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KSP2 Release Notes
Everything posted by Hotaru
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I've been having this issue as well. To be more specific: the problem only occurs when a Kerbal plants a flag; this is why it appears to only happen when landed. @Raideur Ng is right, the cause is ModularFlightIntegrator version 1.2.1, which is packaged with Kopernicus. Updating to ModularFlightIntegrator 1.2.2 (available here) seems to have fixed the problem (the change log mentions that 1.2.2 fixes an issue related to flags).
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I'm having fun with the current phase of unkermanned interplanetary missions but I imagine they're not the most exciting reading, so I'm trying to get through this part relatively quickly and move on to the first kermanned Duna mission. Boring stuff: installed Stock Visual Terrain. Laythe and Jool as seen by Rationality 4. Space station ops. Rationality 4 initial encounter with Jool. Rationality 5 and 6, Dres and Duna orbiters. Circumspection 4, first unkermanned landing on Eve.
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Not much boring stuff this time, just one small new mod--Speed Unit Changer, which allows the navball to display different speed units as well as AGL or Ap/Pe depending on mode. Mostly just saves a bit of switching back and forth to map view. Also I've finally saved up enough science points (1418) and bought the -> strategy (Patent Licensing I think) at 50% comittment, which will hopefully make the tech tree last a bit further into the late game. @Yuri kagarin56 Thanks (and good luck with your science save)! The Kerbin cloud textures are Stock Visual Enhancements (SVE), the atmospheric effects are Scatterer. "Kerbinrise" photographed by Carena during Intrepdity 7. Endurance 1, Minmus space station. Circumspection reentry vehicle test series. Intrepidity 6, first crew to Endurance 1. Intrepidity 7, yet another Mun landing. Rationality 6 and Circumspection 3, Duna probes. Rationality 3 encounter with Jool.
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Boring stuff: Boring stuff TL;DR: Installed a bunch of cosmetic and quality-of-life mods, longish list but nothing too radical. Gameplay is still stock. The second Kerbounaut class, left to right: Carena, Geneming, Eririne, Mitrie, Lodald, and Thomptrey. Intrepidity 4, second mission to the Mun. Rationality 3 through 5, probes to the outer kerbolar system. Valor 6B and Intrepidity S-1, missions to space station Patience 2. Intrepidity 5, first kermanned landing on Minmus. Timidity program, Mun rovers.
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Boring stuff: Boring stuff TL;DR: SVE! The crew of the first kermanned mission to the surface of the Mun--flight engineer Chris, mission commander Melxie, scientist Laselle--with the prototype Intrepidity Block II lander. Spoiler: Valor 6B, first crew to Patience 2. Spoiler: Rationality 2 and Circumspection 1 at Eve, Circumspection 2 at the Mun. Spoiler: Intrepidity 3, first kermanned Mun landing. (Needless to say, this will be a long one.)
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Thanks! I am aware of Final Frontier and have used it in the past, great mod. I'm not too worried about it for this career though, seeing as I'm keeping pretty detailed track of which Kerbals have done what anyway. (Besides, with no rescue contracts I don't anticipate ever having more than a couple dozen of them to keep track of.)
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I'm liking the title banner more each time I look at it. @Andem, what kind of filters/post processing effects/whatever do you use on your screenshots? I've been looking at the ones in your thread and they're, if anything, even nicer. No boring stuff this time, mainly because all this happened before 1.2 went final so the mod situation hadn't changed. Hoping for some new mods (SVE/SVT, anyone?) in the next update. Flight engineer Chris and mission commander Burmin after returning from Munar orbit aboard Intrepidity 2. Spoiler: Intrepidity 2, circummunar mission. Spoiler: Audacity D-5 and D-6, space station assembly missions.
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Extremely cool, thank you! Added to OP. It's just a shame that picture of Melxie is from before I installed Texture Replacer, so she still has her old generic female kerbal texture. (I'm a little worried the tag under it might tag you every time I update the OP, if it does and it gets annoying let me know and I'll change it to just say "Banner by Andem" without the "@")
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Boring stuff: Moved the save over to my Windows install and got Scatterer working again. Removed Distant Object Enhancement (broken in latest builds). Still waiting for Engine Lighting (not sure about this one, it hasn't been updated in a while) and Real Plume. Crew of Intrepidity 1 with prototype reentry vehicle: P1 Kerzer and E0 Lizdrien. Spoiler: Patience 2, space station. Spoiler: Rationality 2 and Circumspection 1, Eve probes. Spoiler: Intrepidity 1, test flight.
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One other thing the rocket names bring up is another "personal rule" I didn't really plan on following, but have sort of ended up sticking with anyway: everything goes up on standardized launch vehicles, and new launch vehicles are developed only when absolutely necessary. Similarly, new engines, especially big ones, are only developed when absolutely necessary: I still haven't unlocked any of the 2.5m engines, and plan on at least trying to build the next generation of launch vehicles without them. I see no reason why the Mun and Minmus, and possibly even early missions to Duna and Eve, shouldn't be within reach of the T45. Well, of lots of T45s anyway. It's going to take five of them just to orbit the Mun. I'm allowing myself to indulge in a little more detail than usual for this post since it concerns two "milestone" missions: the first kermanned orbits of the Mun and Minmus. I'll probably continue going into more and more detail as I get further out into the kerbolar system and the missions start to get more elaborate than just "went up, docked, stayed a bit, came back." Boring, but not long enough for a spoiler: installed Reentry Effects, removed Scatterer. Will probably move this save over to Windows since I think the Scatterer problems are OSX specific and I really miss that mod. Will also start thinking about installing Module Manager-dependent mods (like Real Plume and Engine Lighting) now that MM is updated for 1.2. The Manxome IIIC rocket on the pad the night before the launch of Audacity DS-2. Spoiler: Audacity Deep Space 2: first kermanned Mun shot. Spoiler: Audacity DS-3, first kermanned mission to Minmus.
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You can say that again. Glad you got to see the pictures in the end though. No, no, "cute" is fine! Yeah, I can see where the joke/reference in the rocket names would be lost on a non-native English speaker (or just anybody who doesn't happen to be a fan of the same 19th century English writers as me, and apparently Kuzzter). "Manxome," "Uffish," and "Frumious" are completely and utterly made-up words. You can try to guess at their meaning from the context within the poem but the fact is they don't have actual definitions. Although a couple of Carroll's other made-up words ("galumph" and "chortle") have in fact made their way into common usage.
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I'm kind of working at two conflicting goals here, one being to take the tech tree slow and the other to RP more reasonable missions than usual. I've easily got the tech to land a basic direct ascent mission with a Mk1 pod on the Mun at this point, and probably to go a lot further if I wanted too, but I'm also having fun making more "realistic" sized missions. They're still showing up OK for me. Are you on a phone? All but two of the pictures are inside spoilers, which helps make the page load better on computers but might cause problems on phones. (I asked the powers that be after the forum update to let us go back to 10 posts per page instead of 25, which would've made pic-heavy threads readable again without spoilers, but they ignored me.)
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One thing I'm noticing is how hard it is to keep track of time without KAC, and how pointless it is without KCT or life support. I've decided Kerbals have only an order-of-magnitude sense of the passage of time: they can tell the difference between a mission lasting hours and one lasting months, but the difference between, say, a two-week mission and a six-week mission doesn't bother them. Spoiler: Retirement of Patience 1. Spoiler: Discretion 4 and Rationality 1, probes to the Mun and Duna. Spoiler: Audacity DS-1, test flight. Also: Prudence 1 and 3 vanished mysteriously lost contact with KSC from Munar orbit. The engineers believe they were eaten by space krakens impacted on the Mun due to orbital decay. A bunch of contractsats were launched to various places including the Mun, Minmus, and retrograde Kerbin orbit. Upcoming: Audacity DS-2, first kermanned flight around the Mun. Further Audacity DS missions to Munar and Minmus orbit. Launch of Patience 2 space station. Launch of Rationality 2 Eve orbiter.
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Thanks for the comments! I'm a little surprised anybody's showing much interest at this early stage, but then again I myself seem to be finding the mid-game more interesting than usual as well. I guess I'm focusing more on RP considerations and less on farming science to max out the tech tree. In fact I've been making a point of not unlocking new tech nodes until I absolutely have to; I want to see how far I can go with mid-game tech before I start unlocking late-game stuff. No mod or save-file changes this time, so no boring stuff and straight on to the actual missions: Spoiler: Discretion series, first unkermanned landings on Minmus. Spoiler: Patience 1 ops. Spoiler: Rationality 1, first interplanetary mission. Also happened, but not interesting enough to post pictures of: Prudence 4 in Minmus orbit made another unsuccessful attempt to locate the anomaly detected during the Prudence 2 flyby. Prudence 3 completed a series of temperature surveys of the Mun. Rockomax 1 and Prudence 4 both had their orbits adjusted to satisfy contracts. Upcoming: Return of Valor 5 to Kerbin. Audacity D-4 mission to attach an automated retro-rocket module to Patience 1 in preparation for station's retirement. The flight will test several technologies which will be needed for the construction of future space stations and deep-space operations. Deorbit and reentry of Patience 1. Arrival of Rationality 1 at Duna-Ike system. Audacity DS-1, first test flight of the Deep Space variant of the Audacity spacecraft. (Incidentally, the "D" in Audacity D stood for "Docking.")
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I'm having an issue with 1.2 Scatterer atmo on OSX 10.9: a "halo" appears around the planet, looking like the atmosphere rim inverted. Similar to this issue up close, although behavior at a distance is a bit different. Here's what it looks like in low orbit: And here's what it looks like from high orbit and in map view: Screenshots taken with other mods installed but the behavior is the same without them. Same issue occurs on all planets with atmo. I'm currently using the latest 1.2 version from the OP (0.0250), but I've tried all the different .dll's and shaders posted on the past few pages and the ones that worked all shared this problem. I've also tried experimenting with the settings but can't find the one that would lower the hard outer edge down to the black band between the true atmosphere and the inverted one. For the time being I've disabled all the planet configs--so I can still use Scatterer's sunflare and terrain shadows at least--but I'd really love to be able to use its atmo effects again as well. I can post my player.log as well, if that would be helpful.
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Starting to get past the boring early game into the slightly more interesting mid-game. Which means things are getting a little easy in terms of and , see boring stuff for how I'm thinking of dealing with this. Spoiler: Boring stuff. Boring stuff TL;DR: Added some cosmetic mods, reduced DSN multiplier from 1.2 to 1.0, reduced fund rewards from 1.0 to 0.5. Spoiler: Rockomax 1 and Prudence 4, more probes. Spoiler: Audacity D program, first visit to Patience 1. Spoiler: Project Valor test series, three-Kerman spaceplane. (Remember when I said three spoilers would be more than usual? Yeah, that was probably a lie.) Spoiler: Valor 4, first kermanned mission. Cutaway view of Patience 1 with Audacity D-2 and Valor 4 docked. Burmin is in the control room, Melxie is in the living area.
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High aspect ratio = sailplane, low aspect ratio = F-104. Aspect ratio is the ratio of the span to the chord, so a long, narrow wing might have an aspect ratio of 10 while a short, stubby (there's another good wing-describing word for you) wing might be more like 1.
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I honestly don't use wide to describe wings at all. I'd say a sailplane has long or narrow wings whereas an F-104 has short wings but not wide ones. If you really want to be unambiguous you can always say high or low aspect ratio.
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"I believe that this save file should commit itself to achieving the goal, before the next version is out (or before a new version breaks the save, anyway), of landing a Kerman on every planet and moon in the stock system and returning them safely to Kerbin." banner by @Andem Progress: Flight log so far. Current operational fleet. Spoiler: Boring stuff. Boring stuff TL;DR: Stock career, no reverts, no orange suits, no rescue contracts, sensible-sized missions. The first three Kerbonauts: Left to right: Kerzer, Burmin, and Melxie. (Appearances subject to change once Texture Replacer is updated for 1.2.) Texture Replacer installed, picture updated to one showing the original Kerbonauts' "correct" appearances. All three are pilots; the Space Program doesn't expect to have much use for anybody else until more advanced spacecraft are developed. Spoiler: Audacity program, first Kermanned missions (read: early game stuff we've all done a million times before which I'm trying to zip through quickly so this thread doesn't get too boring). Spoiler: Prudence program, early probes. (This is an unusually long post cause I'm trying to get through all the early game stuff in one go.) Spoiler (last one for this post, I promise): Patience 1, first space station. UPDATE: So I just checked the Texture Replacer thread and there's already a preliminary build for 1.2! No more cheesy vanilla skybox! No more identical Kerbals! No more helmets in atmo! I honestly didn't realize just how essential TR is to my KSP experience until I spent a couple weeks playing 1.2 pre without it. Seriously, if I could only have one mod, it'd probably be that one.
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Now land an aircraft carrier on another aircraft carrier.
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- totm mar 2024
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Personally I've found a use for all of them (except the Panther and Goliath, but that's mostly because I haven't done much plane stuff since they were added). I frequently use Thuds as vernier motors to help attitude control on large single-engine rockets, and I've also used them clipped into the underside of a fuel tank as low-profile engines for large landing craft (low-profile being helpful because of the lack of either decent-length landing legs or ladders). I've also seen them used for early-game spaceplanes. As for the Flea, I'm fond of using it, with its thrust tweaked down, as a final stage on low-cost, all-solid launch vehicles.
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Demum Perveniemus - A stock career report webcomic (Chapter 15!)
Hotaru replied to Parkaboy's topic in KSP1 Mission Reports
Those are some extremely cool vehicles! Especially the Daydreamer and the Alpha-5, both of which I'm absolutely not going to try and copy in my next career save. I wonder if the "SSTS" would work as an orbiter if you stuck some boosters and drop tanks on it, like some of the early Shuttle concepts--particularly the "stage-and-a-half" Lockheed ones.- 108 replies
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- graphic novel
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