offered before Jool, for example? I'm asking because I'm working on a playthrough of Gameslinx planet pack, and the order is off, wondering if there's a way to edit this. Any of you modding geniuses know the trick to this?
  12. Victory! After some careful adjustments, Bob managed to get his original Moon Lander back into an Olei orbit and meet up with Better Lander. After a daring spacewalk to catch up with the lander as it streaked past at 68 m/s, he proceeded to explore Olei and Olemut. Living up to it's name, Better Lander safely managed both bodies with dV to spare. Landing on Olemut was interesting, at first glance the flat areas appear to be Minmus-style frozen lakes. Just to be cautious, Bob landed near the edge of a lake, and just dipped a single lander leg in to test the waters. Sure enough, the diabolical @Gameslinx has provided liquid oceans on this vacuum moon to lure the unwary landers to their doom. Perhaps a quick reading of the planet's description could have revealed this, but it was more fun to find out for myself. Surely the Kraken must lurk in these inky depths....
  13. OK, initial report so far so good. Removed EVE and it improved gameplay quite a bit. One bug I found is if you EVA in a polar orbit near Gaia the space around Bob starts flashing psychedelic colors rapidly. It doesn't appear to matter if a planet or rings are in the frame, and it doesn't happen in low orbit, but it's a bit startling when I was harvesting high orbit sci. I can't get a screenshot as it is flashing on and off, but fairly easy to recreate. Part of the problem is my laptop is an actual potato. Likely a low-end graphics card issue or something. Edit: I now can't recreate this issue - Bob can now EVA to his hearts content out by the orbit of Olei. Maybe it's only active inside the radius of the rings or something My other suggestion is to see how the game decides to offer contracts for bodies in order. I barely made LKO and the next contract was to Explore Olu'um, which is far out of reach, kinda like getting offered Explore Jool before the Mun or Minmus. Not sure if this is something you have any control over, but would be better to get some contracts for the local moons first. Great job on the surface textures by the way, some of the shots I'm getting look like art
  14. My woefully underfunded mission to the polar moons has not gone perfectly. I spent every penny I had to get Bob and a little science lander into a polar orbit and intercept the moon Olei. With a basic tracking center, I felt like I was back doing the Caveman Challenge - trying to get an intercept on a tight dV budget without nodes or patched conics is challenging. Finally I got an intercept, and got into orbit, netting about 100k funds to from World Firsts bonus. I ended up in a retrograde polar orbit around Olei, and prepared to manouver when disaster struck. I accidentally jettisoned my full drop tanks with the landing legs attached instead of the empty engine stages I had used for transfer. Bob is stranded with only his get-home fuel remaining. Using the 100k funds and some transmitted science from high orbit, I built the aptly named Better Lander and sent it with a probe core to go meet Bob. Still no tracking center, so I was really struggling to meet him in high orbit of the moon, and disaster struck again. Bob and the original Moon Explorer strayed too close to the edge of the Olei's SOI, and while I was warping the empty Better Lander to meet him he was thrown back out into Gaia orbit! As I was pondering what to do with my 2 landers and my limited funds, KSP crashed... My current plan is to send Bob home with what he has (if I can do it with his scanty 400dV remaining), leave Better Lander in orbit around the Olei, and send Bob on another ship to finish the exploration and harvest that juicy science. Stay tuned to see if he survives this debacle!
  15. Unfortunately my next Explore contract after making orbit is for Olu'um, which is far beyond the reach of my current technology, and on the far side of the Sun, quite a while for a good transfer window. Here's a quick tourist mission, also grabbing Materiels Bay Science up to LGO. Now to see what I can do to up my tech for an Olu'um mission. Trying to decide whether to try a one-way probe (research heavily into antenna science) or a manned mission, which will require better rockets. http://imgur.com/a/dZZIx I opted to hoover up a little local science, and put the research into bigger fuel tanks and solar panels. Still can't get any decent contracts (lots of Gaia part testing small stuff, and a few atmospheric surveys I don't have the wings for). I'm going to make a run at some of Gaia's moons on my own dime, and see if any good contracts come out of it.
  16. Starting a mission thread here so I don't keep spamming the thread So far Gaia looks amazing, I'll keep updating the mission report as I explore the system. I'm getting a little lag so I may have to throttle back my graphics or dump EVE and scatterer, I'll keep you posted. Totally playable though.
  17. After some troubleshooting, we've managed to get the impressive planet pack by @Gameslinx up and running in 1.22 Linux x64. I'll be chronicling the adventures of Kerbalkind as they explore this new system. On first impressions, the graphics and the work that has gone into this are outstanding. The first orbital flight with the giant rings overhead and a sunflare are giving me back some of the wonder that made KSP grab me in the first place. Some images from the first two flights follow. A quick sounding rocket for science, then a very clumsy orbiter mainly powered by SRBs. Ended up in an elliptical orbit out of fuel, and Jeb had to get out and push to make it home.
  18. Perfect To confirm, if I go to settings/graphics and adjust to 1/8 res, hit apply, adjust it back, hit apply everything is good to go. Career has begun!
  19. Update, if I make any kind of adjustment in Graphic setting in game, the annoying graphics lines all go away and don't come back. Adding or removing EVE, scatterer, or TWG folders has no effect. Totally playable Also, it's normal that all the stock planets are still in their normal places, right? Just lots of new ones? I'll read up on the OP to confirm. I'm doing a full playthrough on these new planets, very exciting
  20. Victory! Still some weirdness going on with Gaia/Kerbin surface in Map view and on the startup screen, I'll mess with settings and see if I can get it to go away
  21. Almost there! Still black screen, but everything loaded except Vulcan this time Edit: I don't appear to have a Vulcan.cfg, should I?
  22. To my untrained eye it looks like Dread, Quarta, and Vulcan are the ones not loading. https://www.dropbox.com/s/22ar1o78l3x9xwq/Dread.Body.log?dl=0 https://www.dropbox.com/s/xfwgsz8ah5e2zwu/Quarta.Body.log?dl=0 https://www.dropbox.com/s/od25z5ixdec7rif/Vulcan.Body.log?dl=0 In case you need them
  23. https://www.dropbox.com/s/fycjgyydijx3rf1/Kopernicus.log?dl=0 Happy to help. I know the challenges of cross platform compatibility testing Nothing worse than not being able to recreate an error for yourself.
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