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yorshee

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Everything posted by yorshee

  1. I really like your craft designs! They're unique and have a lot of character.
  2. http://gfycat.com/RemorsefulInsignificantBarracuda As you can probably tell, this makes landing impossible unless I use KER to tell me how far up I am from the actual surface. Here's my mods: Here's my KSP.log and output_log http://www.filedropper.com/outputlog_1 http://www.filedropper.com/ksp I'm assuming it has something to do with Distant Object Enhancement or ATM but I'm really not sure, I want to ask here to see if anyone can make sense of the output logs before I start deleting a load of mods. Thanks! EDIT: I've tried removing all my graphics-y mods to see if that would fix it, and it didn't. EDIT 2: Kopernicus was causing the issue, reinstalling it fixed it. This can be locked.
  3. I assume this happens with service bays too? If it does then it explains the annoying glitch I've been having with them.
  4. I use it to deliver heavier payloads via the skycrane method, it's pretty good at doing that.
  5. Imagine your name literally being 'Earth Person'.
  6. In the time between applying for this and now, I've made an account on the bug tracker. Is there a way I can update my application to reflect this?
  7. Ah, I don't know too much about the actual inner workings of that 2.5m engine, all I know is it's a nuclear engine that's pretty big.
  8. The Atomic Age pack contains a 2.5m NERVA engine, but I agree that a larger NERVA should be made stock.
  9. I see, looks like I'll have to retro burn outside of Eve's atmosphere to get captured. More fuel it is, then.
  10. I had a random shower thought the other day and it sort of evolved into a ton of ideas that I thought would be cool for career mode. Career mode is bashed a lot because of how shallow it is, and I understand that, all it is really is just 'do this task and receive money for it so you can do more tasks and get more money, also science'. There should be a more managerial-y feel to career mode, like you're actually the head of the space program. One way that could help achieve this would be the addition of an extra building, or an addition to the administration building. In this building, you can choose how you want the program to be run. You can choose between being public funded and private funded. With public funding, you will receive a certain amount of money every Kerbin year or so, the amount depends on your reputation. You can still do contracts but the rewards for them are lower than what they'd be like if the program was privately funded. Most of the contacts you get will be ones like 'Retrieve science data from _____' or 'Set up a space station in orbit of _____', and less part testing and visual surveys. If you screw up a mission and a Kerbal gets killed or anything else happens that damages your reputation, be prepared to take a big reputation! Much larger than the reputation hit from being private funded. This in turn will affect the amount of money you get every year. If you choose to be private funding, you get the full scope of contracts and much larger rewards for doing them, but you don't get the money every year that public funding gives you. Reputation hits from catastrophic failures are lower. Also with private funding, you can choose the sorts of contracts you want too. If you want to focus on visual surveys, then you can do so, and the generated contracts at Mission Control will be 75% visual surveys. This way you can choose to do the types of missions you want without having to spam the decline button in order to find one you want to do. You can switch between private and public funding at any time. Another feature of this building is something like a suggestions box that members of the Kerbal public can put their opinions of the space program into. These tips will help you improve the space program, and they'd be more strict for public funded programs. For example, if you're been doing nothing but Kerbin system missions for 5 years, you'll get a lot of suggestions like 'What have these scientists and engineers been doing all this time? Isn't it time to go interplanetary now!?' or if you have lots of astronauts in the Astronaut Complex, but none of them have been on a mission in a while, you'll get a suggestion like 'What are these astronauts doing all day? Playing video games?'. If your space program is doing well, the suggestions box will praise that too, but its main purpose will be to point the player in the right direction for what to do next. (Also, this would also give Squad an opportunity to introduce a new KSC staff member who runs the building, who could be female.) Another idea I had is one I already posted here, but I want to expand upon it. I like the outpost-building contracts because I like building space stations and stuff, but it sucks because...well, nobody actually uses them. I put this space station it orbit around Jool? Cool! ...Now what? As far as I'm concerned, it's useless space junk once it fulfils its contract parameters. It would be neat if you had contracts that would have you ferry tourists to these space stations and bases, dock to them and spend some time there, and then get 'em home again. It would be even cooler if these contracts had a time limit too - if they don't get there in time, or get home in time, you fail the contract. Not only could tourists visit these outposts but scientists from the agencies could want to use the science facilities of your outposts, and could yield a little science rewards too. You'll only get these types if you actually have an outpost set up, like if you don't even have a space station around Eve you won't get a contract asking to ferry people to an Eve outpost. Those are all the ideas I have. I lack the knowledge of modding so I couldn't make it a reality, and I think this sort of stuff is outside the realms of what modding can do anyways, but they're my ideas at least.
  11. There were more gas giants in the works but they were put on hold indefinitely. Squad haven't made an actual official announcement on the matter yet but from what I've seen, they could be a possibility once the Unity 5 update rolls around and gives the game more memory to work with.
  12. I've been experiencing this too, I know the cause for some instances of the bug have already been found, but I'm not sure if all of them have. I've consistently found this bug when: The launch clamps are outside the circle marked on the VAB's floor The launch clamps are damaged from rocket exhaust The launchpad is destroyed on liftoff
  13. I started up a new career save today, I'm going to see if I can get it to go on for more than 234 years.
  14. This was just something for fun, it doesn't reflect my actual opinion on the matter.
  15. I have this huge ship that I want to aerobrake at Eve but stuff keeps overheating which is understandable because, well, it's Eve. Heatshields don't help because the rocket is so long, any slight deviation from the retrograde marker means the back (front?) end of the rocket gets fried. Would attaching radiators to the craft help or will the radiators themselves overheat? If they could help, could I attach the static radiators anywhere or do they specifically have to be attached to the parts that overheat? If radiators are no use, what else could I use to aerobrake this craft? Or should I just pack more fuel so I can get captured via retro burning?
  16. ^ What are those engines being used in the small top-right panel in the middle section of the image? They're being decoupled in the image below it. EDIT: They're Sparks attached to the tiny fuel tanks, I just noticed that. That's a cool idea, I might use it.
  17. I've noticed this too, it has ruined a lot of missions for me. I had a mission to Moho all planned out in Career mode and it was ready to start heading for Moho but of course a load of stuff started overheating before I was even out of Kerbin's SOI. I'm sure this happens to small parts and happens even more if there's stuff clipped into that part, even if it's meant to be clipped, like docking ports and how their model naturally clips into the parent part. This happens the most with the short Rockomax adapter, but I've also seen it happen with 1.25 fairing bases and cargo bays. (My Moho mission was a combination of these three all attached to each other x_x) I shouldn't have to resort to changing the game's physics or using the cheat menu in order to play the game properly, I hope this gets fixed in 1.1.
  18. Does it explode due to overheating? You can check the flight log any time by pressing F3. I'm away from the computer right now but I'm pretty sure this has happened to me in normal gameplay, not during a tutorial, and it has to do with the fact that for some reason small parts overheat for no reason in this current version of KSP. It can be avoided by opening the debug menu by pressing alt + 12 and checking the box 'Ignore max temperature'. Of course, having to resort to the debug menu in order to play the game normally is a very bad thing, and I hope Squad fixes it in 1.1. This bug means I can't use a lot of parts because they overheat for no reason, such as the short adapters that I like to attach docking ports to on my crafts.
  19. The landing gear thing is interesting, I might try that out. The steel beams I'm using right now have a crash tolerance of 80m/s so they're ok too.
  20. Earlier today I made a craft that has 6500m/s of dv which is capable of Eve orbit if it's landed at a high plateau. It's very...Kerbal...it has detachable upside down fins at the top to make sure it's always facing heatshield-first as it's slowing down in the atmosphere and they decouple so I can go up again without the CoL messing me up. It also uses plain ol steel girders as legs as no landing legs are big enough to point past the engines, and if I attach them to the steel beams then they start to flex and it makes the craft slide down a hill (which is where I normally land). I haven't actually used it yet (the flexing landing legs issue happened with another design) but in theory it should work. I would post an image but I'm on my phone. What does your Eve ascent craft look like? How crazy is it?
  21. I can safely aerobrake around Jool, it just takes a few quickloads to gauge the correct periapsis. Just make sure you aren't going too fast, otherwise you'll hit the atmosphere like it's brick, no matter how high your periapsis is (well, as long as it's under 200km).
  22. I need a bit of help, I hope this is the right place to ask. I want to make a contract pack for career mode but I have no idea how to go about doing this. I have zero experience with modding in general (other than using other peoples' mods and wondering how they made something so cool!) There are a lot of mod tutorials for KSP out there but from what I've seen they only seem to cover how to add new parts to the game which isn't what I'm looking for. Could anyone give me some tips or point me in the right direction? Thanks!
  23. I would go for Eeloo first, I find it easier to get to. With Moho, because you're at perihelion you'll be travelling insanely quickly when you encounter Moho so it takes a truckload of fuel to slow down enough to get into orbit. There's no atmosphere so you can't aerobrake. With Eeloo, it just takes a relatively small amount of extra fuel to get there and get back, and since you're at aphelion when you encounter it it's easy to get into Eeloo orbit.
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