Prillmeister
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How to de-orbit in RSS+FAR?
Prillmeister replied to Prillmeister's topic in KSP1 Gameplay Questions and Tutorials
Okay? I'm no expert at this kind of thing and I've been trying all evening to get something to work. I did a clean install and downloaded CKAN, to get things right you know. But in CKAN I could't find Realism Overhaul, obviously because it's not up to date with KSP!? But I installed quite a bit of mods with CKAN! Some beautyfication mods, contracts mods (because stock contracts thinks you can get in to orbit and do contracts for under 30k, my best effort landed me around 101k) and so on. Now, my game wouldn't start! I got to and completed the loading screen, but when main menu was about to load it crashed! I deleted some mods, got me a little further but always ending in a crash! So I did the communtiy workaround to 64-bits (first time I've ever done that). It all started up (with Nyan Cat at the loading screen) and I got a Sandbox save going! Launched a rocket, didn't get me quite in to orbit but I had 5.8 km/s so I thought "Hey, let's try it at 2 km/s slower and se what it does." Slammed in to the Earth at about 5.5 km/s....... Something (probably FAR?) is interrupting 64-bit, causing a significant decrease in drag? So I'm back to square 1.. I can run RSS, FAR and so on without 64-bits, that's proven. But I cannot land from orbit (or a close-to-orbit sub-orbital trajectory) with these mods. Either I burn up (pre-64) or I'm slamming the ground doing 19800 km/h (post-64). I want RSS, I want the challenge. I want it with RemoteTech, TAC:LS, FAR and all those other "real world-mods". But am I hoping to much? Hoping that all of these mods will work with only 32-bits? Is this a cause of "i can't get what I want"? :( -
How to de-orbit in RSS+FAR?
Prillmeister replied to Prillmeister's topic in KSP1 Gameplay Questions and Tutorials
Thanks! Where do I put the physics patch though? In the GameData folder or inside the RSS folder? -
How to de-orbit in RSS+FAR?
Prillmeister replied to Prillmeister's topic in KSP1 Gameplay Questions and Tutorials
Oh, didn't realize it was a common problem! Maybe I should check in with the RSS thread. I assume it's the mod thread you're talking about?! - - - Updated - - - No, I haven't! Problem is, the ablator is running out even before the reentry effect is kicking in..! -
Sooo, I decided to restart my career game with some new mods. I wanted the real deal, the extreme etc. I got me FAR, RSS, TAC, RemoteTech, KER, KIS, KAS and perhaps some other that I've forgotten. With some fiddeling around, lots of contracts grinding to get funds, I finally got Jeb in to a 135x162 orbit with about 400 m/s dV for my de-orbit burn and I thought that "YES, this will be a success". WEEELL, not really!! It seems that no mather how shallow of a return I do, my ablator runs out and my heat shield burns up with a poof and is taken the entire ship and, of course, Jeb with it. What have I done wrong? Is it THAT more extreme and dangerous to de-orbit with the mods I've installed or isn't the stock heat shield enough for the extreme speeds experienced?! Here's a little collection of screenshots for you, maybe they will provide an answer! Is Jeb going to make it or will he be doomed? I've provided him with about 100 days worth of life support but of course I haven't got any solar panels yet so he probably will die if a rescue isn't coming soon.
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Good day to you all! I've decided to start recording and comentating my endeavours in this glourious game. I will post new "episodes" here when I finish them up. This will also be my first try at anything like this (and I'm a native Swede) so be nice And also, updates will come every three weeks because I'm a truck driver and I "live on the road" for two weeks with no possibility to play KSP and then I have a full week back home. I don't know, should I say more? Please feel free to drop a comment and I'm all up for critisism since this is my first try and do not know very much on how to manage such a thing. So here's my first episode It's me showing you around my KSP, what I've been up to before I got this idea and then building my Minmus drilling rig. OVER AND OUT / Prillmeister
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Well, it's not actually today, but since I'm a truck driver and spends alot of time behind the wheel I cannot play very often. Every three weeks and the weekends I'm off duty so here's what I've been up to recent. I'm pretty sick at people, complaining about the new aerodynamics and that it's impossible to put big rockets in to orbit nowadays. They're just to stubborn to learn the new ways, "You can't learn an old dog to sit", but indeed you can. This little film shows me putting my Mun Ground Base in to orbit, transferring and landing. At the launch pad it weighed in at about 800 tons. To be honest, this was not my first try. Not even my third. I think it was number.... fifteen maybe. Every failed launch brought me back to VAB, tweeking it a little bit and trying a new launch profile. It was HARD and since the payload inside the fairing isn't strutable it had a nasty habit of snapping in to if I put my velocity vector to much outside the prograde vector. Finally I realised that no SAS was the answer. Just a little nudge at the beginning and then just let rocket gravity turn on it's own. I will let the youtube-clip speak on it's own --------------------------------------------------------------------------------------- Yesterday I did my first interplanetary transfer in 1.0 - up to now I've been busy setting up my Kerbin SoI network of bases and satellites. Single launch this time to, came a little short on my orbit stages so I hade to sacrifice about 1000 m/s of deltaV of my mothership. This time I decided no reverts. I hade the chance of deorbit and safely land, but what the heck, lets go for it. Sadly enough, I put my aerobreaking manouver to deep in Duna's atmosphere and wasn't able to rescue it so I decided to put my three main crew in the lander capsule and ditch my mothership to a certain doom (with four tourists inside ). I hade about 2000 deltaV in the lander so I thought I could land and then orbit again for a rescue mission. I then began the decend to Duna's surface. The drouge shutes opened at 5000 and main shute at 1000 but sadley I just managed to slow down to about 30 m/s only to realise that I had forgotten my solar panels and therefor, had no throttle control. The lander bounced of the surface, tumbling over but SURVIVED. Now Jeb, Bill and Bob is stranded on Duna with a ship full of science and thier minds full of hope. A rescue mission is soon to be launched! (gotta love "no reverts")
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How to create a custom action?
Prillmeister replied to ITAsimo456's topic in KSP1 Gameplay Questions and Tutorials
I'm not sure if I became any wiser and I'm no coder/modder and have no knowledge of how it's done. At this moment, I'm looking at the .cfg file for Mk2 Rotatron and can't find "Coarse Speed" anywhere, not in any of IR's parts. But that son of a ..... got to be somewhere or else it wouldn't show up in the game... this is a "pull my hair out"-moment.. -
How to create a custom action?
Prillmeister replied to ITAsimo456's topic in KSP1 Gameplay Questions and Tutorials
To what extent? Is it something I type in to the .cfg file or is it something "worse"? -
How to create a custom action?
Prillmeister replied to ITAsimo456's topic in KSP1 Gameplay Questions and Tutorials
That doesn't work.. The problem here is, when you try to assign a action group and you select said part (Rotatron for me) the only options are Move+ Move- Move Center Lock And it's the same with that mod! Isn't there a way to force "Coarse Speed" to show up when assigning action groups? -
Throttle controlled rotors?
Prillmeister replied to Prillmeister's topic in KSP1 Gameplay Questions and Tutorials
Yeah, it's the right click-menu for the two Rotatrons! I'm using them for said throttle control and that's killing me! Edit: -
How to create a custom action?
Prillmeister replied to ITAsimo456's topic in KSP1 Gameplay Questions and Tutorials
Does anyone know? I want to do the same thing -
Throttle controlled rotors?
Prillmeister replied to Prillmeister's topic in KSP1 Gameplay Questions and Tutorials
I thought the video was obvious The hull is standard Mk3 fuselage with a small cargo bay and a passenger module. Them two rotors are from Infernal Robotics with tweaked max speed I also thought that action groups would solve that problem but the only things I can choose when assigning action groups are rotation in one direction or the other - - - Updated - - - I will check that out, thanks! -
Good morning, guys and girls! I've wanted to build a helicopter for some time now and yesterday I ended up with the craft in the video. The craft is totally dry, couldn't get it to lift fueled up. As you can see, it flies rather well acctually. The crash in the end is a result of electric based rotors and no solar panels. My crafts biggest flaw is the throttle control, or the lack of one to be honest. I have to throttle up by increasing the "Coarse Speed" in the right click menu little at the time. First the front rotor, then the back rotor, then the front again and so on... and it becomes a nightmare because when it lifts of, one of the rotors always has .1 more Coarse Speed so it begins to spin and one has to be quick as hell to get them to match. Once airborne, I have to much work just controlling yaw, pitch and roll to also control the to Coarse Speed. My question is, is there any way to assign the Coarse Speed controls to any keys? Or can I assign them to the ordinary throttle control? I've tried mounting the blades on a non-locked dish washer bearing and powering it witch them small Rockomax's but if I want the rotors to get speed I need ALOT of Rockomax's and that is just killer for my fuel consumption. I hope someone's got an answer, I really want my 'copter to work!! Thanks, Prillmeister Video:
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I'm applying for the K-prize challenge with my trusty servant, "Seagull" (although it resembles more of a bumblebee, I couldn't name it after the great Autobot). Seagull is almost 100% stock, only my robotic arms are built from mods and the landing gear is TweakScaled but I can easily take out the payload, re-scale the landing gear and post the .craft file here and non-modders would be able to use it. In this particular mission, it's ferrying engines to my "Jool-5"-ship and the specs are. Mass at launch: 125.743 tons Cost at launch: 381794 funds Engines: 12 Turbo-jets + 1 Skipper Intakes: 4 intakes per Turbo-jet = 48 RAMs Payload incl. robotic arms: 12.805 tons Instead of screenshots, I'm posting a video of the entire mission in 8 times regular speed. The video is cut 2 times: When achieving orbit, it cuts to when I'm at closest approach and begins the docking procedure and the second time it cuts out when night falls and comes back when the sun rises. No cheats, as can be seen by comparing numbers in the "Kerbal Engineer"-window. I got 100% funds back when landed and it added up to 337652 funds and that means the total difference in funds was 44142. The payload of 4 LV-Ns, decouplers and docking ports costs 38640 funds and that means that the total cost for getting that payload up to orbit and assembled was 5502 funds. I love my SSTO!!
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My first working SSTO on a mission to Minmus
Prillmeister replied to Prillmeister's topic in KSP Fan Works
Yeah, it looks a little bit sketchy but I like it in a strange way! About the money, yeah I know there's a (kinda huge) difference in cost between Skipper and LV-N. 23k to be exact and I got 19k more when landing so technically I "lost" 4 grand right there. I do not know what the fuel is worth but I think a fully tapped off Seagull would be more than 4k + I lost my tailfin (not the most expensive of things, though). Since my engine-replacement method turned out great, the plan was to leave the LV-N at my space-station for future missions and land with the Skipper but the universe wanted different. But with that in mind, I can't really add the cost for my Mk3-delivery vessel. If so, I need to count for my Mun-mining vessel, the Fuel-delivery vessel and the entire space station because without them I wouldn't be able to complete my mission to Minmus One can argue money and costs all night, let us not that The main thing here I think is that I managed to squeez in a contract for science around Minmus and it generated 80k in funds. About my space station going crazy, dancing like it had disco fever, I thing you're spot on. I do have RCS-thrusters on it and probably the RCS turned on when I docked the Seagull. Won't be doing that mistake again + Jeb had to EVA and strut that bad boy tightly together! Thank you for taking your time to comment, though! There are many hours behind this and I love getting some response! -
Hello guys! This will be my first post here at the forum but I've been hanging around this lovely place for months now I finally have something worth sharing (in my opinion) and something that I'm very proud of, presenting "Seagull", my first spaceplane able to reach orbit. It's build primarily out of stock parts, the only "un-stock" is the winch-system in the cargobay which I got from the "Kerbal Attachment-mod". I wanted a plane able to load from the bottom, at the runway, for a mission to Minmus. I have from a previous (real) mission a space station at Minmus and thought it needed a rover and some other things. So I got in to rover-building and measured it up so that it would fit in a Mk3 cargobay and then I drove it to the grass behind the runway and got to SSTO-building. Man, that was a hard thing. My first attempt (the Seagull1) actually got alltitude, but just barely. In Seagull2 I used verner-engines on the nose and engine to counteract what I later realised was the plane stalling. So after much tweaking, reading, learning, watching and trying I ended up with "Seagull3". My pride and joy! It flies like a dream actually, it has great lift and reacts great to all controlls. The enginge-setup is 4 RAM-intakes per turbojet-engine and 1 engine per 10 tons. Since this little thing weighs in at 120 tons fully fueled with payload it got 12 engines. At the back I have a replaceable Skipper. Mission-details: Load rover in to cargobay LIFTOFF Get in to orbit Rendevouz with newly-built spacestation Replace Skipper with LV-N Put on the "vertical landing-engines" Strut that ..... Burn those LV-N, destination Minmus Get in to orbit around Minmus and await window for a de-orbit burn DE-ORBIT Land near space station vertically Deploy rover, get science and move 3 Kerbals to the Spacestation Leave Minidou Kerman onboard, LIFTOFF Get in to orbit and make a burn for Kerbin Rendevouz with Kerbin-space station De-strut the lander-engines and put them back on the station, replace LV-N with Skipper De-orbit Land that ..... on runway ????? PROFIT Here are my pictures, hope you ENJOY!