Emperoreddy
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Everything posted by Emperoreddy
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The transfer planner seems bugged and the alarms for transfer windows are different then KAC. Is there a mod that does what the transfer planner does while I wait for the next bug fix update?
- 321 replies
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- grand discussion thread
- on final approach
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I've noticed KAC and SAC are giving me different dates for optimal transfer windows for the same bodies. Something anyone else is seeing and if so know which clock is correct?
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Emperoreddy replied to Gameslinx's topic in KSP1 Mod Releases
Has 1.12 made landing gear and wheels extra slippery for anyone else with collisions on?- 3,126 replies
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Having the same issue. Landing legs slipping all over the place. Makings doing a pin point landing to fix a rover basically impossible.
- 321 replies
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- grand discussion thread
- on final approach
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(and 3 more)
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KSP: 1.11.1 Windows 64bit Problem: Shadow Ball Mods installed: Scatterer 0.0772 EnvironmentalVisualEnhancements 1.11.3.1 AVP 4.11 TUFX - 1.0.2.3 Distance Object Enhancment v 2.0.2.0 Parallax - 1.2.3 module manager - 4.1.4 Reproduction steps: Scatterer at very high preset. Launch at dawn Log: https://www.dropbox.com/t/2WiXGgL8gxp2I4y6 https://ibb.co/FnCB87k I am getting this shadow ball since I changed the preset to very high. It is the shadow of my vessel which becomes this ball after the ship reaches a certain height. Before that the shadow is perfectly fine.
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Emperoreddy replied to Gameslinx's topic in KSP1 Mod Releases
Awesome mode. Was able to get most of the troubleshooting fixes from past posts. Forcing Direct X 11 and unstalling planetshine got performance running smooth and fixed a floating rocks issue I had, though it does get quite dark at night. Only small issue I noticed and was having trouble finding an answer for is I've noticed flags seem to sink into yhe ground when you timewarp. Is it related to the Kerbal floating issue?- 3,126 replies
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Hello. I just installed this mod along with most of the suggested mods. I noticed lightning was a feature, so I wasn't 100% sure if I was seeing a feature or a glitch. When i am looking at Jool and Laythe in the tracking station I see little flashes that I am guessing is the lightning? Is it meant to be really faint and quick blips on the planets? Edit: checking out a YouTube video and I think it is just the lightning. Really awesome job. Have lots of exploring to do to see everything.
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I am pretty disappointed I bought it.
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So what's the next DLC going to be about?
Emperoreddy replied to Gorman's topic in KSP1 Suggestions & Development Discussion
I have no issue paying for something a mod already does, since you never know when a mod will break or be abandoned. I love KER and KAC, but I would love a more streamlined stock take that fits the UI better. That said I don’t think a Delta V readout should be a feature that should need to be paid for on top of the base game. It should have always been in stock A DLC that focused revamping Career mode, or adding more things to do with planet exploration would be awesome and I would happily pay for it. -
Did my first rescue mission today. Saving poor Dormund Kerman got petty dicy though as we all went suborbital as he was EVAing to the hatch. Basically turned into a scene from Gravity. The lesson learned is that rescue missions are really hard without RCS
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I see. I didn’t even realize you can still other parts of the orbit by changing focus. I was wondering why my lunar insertions looked so damn odd. How are you able to beam back Science from probes outside Kerbal’s system? My direct connection seems to lose almost all signal strength by the Mun. Does upgrading the tracking station increase the range?
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Had a bunch of small questions. Figured one thread would be best. I noticed when returning from LUNAR orbit that the maneuver nodes does not show the predicted orbit after Mun escape when it does in the reverse. On this trip I simply guessed and adjusted after escape. Is there a mod that allows for better flight planning? And what do you guys do to get around this in the stock game? Do you guys end up with a lot of extra stages just floating in space cluttering the place up? I noticed with bigger rockets, or if i bring too much fuel I would leave a lot of junk in weird orbits? Do you guys plan for ways to avoid that, send missions to clean up, or just let the garbage pile up in LKO? At what point in career mode do you start to worry about Comm Networks? There doesn’t seem to be any obvious contracts or cues to lead the player to knowing that it is time to put some satellites in orbit before trying to venture further out. Speaking of what to do next. I have unlocked all of the third tier science stuff, and I am pretty loaded with lunar science but not sure what to unlock next outside of electronics for Solar Panels. Suggestions? I guess Mun and Minmus landers would be my next endeavor. Finally. How the hell does NASA IRL return anything in one go without aerobraking? I don’t think I could get anything heavy back without doing a couple of orbits in the atmosphere to bleed off some speed.
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Today I completed my first orbit of The Mun and returned Heb safely. I also learned that maneuver nodes don’t tell you what your orbit will be when you escape the Mun. Luckily I packed plenty of fuel.
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I did my first Mun flyby. I took Valentina, a service bay full of science, and a science junior on a free return tracjtory. All went well except for rentry. Finding the right PE on my course correction was really tough. Most had my science jr. explode around 28K. Real shallow kept me in orbit. Eventually I found 31K got it done but it was hair raising. All my heat bars hit critical red and I efen gained some alltutde as the AP shifted to me, but in the end I was able to safely deorbit. Is there a speed where it is impossible to deorbit safely on one pass?
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So I just completed my first Mun flyby. Was able to do a free return trajectory, and brought up a Science Jr. service bay with some science parts and the command module. Only needed minor course adjustments on the way to avoid hitting the Mun itself, and plenty of fuel for course corrections on the return. The return was the trickiest part. I was having a lot of trouble getting the craft back in one piece. Too steep and the science junior kept blowing up at around 30K, and too shallow would keep be from deorbiting at all. I imagine I would have still gotten down on the shallow passes, but since this was just Mun trio I wanted to do it in one shot (Apollo didn’t need a bunch of aero brake orbits damn it!!!) so I found 31K PE was able to do the trick, but I am not sure if it was just luck or the correct idea. Everything seemed to hit critical on the heat meters and I even began to gain altitude at around 30K, but after that I was able to safely land. My question is was this the right idea, or just luck? What do you guys do to successfully return from Mun and further with a science payload? For Minmis and other planets would it be more prudent to bring fuel to try and slow down on multiple orbits, or come in extra shallow for multiple orbits?
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Kerbin’s first space program, default, is alive and well. After Jebadiah Kerbin became the first Kerbal into space and into orbit. The space agency started taking on science and tourist contracts. The first true test of the agency was a mission that saw the return craft overloaded with too much science on top of a passenger pod. A shallow rentry left Valentina piloting a craft that simply did not want to stay pointed correctly as it entered the heaviest portion of the atmosphere. Out of option, Valentina put the craft into a death spiral, which somehow spread the heat evenly across the craft, allowing it to safely slow down and pass below 20k. With crisis averted, and fresh funds and science in the bag. The VAB was upgraded and default began planning its biggest mission of all. A flyby of Mun. Lots of science was loaded onto the Mun 1, and with Valentina at the helm, the ship is currently on a free return course to the Mun and back.
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Hello everyone! What would be the appropriate sub forum to share your first milestones or interesting flights in Kerbal? i am currently in my first flight to The Mun and pretty excited about it.
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I am having a hard time googling an answer for this. Are there keyboard controls for manuover nodes? Specifically to move a manuover node around an orbit? I am finding the mouse way too sensitive to get it right.
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Realize this is a noob question but I am trying to do some missions that require sub orbital flight. Problem is I keep coming down like a bullet and Cant get my chutes. What are solutions to slowing down when you are deep enoigh in the atmosthere to use the chutes. Have not seen usual info in a tutorial and i don't recall this issue in older builds
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Charon trying to get in on the fun of making us confused. How does one create a mountain in a moat? Also we got craters, so maybe the idea that the lack of craters on Pluto is do to the impact rate being less in the Kuiper Belt might not be the correct way to look. I look forward to tomorrow's press conference and more data.
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I was under the impression that it is very possible for subsurface liquids to exist on Pluto though. Photos are just amazing. Giant mountains of water ice. Both Pluto AND Charon active. The potential of discovering a new way for icy bodies to heat themselves other then tidal friction. The lack of craters is crazy too. I got the impression they are leaning towards the idea that the surface is active so it covers or erodes craters, not that the impact rates are substantially lower out there compared to other parts of the solar system. My mind is blown and I want more more more!
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Basically what the NASA Eyes simulation is, so yes NASA Eyes seems to be a close to exact match for the actual mission's itinerary. One thing she failed to mention is after the massive amount oh photo taking is finished (including a crescent shot of the sun fading behind it which I hope will be stunning) it will ten to the massive radio pulse from Earth for more atmosphere measurements as well as send some of the data back. Then around 10AM EST it will go back to work checking out the smaller moons and seeing it there is enough Charon shine to get any decent pictures from the dark side. So for the rest of the night after the data link with earth it will do some work on Nix and Hydra (it did some a bit earlier so maybe we get our first looks at those two moons tomorrow), and then it goes into full work mode around 2 hours out. Taking photos with all cameras as often as possible. It seems Pluto and Charon are now larger then LORRI's field of view which should lead to interesting photos.
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Well it is supposed to establish contact at around 8:30AM tomorrow morning EST. So we should know for sure sometime in the afternoon considering the 9 hour delay. I believe it is going to do one final pre-flyby link in a hour or so. My guess is that will be the source of our only image tomorrow.