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sneff30

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Posts posted by sneff30

  1. Have you look on the right side of the forum, a little part with all the "latest article" from Squad. That's where I you can found information like this. Wotrh check from time to time.

    Clearly I haven't been the most observant lol. Thank you! Will certainly be looking for it in the future!

  2. So I've have been seeing a lot of people quoting what seems to be reliable information regarding KSP 1.1. After much searching and garbage sifting I've come up with exactly nothing. Can someone link me to the page people are getting confirmed details of 1.1? Thank you!

  3. I've had a lot of success designing small spaceships with spaceplane parts and bilateral symmetry instead of radial symmetry. One of my favorites so far is the H-Wing, which I've been using to grab bits of debris from previous launches and tow them into sub-orbital trajectories for disposal. (The equipment crate and the harpoon gun are from KIS/KAS; the rest is all stock.)

    https://lh3.googleusercontent.com/-fD1lQP-pAHg/VYjYy8totdI/AAAAAAAABe4/kaTGf_BWUJ0/s800-Ic42/screenshot192.png

    I'm impressed! I could never find the patients or motivation to fly missions to deorbit debris when I could simply click them out of existence lol

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    Because most of my long-range Spaceships use mostly Liquid Fuel, and the fact Space Station components are size 2 and that there are no size 2 LF tanks, I ran a simple experiment to see if I could use a large ore tank in place of a size 2 LF+O tank and realized that ore tanks can produce more fuel than can fit in an equal sized fuel tank, and thus ore tanks contain more potential energy then fuel tanks. So I designed my next-gen space plane carrier to use mostly ore tanks, with only enough fuel to last a lengthy burn or landing, since inbetween burns meant plenty of time to convert that dense ore back into fuel. With this method, I could keep the size of the space ship down so it wouldn't need any large docked parts so it'd be structurally sound enough to land on low-g moons.

    http://i.imgbox.com/aDS0dtOs.jpg

    http://i.imgur.com/YgL7dBq.jpg

    I don't have any experience with ore or mining. I think that'll be next on my to-learn list! Thank you for the inspiration!

  4. Isn't this different, though? I understood this thread as more like "What is your design style?", rather than "Tips and tricks how to make rockets look cool."

    Yea I guess I didn't word it the best lol. I just wanted to see how varied and unique to each individual people design rockets and planes (mostly planes because I'm really into that now). Hope that clears it up some?

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    Yeah like I always design my ships to look like something out of Star Wars, or Elite Dangerous... Stuff like that right?

    SideKick Starship by Jolly Roger on Sketchfab

    That's awesome! How many other star wars-esque crafts have you made?

  5. One issue I can foresee with Chaka + CKAN is that for one part only we are dependent on an old and unsupported version of Fustek's DLL, and I cant figure out how to script that to CKAN without creating a mess

    Is there any foreseeable workaround? I have absolutely nothing to offer except moral support lol I'm just really interested

  6. There are some areas left blank (perhaps intentionally) in the file which is generating an error, but the log file seems to indicate that the error is some kind of bracket or space issue involving the the small solar panels. I don't know enough about it to spot more than the most obvious errors, hence my question. It was intended to be both helpful to the bug hunt and personally satisfactory as regards my own curiosity.

    I have only the MOST minute knowledge of code and .cfgs and what not. So is there any information from my save file that could help solve the issue?

  7. So I REALLY want to use this mod pack. I have one parts pack installed and a few science/game play mods. I installed, using CKAN, clouds medium, DO, PS, atmos. scattering, clouds eve/jool 2k, and snow. The game gets stuck every single time on loading boulderco/clouds/textures/detail1. When I remove it, everything works fine. Any solutions to this? I'm not jumping up and down for openGL because it seems to go hand in hand with reduced frame rate. I'm using an AMD 280x with 8GB of RAM and an Intel i5 3.10GHz

    EDIT: Is this some kinda sick joke KSP? http://imgur.com/xQgIefw

  8. So I've just started a new science mode play through. All is going well until I launch my first ship (Just a Mk1 capsule with Jeb in it strapped to a Flea) and up it goes! As soon as it hits ~6km my camera freezes while my ship continues to ascend. Then, when the ship begins to descend, my camera slowly trails behind it until it lands. Any suggestions?

    EDIT: I seem to have found the issue (maybe). I had been flying with a Mk1 parachute, Ven's stock revamp, and realchute. When I took the Mk1 parachute off, the camera stopped having the issue. I'm sorry if this should have been in a modded forum but it wasn't a mod issue until now!

  9. As another Skyrim player who's had a hard time getting the perfect balance of mods and breaking level 20, I can say this with perfect honesty:

    There is no "right balance" of mods. There is only close enough, and that varies from player to player.

    As for how to get into KSP a lot, don't be afraid to open up Sandbox once in a while and just do something crazy. Whenever I end up feeling burned out in my Career Science save (I can't get the hang of funds just yet, so I've gone to easy-career mode), I load up Sandbox and set a crazy challenge for myself. Sometimes it's making orbit with only SRB's, or flying to Kerbin's North Pole in an airplane. Other times, it's crazier, like flying to Kerbin's South Pole in an asymmetric aircraft (mind, I'm a keyboard player, so just imagine the amount of rapid tapping of keys needed to fly that), or to get a Firespitter propeller plane to Laythe. Other times, it's to get an electric propeller plane to Eve and fly through the super-gravity and experience all of the purple.

    As for Career mode, probe-rovers would be a good starting point. Only thing you lose if you screw up is a computer and a few thousand credits worth of parts, not one of your Kerbals. Set up satellite networks around planets. Make a Mun Base. Land an exploration probe on Eve and return it.

    Real Solar System is cool, but the few times I've messed with it (10x Kerbin System being my preferred), it adds to the mild tedium of building to get out of Kerbin's atmosphere. Personally, I play KSP for the engineering challenge of it, and only partly for flying my creations. Lately, I've found it difficult to want to leave Kerbin because the new atmosphere is a lot of fun to play in. Perhaps that's what you could do, if you've got any science left to gather on Kerbin. Build, using Firespitter's electric propellers, a science-gathering airplane and collect as much Kerbin Science as you can. There's even some seaplane floats in there, so you could even land on the water.

    Or, alternatively, get a probe-based propeller craft to Eve and gather the science there. Firespitter has a nice little folding electric prop that would be almost perfect for the application, and if you build small enough, you should be able to fit it in a reasonable fairing to send it to Eve, get it past atmospheric entry, and then deploy it in the air to gather some science.

    I know, propellers seem to be a recurring theme for me, but that's because lately I've used KSP as Kerbal Flight Simulator.

    If there is one thing I realllly don't find interesting, it's planes. I guess maybe because I'm so bad at piloting them compared to rockets or what but I guess if you're gonna play you gotta play it all huh? I'll give it a shot!

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    Seems a bit of an odd question to me - there is no right or wrong way to play the game - do whatever you find engaging, is my advice. For me, I don't get on with Career mode - I've tried it in each of its incarnations, and still I return to Science mode. I like the freedom Science mode gives to my imagination, which inevitably results in me setting my own challenges. Back in 0.23, I had a nice little base set up on Minmus that could refuel ships, courtesy of the Kethane mod. I had intended to use Minmus as a kind of ready-made space station near which to assemble ships to go to Duna and places beyond, to set up little bases all over the system.

    Setting that base up meant that I learnt how to either and pretty close to a given point or otherwise deal with the consequences, at least in low-G non-atmosphere circumstances. I also learnt how to create vehicles that could double as low-G rovers or even Kerbin-return vehicles if need be. I didn't get to Duna though. That came in 0.90, where I finally managed to get probes to both Duna and Eve - and even partial success at Jool! So I'd learnt about interplanetary launch windows, and taking more care with how much dV my designs have. More recently, I've been pootling around with TAC life support, finding my feet with havingto worry about whether my Kerbals supplies will last long enough. Currently, I have the MKS mod tucked away in a folder, which I really must put some time into learning soon, sa that will allow me to achieve my desire of planting self-sustaining colonies throughout the Kerbol system. And I'm going to trythe Elcano challenge soon, too.

    But even thus far, I've had so many adventures, generally as a result of some mistake of mine, occasionally as a result of a success, that I've had a simply wonderful time playing KSP. IAnd that because KSP lets me play it my way. If, like a lot of games, it forced me to play a certain way, in a certain order, it'd be merely a good game instead of a great one. So I think the answer lies within you - how do you WANT to play the game?

    I had to google Science Mode before replying (That shows how little attention I've paid to it). But that certainly sounds like something that could help. What I've always dreamed of was a sandbox (Full part access) mixed with actually getting science from experiments. I can feel my inner rocket designed dying to get home and play already!

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    If you're just getting into things, then I recommend an "install as you go" mentality. Start off with whatever you seem essential, and NO more. Then, when you feel you need something, then you download it. When you realise you need bucket loads of delta-v to get a base to Moho, install Near Future. When you realise you need more places to explore, install Outer Planets.

    I think if you're just at the point here you're INITIALLY trying to get into it, then installing everything all at once is too daunting and overpowering. A (somewhat poor) example are these minecraft mod pack launchers, I love modded minecraft, but these mod packs with a bajillion mods on them that I've never played with before completely overpower me, even though I love the look of them.

    TL;DR: Start off with nothing and add as you go when you realise you're missing something.

    With KSP, with nearly everything you can think of, "there's a mod for that".

    I've never thought of this way. Every time a new mod or KSP version is released, the first thing I do is go in and make sure I get all mods that I had been using in my previous version. This will certainly be my new MO

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    I second that. Play completely stock for some time. Calculate stuff (dV requirement and budget, phase angles,...) only using pen, paper, a calculator, Wikipedia and the KSP Wiki. Pilot your craft by hand, especially while landing and docking. Play with reverting and quickloading disabled.

    My experience is that many mods reduce the challenge of the game, especially parts mods. By this they also take away some fun. The most rewarding moment I had in KSP was actually my first docking (in stock 0.23.5). It caused a rush of adrenaline that I never before experienced in any other game. Consider, how boring an automated docking maneuver using MechJeb would have been in comparison...

    That being said, there are a few mods that don't directly affect gameplay, but add features missing in Stock KSP. For instance Stock Bugfix Modules, Kerbal Alarm Clock, Precise Node,...

    I'll admit to docking with Mechjeb... actually, I've NEVER actually docked two ships legit. I've got a rough idea of how to rendezvous though. And no parts pack?! I love my parts packs! But I supposed getting rid of the excessive and overpowered ones would problem do me a world of good.

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    You guys are awesome! Sorry to be replying so late, I've had a commute and class all morning and have finally had a chance to sit down in the student union and reply. The KSP community definitely blew me away with this one. I plan to narrow down a list of 4-8 ESSENTIAL mods and use them to accomplish the goals list I'm going to create. My most ambitious at this point is to put a rover on Duna with a orbiting station! Thank you everyone so much for the inspiration! I definitely need to become an active forum user after this.

  10. Make it a point to do an Apollo-style mission to every single planet and moon. Except Jool, of course, but you could save it for last and instead of doing 5 missions do one big mission. If you do it right you'll qualify for the Jool-5 Challenge!

    But really. Don't make up a new mod cocktail. Don't look for a reason or inspiration. Go. Those worlds are there to be landed on. Land on them!

    This I definitely have to do! I've never really even thought of doing. Thank you!

  11. KW rocketry for some engine options. EVE for clouds. Alarm Clock, Kerbal Engineer. Thats really all you need. Navyfish's docking mod if you can't manage without it. The rest is just candy and if it distracts you from the core of the game, which is playing it, then leave them out for now.

    Set some funky goals, let loose a little. Orbit the Sun as low as you can. Send something to Jool. Maybe something with parachutes to Laythe. Check out an asteroid, plant a flag on one.

    Send unmanned rovers places. Unmanned Probes. They're lighter and therefore easier to get places, and it'll show you how to do more complex flights without some enormous mothership.

    There is lots to do, but you need imagination to create some goals. Form the goals comes adventures you hadn't counted on having.

    Rovers are not my strong suit. I've never been very good with getting them to a place and detaching from the descent stage. And KW is giving me a run for my money trying to find all the patches to make it work in 1.0.4

  12. So I've been a casual player for over a year and a half. I've racked up 210 hours of gameplay but never gone past Duna. Every time I get into the game I get obsessed with mods and spend almost all my time just looking up different aesthetic/realism mods. Though RSS has never been a huge eye popper for me, I'm open to it. I need help actually getting into the game. I've taken a career play through only as far as a manned orbiter of Duna. How do I get into the game and really get to a point I can't put it down? What is the right balance of mods? (I'm familiar with almost any mod you can throw at me. I'm certainly not a noob) ((Well for the most part)). Help KSP community!

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