Borsek
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KSP2 Release Notes
Everything posted by Borsek
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never update anything unless it's broken / you need the update to run something I know it doesn't help you, but it's a guideline I've been using forever and it works for me. there's probably a mouse polling (collecting cursor information) speed setting somewhere, google it. I had similar issues in some blizzard games with keyboard polling, though that was blizz's fault, they fixed it since. +1 for using logitech, got a g5 murderweapon myself
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I get more creative when limited, so naturally I want to play career as it gives me limits I enjoy, after I set it up as I want. It's also good for gradually increasing part counts without getting flooded with 500+ parts due to various mods I use. Nothing wrong with sandbox though, great for combat and playing around with SSTOs.
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it is, or was, with kopernicus
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- community planet pack
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What went wonky with docking???
Borsek replied to Loren Pechtel's topic in KSP1 Gameplay Questions and Tutorials
yup, turn on sas on one of them and let the other wiggle into position -
A second kerbin orbiting the first one so their atmospheres touch and I can launch planes between them.
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possible, but you would probably have an easier time getting out of system than into orbit
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Self-adjusting contracts - Issue with Rescues?
Borsek replied to XrayLima's topic in KSP1 Discussion
You could always... You know... Just not do the rescues? -
You can 'fix' the bug by unloading KSP and reloading the whole game. This bug seems to appear after many save/loads and disappears after game restart, even if you load the offending quicksave. That's why it's so hard to replicate. Only happens to spaceplane wings, though.
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What is the most HORRIBLE way one of your kerbals died
Borsek replied to 322997am's topic in KSP1 Discussion
I generally reload upon dying, but for my kerbals it's a timeflux where they experience deaths multiple times. The worst so far was trying to land a terribly unbalanced spaceplane that could not get airborne from a flat surface one the laythe north pole. After about 1h and 20 or so crashes I managed to land the spazing plane. Takeoff required another 30 or so crashes, but eventually, with the help of rcs and clever use of timewarp, I managed to take off. Bob died many a time that day, his mind was permanently scarred, so I retired him to Kerbin's lush grasslands. -
Funnily enough I rely on mechjeb for in-space maneuvers, but since 1.0 I haven't used it for ascents due to its instability and also because actual gravity turns work now.<br>I hate cruise mode in cars though. Never used it for more than testing purposes. That said, mechjeb autoland is quite neat for biome hops.<br type="_moz">
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Love the new semi-souposphere. To me it's the best stock atmo so far, that is it took the great features of the 0.9 soup which allow fighter jets with insane maneuvers, as well as easy spaceplane design - that is 3 400 tanks, a mk1 lf tank and 3 rapiers, which can make a 500km orbit with ease. I think it's the best of both worlds, and it gave me a reason to restart career. Also with the new heat mechanics aerocapture won't feel so much like cheating anymore (for me). I wonder what eve is like now!
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Or you can straight drill the launchpad for fuel with an orange tank car. But glad you had fun designing a system around it, wouldn't be KSP if it wasn't about overdesigning simple actions. Reminds me of my 10 launches of a base to minmus. It became self-sufficient (MKS/OKS mod), and I had to scan out the perfect spot for the base, one that had all resources available. Also, the base had no real purpose
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Spacestation exploding for no reason
Borsek replied to milosh's topic in KSP1 Technical Support (PC, modded installs)
Get hyperedit, hack the station into orbit of a different planet or the sun and than hack it back to kerbin, that usually fixes problems. I never play without hyperedit because such bugs happen every now and then. It's also useful for testing eve ascent stages on eve -
I guess it's my own view, and I'm extremely biased about this, but I enjoy building the rockets waaaay more than flying them around in the end. It's a special sort of feeling when the 10kt monster finally makes it to a stable orbit - after failing multiple times and having to be fixed. Dunno, I just think you're taking awqy your own fun and sense of accomplishment, sort-of like buying a pre-built lego model instead of buying the parts and building it on your own. As for getting ideas from others... I guess, but I get most of mine just by experimenting with different things. Needed a few pointers in the right direction for spaceplanes, but otherwise I learned most things in KSP by trial and error. Now that most rockets and planes I build work correctly the first time, and I rarely forget crucial elements the game sort of lost some of the magic of achievement.
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Don't really wanna argue, whatever. Also not trolling.
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You could have built a,decent ship for any of the described roles in the time it took you to write that post. Also the magic of ksp is building your own stuff and making it fly, not using someone else's.
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So I decided to make an engine cluster with SpaceY parts.
Borsek replied to Whackjob's topic in KSP1 Discussion
I'd love to see you hyperedit one of these to Eve and launch it from there, that would be glorious (also might help with the burning up issues). EDIT: Also have you tried tweakscale/KW rocketry? You can make engines as big as 15m, imagine that thruuuuuust! I made a 3 stage rocket leave Kerbol SOI (well, that was the direction) launching straight up from the pad using procedural parts a la 30m boosters and 15m LFO engines. With a lone probe core at the top. -
http://forum.kerbalspaceprogram.com/threads/48947-What-s-the-Largest-Rocket-you-ve-ever-built-Interplanetary-and-Launchers-Mostly?p=1634381&viewfull=1#post1634381 There was a thread on this a while back... I have since made bigger stuff, iirc the biggest was between 12 and 15kt on the launchpad. http://steamcommunity.com/id/borsek/screenshots/ ^more stuff from me http://images.akamai.steamusercontent.com/ugc/534014905968167193/FD476AAF78E1572FFE9371917D8C8D38DB30A33D/ <- this one I'm particularly proud of, made a spaceplane/SSTO, a refuelling SSTO and the interplanetary tug on which both of those were docked... then I aerobraked in jool's atmo with it good times... also, for reference, those are 5m fuel tanks with 1.25m ones on that and nuke engines on the sides *or maybe 7.5m, I don't remember, I use tweakscale*, the whole thing was quite a lagmonster, had to paste it together with KAS struts after docking so it wouldn't damage the plane due to excessive wobbling, launching that tug was probably the heaviest project, as I had to basically use KW rocketry's biggest engines non extended on the side fuel tanks to get the damn thing into orbit... then again it had around 12k dv once in orbit
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Simple question, really. How do you build your ships? Once you have an idea of what you want to do, how do you make it into reality - do you build the return pod first, do you start with the capsule or a fuel tank, or do you build the booster first and then slap on whatever you can manage to bring into orbit? Once I get an idea, I build the 'return pod' with all necessary heatshields and science apparati first, then I design the 'space stage' for inter-planetary travel and only once I've got all of that done do I design a booster to get the damn thing into orbit. after the ship is generally done, I check it for missing chutes, science equipment, throw kerbals in or out of pods, add struts, etc. I don't use pre-built, or rather, standardized lifters, I tend to design every rocket from scratch, and that includes the booster part (no 100t to orbit, 20t to orbit shenanigan sub-assemblies). I'm interested if some people go for the lower stages first, and then slap on a space stage on that, or maybe build a skeleton structure and flesh that out with moar boosters and equipment. The same goes for spaceplanes: How do you build them (if you build them at all)? I tend to start with the cockpit and science stuff (if there is any), and then the fuel tanks and engines, while I add wings last, to make sure I place them correctly - so the CoL and CoM intersect in the right way. The most fun I've had was building spaceplane tugs - a nuklear-engine powered tug, usually shaped like the letter H, that a spaceplane docks on and gets pulled by to other planets (mostly laythe). To do this, I first design the spaceplane, test it, then I make the whole plane into a sub-assembly in order to have a reference for the tug - how big it has to be and the dV it can provide. Launching an H-shaped 3000t monstrosity into orbit is another thing entirely though (thank you KW rocketry for those amazing boosters and engines).
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Yes, some of these bugs are really hard to weed out, this one has existed for a while now. Get hyperedit and remake your save, or the important bits, anyway.
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You don't know what a common barycenter is, do you?
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He's probably already on his way. I bet I could win the most overengineered mission to duna award with my 0.25 6000t duna mission, where I landed a 300t ship on duna's surface (more of a launch platform, actually), but the craft files are long gone.
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Yer, I'm not expert at debugging, but I am a hobbyist modder, so I know the general aspects. Sporadic bugs especially are hard to track down, once you track the bug down fixing it is usually easy. But there have been no consistent reports of this happening, and usually a save/reload or game-exit/reload fixes them anyway.
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It's probably not them not listening, it's them unable to find the source - most of the real gamebreaking bugs are sporadic, and you will only encounter them after playung for hundreds of hours. I know to avoid using the claw, since it is particularly bug-ridden, but the rest is ok. They've fixed a lot of easy to root out bugs between 1.0 and 0.9, but I think some of the old ones are either deeply buried in the origibal old code, or hard to track down. Either way, they are most likely to be fixed if KSP is rewritten from scratch, possibly that is what's happening right now, since it is supposedly being updated to a newer unity engine iteration. One can only hope.
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It's a bug as well, some little part contracts aids and wants to leave the ship. Your debug log will have a null reference exception. The bug is mostly experienced if you are using claws. A certain part will keep their speed vector, resulting in deorbiting or tearing the craft apart in physics timewarp. It usually won't let you non-phys timewarp saying that the craft is under acceleration, or if it does let you timewarp, the craft will fall apart explosively after slowing down again, due to that one part keeping the old speed vector, while the rest of the craft transitions to a new one. The bug can sometimes be counteracted by undock, save, reload, redock, but it can take a few tries. Sonetimes a simple quicksave quickload also fixes the problem, but not always. Edit: After 1.0.2 this bug can also happen if you pack a utility bay with too many parts, especially physicsless parts. If they overlap, there is a chance they cause a small weight-proportionate spinning effect due to bumping into each other. It is not really noticable in the atmisphere, where all other forces are much larger. Note - I am aware there are no more massless/physicsless parts, as they transfer their weight and applicable forces to the parent part, but therein lies the problem.