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yorshee

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Posts posted by yorshee

  1. 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.

  2. 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?

  3. 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!

  4. 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.

  5. Thank you! :D

    I have a project thing that I've been working on on-and-off for a few weeks now, I want to draw the KSC staff in my own style and try to make them look different to one another (this is pretty hard to do for the kerbonauts themselves!), you may have seen Valentina and Bill features on KSP's social media pages which I'm super grateful for. :D

    I also want to do some proper poster-sized artwork too. All of this is on hold right now because I'm super busy with job interviews and driving lessons. The transition to a proper adult is a busy one...

  6. The word "ship" used in this fandom context makes me want to punch a baby into a heliocentric orbit with an aphelion of 2.1 AU, perihelion of 0.8 AU, semi-major axis of 1.4 AU, an inclination of 1.1 degrees, longitude of ascending node of 22.3 degrees, and an argument of perihelion of 43.2 degrees.

    It's 2:17 AM and I have no idea what I'm doing

    Hey now, there's nothing wrong with shipping characters. I don't think the Kerbals feel romantic or sexual feelings to one another, but I'm not gonna rain on someone elses' parade if they think differently.
  7. I've made some different modules for a base that I'm going to build on another planet, and because they don't have any command pods or probe cores, they're uncontrollable and so are marked as debris by the game. Every time I grab it with a claw, pull it away from the SPH runway so I can launch something else, release it, and go back to the space centre, it disappears. It doesn't disappear if I go back to the space centre while the debris is still on the runway. The vehicle I'm using for pulling the modules off the runway doesn't disappear, I'm assuming because it's not debris, it's a ship.

    Is a new feature of KSP to clear the KSC of debris? I don't think it is because I've manually removed it before. Or is it a mod I have? I don't have any mods installed that would do that....I think? I don't know if it's a bug or not, if it is I can provide more information if it's needed.

    EDIT: Reloading quicksaves doesn't make the debris come back!? And if I put a Kerbal in a part with crew capacity, they get killed (marked as MIA in the Astronaut Complex). Looking through my save files in Notepad, I can see the debris isn't even there.

  8. I've had this bug before, I don't know if my experiences will help pinpoint what's wrong but I'll share anyways. :P

    I had a KSP install in 1.0.2 (I think it was that version?) with some mods, the main ones being Extraplanetary Launchpads, MKS/OKS, and KAS/KIS. I made a base on Minmus that mined for metal ore to make into rocket parts which let me launch rockets from Minmus, cutting down the dv requirements to get to places. My mining vehicle was a rover with a claw attached to the front of it that attached itself to the base so I could transfer the metal ore and fuel ore to the converters.

    When I tried to launch anything from this base, the Glue Kraken would happen. The root part of the ship would freeze in place when I timewarped whereas the rest of the ship continued on its predicted trajectory, tearing the whole thing apart. It only happened when I timewarped, it would be fine otherwise.

    I thought this might have something to do with the claw on the mining vehicle so I detached it before launching. Same thing happened. Then I detached it before spawning it on the launchpad. Still happened. Then I detached it before even building the ship, transferring all the resources to the base before even beginning the actual construction. It still happened!

    I did manage to get it to work properly, but only sometimes. I have no idea what actually made it work, it just did sometimes.

    I don't think I have this save anymore, I might have deleted it because it was so buggy, but if I still have it would you like me to post it here?

  9. I had an interesting idea today - I thought it would be cool if there were more contracts when it comes to tourists. For example, if you have a space station in orbit around a specific planet, a tourist could want to go on vacation there for a certain period of time, and you would have to return them home after a certain time - if you leave them there for too long (or take them home too early), you don't fulfil all the contract's parameters. These vacations could vary from a couple of weeks to a few years. It would give more of a purpose to the empty space stations that you're assigned to create and deploy, and I don't think there are any contracts in KSP that require you to manage your time like this (other than the contract deadlines, of course).

  10. One thing I found that helped a little was offsetting parts that may be clipping into other parts a bit. I offset the adapter out of the fairing base so no part of the adapter model was touching the fairing base and it stopped it....temporarily. It happened again, but once I was near Moho's orbit. I knew it probably wasn't the Sun because the heat spread was happening insanely quickly (this happens when the fairings are deployed, which they were) and I wasn't firing any engines. It's very odd...

    I'm going to try to recreate this with 100% stock parts.

    EDIT: It happened again with a different ship made of stock parts, this time a decoupler kept overheating and exploded. I think it may have either something to do with service bays or heatshields since that's what is near the adapter on my first ship, and near the decoupler on the ship I made just now.

  11. 3aTay49.jpg

    I've seen this bug before but 1) It's never happened to me before and 2) I thought it got fixed in 1.0.4.

    Once I got this craft into orbit, everything starts overheating, starting near the fairing/docking port and it spreads to everything else over time. If I let the connection between the command pod and the fairing explode and separate, it stops, but of course I don't want that. I had to use the debug menu just to get this screenshot.

    The very first thing that starts overheating is the short Rockomax adapter, if that has anything to do with anything. The large nuclear engine has nothing to do with it, there's nothing active under the fairing either. The heat spread speeds up with the fairings deployed. If I let the adapter explode, the fairing piece cools down over time, whereas the small parts attached to the command pod remain a consistent temperature where the heat gauge is half-full, and the radiators do nothing to dissipate it.

    Has anyone figured out what causes this, and how to fix it? Even the radiators do nothing. If you need any more information, like the parts of the ship or a video of it in action, then I will be happy to provide it. If you think the output logs will help then I can post those too, it's just that the debug log in the debug menu shows nothing out of the ordinary.

  12. I have no background in physics, engineering, or programming, I got KSP because of a YouTube video uploaded by one of my favourite YouTubers back in 2012. I thought it was awesome because I love space and this was a game about travelling to different planets and stuff. I never actually bought it until late 2014, a week or two before 0.90, because...well, I completely forgot about it until then.

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