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Kar

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Everything posted by Kar

  1. Yea, I already thought of that, sometimes in the design the ESC key would be useful to cancel any part placement that got wrong while attaching to the nodes or near it. Still, I did not want to go much farther.
  2. Hi, Recently I added a couple of mods and my game crashed when I revert to launch. I could use some help. I don't know if it was some mod or some memory issue. Im running windows 10 and KSP 32bit. This is my mods list: Everything was working fine until I installed the following mods: Docking Cam, NearFuture mods and Station Parts Expansion. Everything is up to date, game and mods, except a warning from AVC about Magic Smoke Industries robotics that says its for 1.02. Even with that little warning the game was fine. Output_log.txt Dropbox. Any help would be very appreciated. Thank you.
  3. Is it possible to establish a orbit around a planet, be that Kerbin or whatever, closer to the poles with a inclination of 0 (zero) degrees? In a way parallel to a equatorial orbit ?
  4. That and: A 2 man capsule; Different shapes of power electric battery; Different shapes of solar panels; More different types of landing legs (not landing gears for planes) ; More parts to science and different science with time relevancy; Exclusive station parts; More rover parts to make exploration mean something and give me a excuse to haul rovers around; About rovers: specific missions or contracts (with several objectives that include making different kind of experiments on a Mun or planet; More probes parts to make useful satellites with coherent contracts and missions. (more then RemoteTech) ; More adapters; Not a part but.... making all the parts the have movement, move on the SPH and VAB; This is very useful for designing to test if things really move the way I want it. Just to the launch pad and then go back is a bit boring. _____ I know the question was for parts and some things I listed is more then that, but we need a reason for some.
  5. Greetings, First let me congratulate everyone at Squad for giving me the experience of "feeling" space the way I like and giving me the opportunity make that space free with only the limit of my imagination. I know there many threads with good suggestions here and I'm sorry if this was already mentioned. I would like to see implemented something simple. The use of the ESC key to leave the scene. In other words, I would like to use the ESC key to leave any screen like SPH, VAB, etc. I know we can click the little orange icon on the right upper corner but sometimes we just want to "leave"! I do not know if this can be achieved with a mod. If it is a matter of using a small plugin, I do use mods, to make my game harder and more real (at least for my kind of feeling what should be real) but to be honest, I think this is a very small implementation to the stock game and probably easy to do. I do not know if it is easy to implement in the base code, I am not a programmer. I leave it to you. Thank you for your consideration and keep up the good, excellent and amazing work that you guys are doing with KSP.
  6. lol ok I guess I spoke too soon! Thx and best of luck.
  7. Ok, it seams KAS & KIS have not been updated, however, when KSP starts, KSP-AVC says theres a new version on both mods. I check the change log in AVC and it says it was updated to 1.05. Also it says version is 0.5.5 for KAS and 1.2.3 for KIS. The download links give me the previous versions! :S So, is AVC giving me false info or is there something else?
  8. If by finished we accept that, every content, game mechanics, parts and gameplay, then yes, I guess it is finished. If by finished we talk about, bugs, huge ram eater, lack of mod support (ram), no 64 bit version, bugs (oh already said that one), things that go out of control in the vacuum of space for no reason at all, bugs (dam I did it again), no, it is not finished. In fact, in my honest view, 1.0 was a commercial move by Squad to present their product (nothing wrong about that). But for me KSP is still in beta, until: - I can run mods with no ram problems in x64; - I have no crashes due my ship or my station is made of 9999 parts; - I have no loss of FPS even if I'm using state of art hardware; - and probably many other things that I cannot remember right now, since I stop playing KSP couple months after 1.04 update. I have more trouble running the same number of mods now, that I have like in 0.24 for example. In fact, 0.24 was the most stable version of the game. I do understand many more things were added, but KSP still needs a lot of work. I believe in Squad, and I keep my good faith in them, they will fix and improve KSP in this year to give us the ultimate experience of running a space program, flying ships in space, improved graphics, improved fps and so on. KSP at the moment is good, but it lacks stability, visual quality and engine performance.
  9. Another great contribution to the KSP community..... To the topic in hand: In my experience after the release of 1.0, (it got better now with 1.04) I got a hard time to fly stuff because I was used to the old aero model. MechJeb crashed my rockets, if I fly them, they started to bounce and went on a endless spiral. I was like, "what the hell? do I have to quit playing?". But then I started to read stuff in here about it. I found that for example, for airplanes which was my biggest problem to make them working efficiently on the old model, fly pretty much well now, I started doing cool things with simple plains that I could not do in the old model. In any case my biggest problem was making rockets fly. To be honest, after so many tries and building different rockets configurations, I found out that has nothing to do if my rockets were huge or small, it was all about TWR and lifting control surfaces. I hate putting wings on rockets, but, in the lower stages they help a bit. My trick for any rocket I do is to put control surfaces in several key points along the rocket to get more stability on the ascend. I use those wings that act like elevators (cant remember the name now but they can be used for tail fins on airplanes) I put 3 or 4 of them symmetrical on every lowest part of the rocket last stage. Lets say if you have a 3 stage rocket, you have 2 sets of control fins. SAS also helps a bit. I also so started to use Kerbal Joint reinforcement mod too, just because I hate struts. Have in mind I did used struts in the old model but now, I want a rigid rocket that does not look like a spiderweb full of struts. Velocity on ascent is key, if you go to fast you burn due heating or you never make to orbit due to drag and spending more fuel. Control your vertical velocity. Until you past over 15 to 20 km altitude try to stay in the 350/ms after that just punch it (still many times you do not need to go full throttle to get into orbit. I still use the trick 90ª but in different altitudes. 1Km, I give like a few touches to get the rocket inclined, not just much, like 5º. This avoid any booster or so to damage KSC. Half throttle or less depending on your TWR. 5km I give like more 10º, usually until I get into around 20km I try to avoid getting into the 90º degree angle (some people might disagree with this or even find that is less efficient) then after 30 to 40 km I start accelerating and lower my angle of attack, many times I do not even stop since I start turning to make circularization right on the ascend, or if I have lots of fuel to spare then I do a orbit nod and go from there. After so many frustrating attempts to put a rocket into orbit with the new aero model, I came to find out that is pretty much more easier now then it was when back in the time of: lauch, 10km, 90º, orbit almost no fuel lol. Sometimes now I adapt old rocket configurations because I get into orbit with way too much fuel then before.
  10. Some people like to use KER for info and also use MJ for other functions. Personally, even when I started, I always preferred MJ over KER, just because it gives me all the info I need and more, and after the 99999 launch you surely learned the game so it gets boring do all the stuff manually (for some). Sure MJ can be a great way to learn, but in my own experience, there is no substitute for doing it yourself (and fail) and learn. On the topic, it all depends how hard or easy you want you career game is. Personally I think the levels of difficulty on KSP are lame. I use mods to make my game harder and it's not the difficulty levels that will make my game harder (just longer grind if you reduce science, rep and money rewards from contracts). When you learn the game, and feel comfortable with it, and, if you are like me lol, discover the amazing mods this community has made, your gameplay will be harder. If you want some kind of realism there are many mods that do just that. If you want a easy life, then forget some hard mods out there. Be aware there are mods that gives you more rocket parts and other stuff and makes rockets a bit overpowered and easy to get into the orbit and other places, in my honest opinion I would stay way from those. But hey, it's your game! Mechjeb is good for info and automate many thinks, still learn and do it yourself first it will be much more rewarding and when you know how things are done, you do make MJ doing it for you, you can even fine tune many things MJ do. Stay away from visual mods and graphics mods, they are great, and those people made amazing jobs but the memory problems KSP still have with the limitation of 32bits KSP its a pain to run big mods. Some mods that do not increase or reduce the difficulty (imo) are: Chatter: does not add anything just makes your kerbal talk. Tac fuel balancer Active texture management (reduce memory usage) waypoint manager - great when you do many contracts flying over kerbin. Nav instruments - adds ILS to your ksp, easy to align in any runway to land your planes. Stage recover - Drop your boosters with parachutes and recover part of the funds you spent. This one saves my economy in career. Im sure there are many others, I also use many more but those makes the game more harder and thats not you want do you? My mod list: Many here actually makes the game more harder, but much more fun.
  11. I already noticed that too! When I load up KSP, (many mods too) I have about 1.2, 1.3 gb used. When I quit KSP my memory usage goes around 900mb! When I see this, Hey! It's time to play KSP again! RAM just grow up inside my PC! Really now, for my experience, when I do a long mission, if the game do not crash and my lander lands on Kerbin, I always do a quicksave before recover because the lag is so much that I just know if I do that the game is gonna crash. Sometime it does not, others do, in any case, I quit KSP and restart it again. Fresh again.
  12. RT does not only affect probes. It affects transmission of science reports. I do not know how you play, personally I play career, I use RT2 and many other survival mods that makes the game more realistic and hard. The science grind is my main problem when starting a new game. But as soon I can send a probe to the mum or Minmus to scan for kerbonite, my lander needs a connection to KSC to send EVA reports and crew reports since I will do several biomes before I came home. If you do not send them, they get replaced when you get a new one, instead of the goo, temp and other science that you can store in your module. I find it rewarding to be able to transmit this to KSC, sometimes I have to wait a few hours (or days) before I have a connection, adding this to life support, my manned missions must be calculated very carefully. But hey! Each one play the game as he wants or how hard he wants to be!
  13. I stopped using the ascent autopilot on MJ since I could never got it to work with the new physics. Probably because Im too noob to understand certain aspects of it, in any case, the ascent is not always the same for different crafts. So, no help there, but everything else works pretty well for me, I use the circularization option in maneuver planner and it works perfectly, I know it's not the same. I also use asparagus staging, nothing too fancy, my biggest lifter has 5 orange tanks where it drops to 2 each time and keep going. I find it, that asparagus is a bit overpowered now because of new physics. While in previous .90 it was 100 full throttle and just dropping the tanks, launch, 10k, turn, my first asparagus stage almost reach 10k, now with the new physics it goes much higher since we must cut on the throttle to avoid the soup drag. p.s. I also stopped using struts. They are ugly and I never saw a rocket with weird struts on the outside (maybe im wrong). I use Kerbal Joint Reinforcement. Now, that's a beauty since it properly attach things to each other without breaking or wobble. They still break if you push it too far like landing using velocities above crash resistance, but for example, when you put decouplers they stay rigid.
  14. Sometimes lol. AHH... guess its not MJ 100% fault, maybe 99% if you land on high inclination slope. Speaking of that sarbian, what about that? The auto-landing is great, it would be greater if we could see the slope angle on the map while we are choosing a place to land like in the mun where there are so many slopes, in particular in the poles. More or less what Scansat does while we pass the mouse arrow on the map screen.
  15. Woot! Never thought of that. Actually I have been thinking why the hell the stock ships were always there, but I do play with that option disabled since I do not use stock ships. I guess, now I will . Woot! Again lol. Naming quicksaves its a progress. Stupid question since it creates different names : Does this means also it creates several save games files? Oh, and can I just delete the stock vessels and put mines in there?
  16. Sorry for the long delay in checking my thread. Ok, now I feel kinda noobish lol. I know F5 and F9 do quick save and quick load, what do they do with ALT pressed? I cannot test it right now. I know we can save and load any game state by going to the main menu in the KSC. This is not what I want. I want to be able to save/load from a menu, like for example while I have a lander, landed in the mun while im seeing it. But this seams not be possible, maybe because the way KSP is made. I guess I have to quit to KSC, save or load, then go back to my ship(s) wherever they are and keep doing my missions. Also, just going a bit away from the topic, why the hell if we deleted save games, or delete a game in the menu, KSP deletes also all the ships built? Is there a way of saving these (aside of doing a physical copy from the game folder) files or any mod that does a backup on the fly of the ships I built in the VAB or SPH ?
  17. To be honest, I hate the way KSP save and loads the game. Quicksave and Quickload is ok, but we need a save menu with options to do several saves. They are only accessible in KSC and even those are weak. I want to know if it is possible to make a mod that handles save games, and also the possibility to load them "on the fly". Many times, I crashed into the mun just to discover the quicksave or autosave just killed my career game because I lost jeb, bob and bill and they already had good xp and level up. The mod should allow me to save the game at any moment and do it by order. Instead of one quicksave, make quicksave1, 2,3, etc. date and time would also be great. With most solo games having a decent way of loading and saving the game, why KSP is to dumb about it? If I screw up my flight, most of the times, I need to restart my game from scratch due the hard mods I use to give more realism to the game. Sure, save scum may change this, but I have other considerations to take. Using mods like Remotech 2, oks, kas, TAC life support, and many others, the stock hard level is nothing compared the way I play KSP. I do not play sandbox or science, I play full career and sometimes mistakes happen, some I can live with them, but after screwing a mission because of one small mistake, a mission in space for 5 months, gathering science (the way I play science is a bit hard grinding), it just kills my mood of play KSP (who am i kindding? ). Im sure there are many solutions, and I know I can make backups of saves and so on, but thats not the point. I want to have the option to load any save file and save the game in anytime, anywhere while playing, quicksave and quickload just dont cut it. Thx. P.S. This also may be an alert to Squad to think about the way the game works in career. This should be stock Squad. 90% of games have a save/load function/menu that is not just quick save or load.
  18. This will solve your problem: http://forum.kerbalspaceprogram.com/threads/83173 If you do not like using mods then: http://ksp.olex.biz/ Have fun!
  19. Oh! lol never noticed that cause usually I do not transmit science. Or at least not yet since I never ventured too far. In any case, I really change that for a fixed strobe on the DTS-M1. Thx for letting me know.
  20. Hi all. Let me say right away that, I do not know crap of modifying part files or modding. lol So, please explain like im a 5 year old how the hell I can make the blinking light to work on the DTS-M1 ? I see the button since I started to play ksp (0.24) but I never saw the little light of the antenna work. I think if the light blink like a strobe just for visuals, it should be cool. It seams the option it's there. Probably it is easy to make it blink, but I was thinking like, fast strobe 2 times, pause 1 or 1.5 sec, then it flashes 2 times again. Is it complicated to do this, or does this really need a complicated mod? If it is just a matter of changing or adding some lines of code to the part file, I could do it if someone explain it to me. If this is not possible to make a strobe, then blinking fast on/off every 2 sec or so. Thanks. - - - Updated - - - Small edit: I use Remote Tech mode, so be aware this cannot change any value of the antenna that conflicts with Remote Tech. This is just for visual effects.
  21. Serious, I am really think about it. I am all for realism, I use mods to enhance that part of the game, but since 1.02 and the new aerodynamic model, I cant fly anything straight. It's like playing a new game, maybe it is, and maybe I need to (re)learn the game. I try almost every approach to get into orbit, simple rockets, perfect align, all of them tend to turn right. No matter what I do. Even simple parts because of their CoM turns right when are stopped. So, what to do? I cant play like this, I am getting desperate, I really like a lot of the many changes the game got over the past year. It's not been fun anymore, I know the trick of 10km 45º dont work, I saw many videos, tried to follow many suggestions here but I cant get it right. I am not a total noob in dealing with aerodynamic games (flight simulator anyone?), but KSP is not real. With this in mind, I really prefer to get dumb, and play the 0.90 model of aerodynamics. I just want to get into my career build rockets and planes and fly for fun, building stuff in space, etc. Is there any way to "dumb down" the aerodynamic model? I saw many options on the hacking console about the drag, heat, and so on, but those are things I do not understand. I just really wanted to have 0.90 aero in the game. I never used FAR because of that, maybe I should have, still, its not fun anymore for me, having to struggle everytime I try to lunch a kerbal into orbit. Can anyone help me? Thank you.
  22. If by very hard you mean more griding then think about some mods. Unless you prefer to use stock. Add this: http://forum.kerbalspaceprogram.com/threads/40667-1-0-2-TAC-Life-Support-v0-11-1-20-5Apr and this: http://forum.kerbalspaceprogram.com/threads/83305-1-0-2-RemoteTech-v1-6-4-2015-05-07 I bet those 2 at least will give you much more planing and much more difficulty, not to mention it is a bit more realistic.
  23. NO,NO,NO! Are you nuts? EA is just a cash machine with no regard for community or quality games. They just make games for the money. Look at SimCity 5. NO EA!
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