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SnakyLeVrai

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Everything posted by SnakyLeVrai

  1. Awful, sorry to hear that... As a last resort, you can still try Recuva. There is a free version. Whatever happens, don't download or write anything on your hard drive. Just download the file on a USB key (or another hard drive if you have any), run it from here. Maybe you can even find a portable version that's already decompressed from the installation file... Just work from a USB key and try to scan for your "default" career folder for any deleted file, you may be able to recover something.
  2. Beautiful are eclipses actually rendered with Scatterer?
  3. @Nansuchao, @maceemiller, @komodo, @Macel, @nuothe11th: Issue solved for me! I have found the answer here: It worked for me, it's due to an old MKS update that left some deprecated code in the save file: an obsolete resource. Backup your persistent.sfs file Open it (I use notepad++, it's very fast, especially if your save file is heavy) Look for this (like, search for every "name = PunchCards" occurences) : RESOURCE { name = PunchCards amount = 0.0001 maxAmount = 200 flowState = True isTweakable = True hideFlow = False flowMode = Both } Delete this whole RESOURCE block everywhere you find it. Save, launch KSP and check if the logspam is gone. Browse through your ships and make sure everything is in order. If not, sorry can't help you more. I've deleted mods that I don't use anymore before doing this but, it didn't help: Hangar (not Hangar Extender, just Hangar) Regolith Extraplanetary Launchpads It stopped spamming after I deleted the RESOURCE block. So, I gained a little FPS and now I've got cleaner logs. I just hope 1.1 will be faster
  4. Hi all ! Just wanted to share my latest success at recovering from total launch failure. The payload is a 46 parts Crew Bus, for delivering Kerbals to Space Stations, that reenters the atmosphere like a common capsule (way simpler mission profile than a space shuttle). In case of failure at launch, the G.E.K.O.S. (Get 'Em Kerbals Out System) can pull the 95 tons payload out of harm's way, accelerating away at 5.9 to 7g (which isn't enough to my taste, needs more boosters). See it in action!! Failure: Success: Now I'm gonna rest a little. Enjoy! SnakyLeVrai
  5. I don't actually need it, I mean I can just warp forward and all. But I like setting things up so they go fast ^^ Of course, I'll completely change this philosophy when I'll go to Jool, Eeloo and all.
  6. Sure, that works. you only need to produce more LFO than you consume. It's a heavier setup though, unless you don't care about fast productivity... I like to make a rig that produces LFO fast
  7. Check this reply I've made about fuel cells... I've compared them with batteries: If you have enough solar panels to power your mining rig during daytime, you won't need Fuel Cells. They are interesting only if you want to have a huuuuuge amount of EC for night time mining (much more EC capacity than a battery!!!!!!). But then, you'll need: enough EC/s to power mining during day, AND enough EC/s to power your lab during day, AND enough EC/s to power the Convert-O-Tron 250 so you could replenish your fuel cell's LFO tanks before the next night, AND enough drills to fill up your ore tanks during day, while consuming some of it to make LFO. Which means: a heck load of gigantors. Just look at the numbers in the VAB (drills need 15EC/s, Convert-O-Tron 250 needs 30/s in "LFO" mode, etc etc). That's a huge mining rig.
  8. Fuel cells are a great way to provide some autonomy when you don't have a lot of light... or for roving by night, during an eclipse... Coupled with some PB-NUK and a Water to LFO converter, they could show some interest on far worlds, coupled with a few batteries to provide short bursts of energy when transmitting SCIENCE!TM. And space stations might appreciate it too, only you don't have a way of "reloading the fuel cell" when in space. ISRU only works on the ground. I've made a comparison here:
  9. Maybe a ModuleManagered tank could be repurposed into a water tank, fuel cells don't show a lot of volume for storing water Oh and: Thanks
  10. I'd like to make sure everyone understand the do's and don't about fuel cell regeneration... I've sketched up some SCIENCE! about it, it's a little more complex than just using extra fuel cell energy to make LFO back from water.
  11. Nice Look for the Kanadarm addon. Links between parts, hinges and stuff are way stronger than assembling basic IR parts with beams, that'll take care of a LOT of wobbling. That's what I did for my shuttle and that's a life changer.
  12. Nice videos those ships look pretty efficient
  13. Haha it's really good nice job, it looks like you are having fun! Thanks for doing this ^^
  14. Yup, one here behind Jeb's head and one here in the middle of the end wall. They are from Hullcam VDS addon you can put them on rovers & drones to have a 1st person view, on the side of a booster to make cool views like NASA's take-offs and stuff ^^
  15. Because of the RoveMates? no reaction wheel on those I thought about deactivating them and then notice they didn't have any
  16. Hi all! I've decided that Kerbals deserve a good looking vehicle so they could go from the Astronaut Complex to the Launchpad. With green energy and fuel cells. All stock except for the 2 inside cameras. Could be improved but, well, it's already 162 parts or so.
  17. Just as @Vegetal said THIS! use the specially purposed Radial Attachment Point! it's lighter, prettier, and it's size 1 instead of cubic micronode's size 0, meaning it's stronger I use it for that (see spoilers below, skip to last picture)
  18. well, 1) no idea 2) only the black containers can store ore, fuel tanks won't store it. 3) it doesn't matter where you put the tanks (fuel, ore, monoprop...), your drills can also be attached to the fuel tanks, it's ok 4) they only work when needed, if your solar panels provide 100% of the needed EC, fuel cells won't work. If they only provide 50% of needed EC, fuel cells will provide the rest. They only provide the required EC (when you right-click on them the menu shows what they provide -- when they don't provide anything they show something like "95% capacity", not sure why).
  19. Good to see you've found the butter zone If you notice the way rockets are made in real life, they mostly are long, thin tubes with a big ass engine at the end. The extra distance from CoM helps making thrust vectoring more effective, hence a more stable rocket. My gravity turn starts right on take-off and, when looking at the navball, I try not to point the nose away from the green circle of prograde vector. If I did, the drag from the tip of the rocket would flip me. It means you indeed have to start your turn real early. Take some angle when you don't go too fast at first, because the speed will make drag stronger and you'll flip your rocket. It goes easier above 35km, atmosphere thins out and drag decreases a LOT. See example below:
  20. You can max warp but, unfortunately, high orbits require more dV to get out of a planet's SOI. Example: I am currently flying a mission to study Kerbol. It's a long burn out of Kerbin (I don't have a lot of thrust), so I burn in two times. starting from a 500km circular orbit. 1st burn gets me to a higly excentric orbit, then I wait uintil I get back to periapsis to burn my way out of Kerbin. Well, I've noticed that by lowering my periapsis to 90-100km will save me 200m/s dV. And Lowering the periapsis costs me only 7m/s because my apoa^psis is real high. Theroretically, I'd save even more by lowering to 80, 70, ..... 0 km, but there is this atmosphere thing Be careful not to lower to much, you don't want to hit the atmosphere this fast
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