

BDelacroix
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Everything posted by BDelacroix
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So far, a non wobbly two transport system for my luxury station line. The fuel pods are very heavy. I have made it to the point of one transport of materials that doesn't wobble. The second I am still working on. I may have to build a fuel pod delivery ship instead of limiting the transport of materials to two ships.
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I tried in vain for a second day to make a space plane that could get to orbit. Suborbital, sure, but I haven't been able to get one to go out and do a real orbit. I'd like to have one dock with my space station and come back.
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Official Mod Compatibility Thread for .25
BDelacroix replied to NathanKell's topic in KSP1 Mods Discussions
Appears to not be compatible: Edit Extensions 1.3 http://forum.kerbalspaceprogram.com/threads/38768-0-24-Editor-Extensions-v1-3-19-Jul-2014-%28EdTools-Editor-Tools-replacement%29 Appears to be compatible: Kerbal Alarm Clock 2.7.8.2 http://www.curse.com/ksp-mods/kerbal/220289-kerbal-alarm-clock#t1:description Haystack 0.2.2.1 [ No link to older version Here is a link to Haystack continued: compatibility status unknown http://www.curse.com/ksp-mods/kerbal/223146-haystack-continued#t1:description Select Root (unknown version number) http://forum.kerbalspaceprogram.com/threads/43208-0-24-Jul18-SelectRoot-Set-a-new-root-part-0-24-new-UI [ The latest version on this thread appears to not be the same as what I have. Mine is dated 8/20/2014 and the dll is twice the size. So no idea what is going on there.] Texture Replacer (1.7.1) http://forum.kerbalspaceprogram.com/threads/60961-0-24-2-TextureReplacer-1-7-1-%287-9-2014%29-Female-name-detection I have it ^^^ as part of the astronomers visual pack. -
Danley I call him manley danley. But only because apparently his courage meter was a lie. He didn't once show a panic face even when doing an aerobrake in Jool's atmosphere. As a reward, he has been parked holding onto a station fuel pod until I can get something more substantial out there to help him bring it in.
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Jeb died somewhere somehow. I did once have an entire ship vanish so maybe that was it? One of the other guys is part of the population of my Jool station (Ibolen). I think the third guy is on the mun, in a moon base with some friends, so he's not lonely.
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I will build a Kylon to deliver kerbals and other useful items to each of my stations. Maybe. If I can work it out.
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It is a toss up between Jool, Laythe and Duna. I voted Duna because that is my current location of focus.
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Weee. Your ring station is finished. This is a post more like what I am going to do today in KSP. Last night I started the Deimos (one of two station parts transports) on its way to Duna. It suffers from wobbliness and something is off balance. I have the fuel to circularize at Duna which is ok, but it will take a long time as I have to keep re adjusting since the thrust vector pushes me off aim point. I intended to send both Deimos and Phobos, but Deimos was ready with just one engine pod and I wanted to see if it would make it. So, the kerbal space program advanced almost 2 years and only half a station worth of parts is at Duna. It is a station just like the one in my Jool pictures some ways back. With minor improvements I have made along the way.
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As I have but one space plane that I kept, this won't bother me much. It actually doesn't even work well. I use it for splashdown tests on kerbin.
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All of my first attempts were just partial successes. There were many rescue missions throughout my time in career mode.
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Impressive. Here I gave up trying to get that many large tanks into space in a single launch. The final orbiting part is about the equivalent to two of my large ship engine pods that I attach to large transports that I festoon with station parts for extra kerbin deliver. I do it in two launches, you have found a way to do it with one. I bet the cost in kerbin dollars isn't cheap either.
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All I did was make my "pimp my kerbals" @default script work. I now have my wife and her sister in the game as Kerbals. They are currently living on Duna. Yea, maybe some think its a bit weird. I make sure to name two of my xcom soldiers after them, too. I couldn't find a way to give them their favorite color space suit. Just their jump suits for inside capsules.
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The save files seem rather robust in reacting to missing parts. They just come up with a message about incompatible parts or something. Your craft won't load but it won't crash the game either. As for mod DLLs I can't say. It will all blow over soon after release I'm sure.
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That looks a little like the ill fated River of Stars from the book. (referencing post by ScriptKitt3h)
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Need help with obscenely inefficient ship!
BDelacroix replied to Broax's topic in KSP1 Gameplay Questions and Tutorials
Not unusual. The fact you can strut in space is a huge boon. I have never found that mod nor have I convinced myself on if I want to use it or not. I don't bother with escape ships since if something goes wrong, I just build another ship to go get them. However, I am not using life support, so there is no reason to just go rescue a crew 5 years out. It also means I don't bring supplies. In general, I have a thin scaffold with docking ports on it and a large one up front and at the back. I then ship up dual engine pods to put on them (I prefer pullers to pushers as it avoids the inverted pendulum problem of control). You have to imagine where the center of mass is and keep it generally in the center or you will begin to spin. I also find docking port connectors are rather rubbery and appear to only connect at a single point rather than around the ring. That means they flop. The advanced wheel is also apparently made of rubber, those flop. You can kind of guess the center of mass as the camera apparently focuses on that center when viewing the ship. Zoom way in and if you are in between your engines, you are likely to be ok. Some tricks I've learned in moving unwieldy ships: 1. Since you are using mechjeb. Turn on smooth throttle and I use limit throttle to 10% if I have a construct that is particularly wobbly. It means longer burns, but plan for that. I also limit to 40m/s and terminal velocity. It saves mucho fuel. You aren't likely to run into those limits with heavy craft. 2. I used to try to put RCS on things. I have moved away from that. It is only really useful for docking. So any ship you want to dock with, go ahead and put on the RCS. I'd love if mechjeb would only use RCS for the forward/backward movements and leave turning to the wheels, I haven't found a way to make it do that yet. 3. The one exception to #2 is my little tugs. They are all RCS only fueled. That is because they are made to haul around the parts once they are near each other. Which I guess is a sort of secondary docking. 4. Turning large ships takes a long time. RCS can help but I find it makes the ship wobble, badly sometimes. So I stick to just well placed wheels now. It is a lot slower, but a lot less wobbly. Not going to do quick turns. -
Problems Landing on Minmus and Mun
BDelacroix replied to Skylab's topic in KSP1 Gameplay Questions and Tutorials
You can sneeze yourself into escape velocity on minmus. Mun is a bit easier. -
Master Tao has it right, basically treat Frofred as another object you are rendezvousing with. When you are close (within 100km is enough) swap to Frofred ( [ or ] key) and use his RCS to get to the now near 0 relative velocity rescue ship. Climb on in and go home. Or do like I did and park him at a station and forget to bring him home. Lost that contract because I only did half of it. You still get to keep Frofred, though. Click the speed box on the ADI and it changes to surface and target relative speed. The target one near 0 (if not 0) is what you want. You'll only run into a mismatch doing this if you ride out the orbit to the opposite side, but you will be done with the join up long before then.
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I'm afraid I can't, Dave.
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Prettttty ring. So when is someone going to build the first Kyson Sphere (Everything in ksp has to begin with a k right? so can't be a dyson sphere).
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My hope is that with the new parts I can finally make a space plane that doesn't rely on cheesy game mechanics like stacking parts and clipping. Also, wait for all the mods I use to be updated.
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The charlie brown christmas rocket.
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I had the devil of a time with the assembly. It doesn't quite line up at the end of the ring, so I approximated it as best I could and then strutted the segments together. That held. Being I figured the segments wouldn't like docking up, I built it as one big ring. It fills the assembly building. The launcher is a monster but also very well strutted. It bogs down the frame rate even on my computer and I built it (the computer, not that ring) this summer out of just about the newest parts one can get. Landing the thing on Mun wasn't nearly as bad as last night's endeavour which was the Duna landing. Oy veh! I don't know what I'll do today yet. Will see about it. If I use this any more it will at most be Laythe where my poor kerbin there will be glad to see some friends come live at his lonely beach, there is plenty of room. The second place might be Eve. However, those spokes do not like being jerked around as parachutes tend to do. I learned that on Duna.
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I landed a round station at Duna along with an attempt to land two rovers (I called them rumblers). They are an attempt to be a bit heavier than the one I sent to Mun as I had the devil of a time keeping that one under control. Didn't matter. Of the two, one landed too hard and the other broke all four wheels on touchdown. I sent a kerbal over from the nearby base to fix the wheels and drive it back. It still bumped around like it was made of foam blocks. I'll have to try something else. No pictures today. It is the same as the round base I sent to Mun which is pictured earlier. So just imagine a few more lights and a red ground. It was a pain keeping it under control. Note to self for the future, the chutes are worthless. They rip the spikes apart. Instead, add a second round of landing jets and 1200 d/v was required for landing mostly safely. It skidded around a bit on landing. Didn't land on the flat part I had aimed for, instead I hit a slope just south of the place I wanted. Good enough, however, so its parked. I sent out a kerbal to fix the landing struts that slid across the duna surface on landing.
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Science in orbit. Flag planting. Fun. My stations have fuel depots for the smaller ships that I reuse several times. They need only enough to land once and get back. Then they refuel for the next trip.