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yorshee

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Posts posted by yorshee

  1. Bring some drills and an ISRU converter and you can mine from the asteroid to get more fuel so you can push it away those annoying Mun encounters. ;) Push it a little into Kerbin's atmosphere so you can get aerocaptured and then push it out of the atmosphere at apoapsis.

  2. On the other end of things, I've had female Kerbals pull completely deadpan expressions with no animation for uncomfortable amounts of time, even while their male counterparts continue to do their idle animations (adjusting helmets and dancing in their seats). The female Kerbals are just...sitting there...and staring at me...

  3. I think this mod is causing an issue for me - Moho's surface is completely pitch black, no matter what side I'm looking at it from. It only happens when the camera is close enough to it (a low orbit) so it makes landing impossible. I think it's an issue with this mod because someone else has had this issue in the past but I have no idea if they even fixed it.

    I don't want to uninstall this mod because it's awesome and I love it, but at the same time, it renders Moho useless. :(

    Is there a workaround for this?

  4. 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:

    kRm9G1K.png

    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! :D

    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.

  5. Atomic age is a mod by PorkJet, right? I read the description, but it doesn't say about a bigger NERVA, just nuclear lightbulb, which is an NTR, but a gas-core one. And it has pretty darn good ISP. Still, the mod looks pretty hot, but it's a mod after all.

    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.

  6. 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.

  7. 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?

  8. 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.

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