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narf0708

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Everything posted by narf0708

  1. The last one. The idea is that you have a single craft launched from the KSC. It's only propulsion is then and remains a single onboard Thud engine. What if one makes a refueling station attached to the thud-rocket(so that it is contained in a single craft file and is 'launched' from the VAB only once) with a decoupler, launches the thud-rocket into LKO carrying a payload of a fuel tank(empty) with docking port, drains all extra fuel into the tank, undocks, returns and lands at the refueling station that was left on the KSC's launchpad to refuel, then returns to orbit, redocks with the payload in LKO, deposits more fuel into it, and so on and so forth. Of course, one would need to be very efficient at orbital rendezvous(with only one thud, and no RCS, I'm assuming) and also pretty good at landing at a very specific location. I know that I don't have the piloting skills necessary for this, but it should be possible for someone who is more capable than I am to get a rather large amount of fuel into orbit, and from there, to just about anywhere.
  2. Finally! Been wishing for something like this for a long time now.
  3. I'm experiencing a little issue with this: The first rover contract says to launch the rover to Kerbin, and set the vessel type to rover. I did this, but it didn't register that the vessel type was changed to rover, and thus did not complete the contract despite having done what it asked. I tried setting the type to rover from both the tracking station and from the probe core, but to no avail.
  4. Having the same problem here with the landing legs.
  5. The new 1.0.3 update reduced drag, which explains the 'pessimistic' predictions seen.
  6. AXCN_K.S.P, wasn't aware it was possible to get nearly that fast at sea level in stock; everything that I'm building has a slight tendency to explode at around 1,300m/s. I attempted to replicate your achievement with a replica of your craft, but I found it to be too unstable for my piloting skills; it would spin out of control whenever it exceeded ~350m/s. Was able to get it up to ~450m/s once though. I have to ask how you did it, and if you could be so kind as to upload the craft file. Anyways, my entry with a speed of 1,481m/s: Here's the plane on the runway: Here's the plane prior to exploding: Here's the plane after exploding: And the final results: Might be able to get it above 1,500m/s, but it's overheating and exploding in about two seconds, so I'm not sure how to go about it. I'm inclined to play around with Nertea's heat control mod, but I'm not sure if that would be allowed for this challenge. Or maybe try to put a heat shield somewhere... EDIT: Made with 1.0.2. Going to be testing in 1.0.3 later, and probably resubmitting.
  7. Yep, doing it manually works here, thanks. Would have been nice had the patch worked though. Also, does it matter what directory the patch is put in so long as it is somewhere in GameData?
  8. I did as you said, then put a single Mk1 pod on the launch pad to test it. This happened: http://i.imgur.com/sa6WzhJ.png Only difference seems to be that the skybox is gone too. I'll try manually editing the code for the parts next, I'll post an update on that as soon as I can. Also, switching windows out of KSP in that state, then back appears to bring the skybox back...
  9. As my KSP has been crashing a lot again due to the general increase in number of mods(even with aggressive active texture management, and manually deleting parts that I never use or that are redundant), I've been thinking about ways to further decrease memory usage, and I suspect that IVAs are the only thing I haven't touched as of yet in this effort of mine to maximize memory and mods. Manually deleting the /Gamedata/Squad/Spaces/ folder resulted in everything except the KSC, GUI, and skybox to magically vanish, so I must appeal to the more educated modders for help. Can someone make a mod that would systematically locate and eliminate all IVAs? Or at least some sort of patch that deletes the parts' references to the IVA files, which could then be manually deleted? Note that even doing this just for the stock IVAs would b a great help; that would free up ~100MB of space(My IVAs from mods are only at ~11MB total).
  10. This is what I'm thinking. FAR mechanics should act the same as they did before, so the predictions for FAR should also be the same.
  11. StahnAileron, the last I heard RoverRude was working with Squad to implement a stock resource system for the 1.0 release, which I would bet is going to include asteroid mining. If not, there should at least be the code infrastructure in place for some decent asteroid mining mods. So just have a little bit of patience, and you'll get to mine the asteroids soon enough.
  12. Is using KAS to place struts allowed, or would that be considered cheating?
  13. The icon for this isn't showing up for me, either on the stock toolbar or on Bizzy's toolbar. However, the Kerbal Engineer buttons(on both stock and Blizzy's toolbars) are showing up. The DCOM and ACOM aren't showing up either. EDIT: Just tried reinstalling RCSBA, still not working. Am I installing it wrong(\GameData\RCSBuildAid-master\)?
  14. I'l like to get this mod, as I'm a fan of bigger boosters rather than more boosters(also a fan of SpaceX), but the [WIP] tag bothers me too much; I'd rather not get a potentially unstable mod.
  15. I'm currently trying to make an all-purpose freighter design(plotting to have at least one freighter for each type of resource in each planetary system, the first of which will be Kerbin itself, of course. And as I'm using the Outer Planets mod, this is a key component of my long-distance missions. But alas, I digress!), but I've encountered a bit of a problem with that plan. It is that the "kontainers" do not appear to have the ability to store monopropellant, liquid hydrogen, xenon, or resources from other mods(such as Argon from Near Future, which I've been using to fuel most of my long range ships). I could use other fuel tanks for the other resources, but that would ruin the entire idea of having each freighter be identical except for the type of stuff it carries. And then I'd have to go through the effort of designing a completely different ship for the other resource types, which is a proposition that my laziness finds mildly horrifying. Do you plan on changing this in a future release, or would you reccomend that I should attempt to add this in the code myself(and if so, would you be so kind as to point me in the right direction, as I haven't looked at too much Kerbal code before)?
  16. Tried this mod, but I already had so many installed that the game kept encountering the 32 bit max memory limit... Already have aggressive active texture management installed. Is there anything I can do to make this work(without uninstalling everything, that is. Already tried uninstalling the non-essential mods, and this one still tips it over the memory limit)? And dare I ask if I could/should attempt 64 bit with all these mods?
  17. Are there ribbons for visiting and/or capturing asteroids?
  18. Same thing here. And in the parts, I can't find any of the tanks except for the 'fuel tank.' EDIT: Read some earlier posts in this thread, found the fix. Had to install KSP-AVC then update several things(not including ART though). Everything is now working as it should be.
  19. Just got this to use with karbonite, but it isn't giving an option to make a karbonite map. Karbonite seems to be installed correctly and working, and SCANsat also seems to be working fine otherwise. However, when I try to press the "ORS Resources" button, it says "No resources found." Which I'm finding particularly peculiar, given that the karbonite ka-100 detection array gives the options to start and stop SCANsat resource scans... Anyone have an idea as to what's going on here?
  20. I'd love to get this, but I'd like to know how it works with other mods first, specifically ones that add parts. At this point, I have more mod parts than stock ones, so... And if you can manually explode a part as is shown in the preview video, I'm never using decouplers again.
  21. Just installed a bunch of mods recently, and started a new career game with them. However, I've noticed that several missions aren't registering as completed, most annoyingly the Munar mission. Despite completing all the requirements for it, none of them registered as accomplished, despite having planted a flag on the Mun and having science from the Munar surface and Munar orbit in the science archive. These are the mods I have installed(and as they were all installed in the past two or three days, they should be up to date): http://imgur.com/WaQE3rw Everything was working fine before adding the mods, so one(or more) of them has to be causing the issue, but I can't figure out which one it is.
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