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Jaeleth

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Everything posted by Jaeleth

  1. How come a nica and realistic feature was scraped like that? Are they working with FAR installed? I am asking this because I am yet to change to 1.1.3 since it will take me a lot of time to convert my rovers to go around the many bugs brought on by this new version regarding the dreaded wheels.
  2. Ion engines have the best ISP, but since the drills and converters have been implemented and xenon is the only fuel you can't drill, they're dead. Use them for one way small probes for extreme dV requirements only. nuclear all the way, is the best. Unless you wish to move a VERY large ship with an acceptable burn time, in which case you will opt for Rhinos. Still, if you are patient, you can always make multiple burns at Pe. For smaller shuttles to non atmosphere worls you could consider the poodles, terriers, etc, (see foamyesque post) but if gravity is not that much, the nuclear is still the best, even for a shuttle, I use them in packs of 4 to haul large tanks of fuel from low grav worlds mining stations to orbit.
  3. Avoid permanent bases. yes, they can look incredibly kool, particularly if you build them in anything but career mode, in which case you'll have to keep an eye for contract parameters and silly demands, thus overlooking the coolness factor, but, way past that achievement moment where you feel that you are such an awesome pilot that you able to connect all sorts of parts in a large ground base with a sky crane... And dock a ship countless times, landing it with pinpoint accuracy in your base landing port... (200 hrs game play) The truth hits you.... wait.... why am I doing this? Why am I wanting to ascent and descent tens of times to refuel my large orbiting vessel? It was pretty cool the first couple of times, now it's just routine... Then you go and install mechjeb... pause a little bit, eat a snack, take a nap or play other game while mechjeb handles the boring landing / ascending sequence for you. (500 hrs game play) and THEN the second part of the truth hits... wait... Why am I doing this? Wasting countless hours for mechjeb to do this consecutive landings / ascendings / dockings? It's boooooring... I've seen that landscape now, what? 2 hundred times? (1000+ hrs game play) and then you have this eureka moment! Wait... WHY do I need ground bases AT ALL? I'll build a gargantuan lander with drills, fuel tanks, ore container and power. Find a nice drilling spot, plant a flag there or crash some probe to mark it. Land the whole "base" drill for a couple of months, get all the 100k of fuel to orbit in one go and refuel all my ships in orbit, and wait... I can eben use the entire base as the propulsion stage of a huge colony ship to explore the whole system... Oh... And why bother with solar panels. They don't work at night or beyond Duna so, I spend 3 million (almost pocket money at that stage) and put the whole thing to run on nuclear power! Huuuah! that's where you get after 1000+ hrs play... at around 2000hrs game play you'll feel that bitter sweet pain of having done (almost) everything in the game, and spend countless time doing nothing, staring at your old, abandoned, ground bases... Maybe docking manually one ship or two, remembering the good old days when it took so much effort in building them and longing for those days to return...
  4. Nicely done. Even after 2000hrs game play, or in real space travelling, you'll not stop improvising, that I can assure you ;). Lesson 1. Always build your vessels (whatever size) with, at least, one available port.
  5. I fought bugs... And after 6 or 7 playing hours of krakenizing ships, or unable to switch ships for one of them was accelerating(?!?!.!) (none of it my fault)... I finally managed to send my large orbital mining station enroute to refuel at minmus on its way to Jool system... oh... Krakenizing a smaller ship in the process, fortunatelly a spare ship lying around that I had the unfortunate idea of also sending to minmus for refuel, not saving before touching it (unwise) and ooopssss... The kraken ate it. which reminds me I have to edit the game file to refund the money lost (bug related, of course, that's not cheat) Way more than 1000 playing hours so far... Maybe half of it fighting bugs... That is: reloading / editing game files / and finding inventive ways to go around them... *sigh*
  6. Yep... I never let friction on auto and always max it out since rovers aren't suppose to skid. And engine is on in all wheels, I even replaced the original 8 wheels on that design by 16 wheels... The whole bottom of the rover is filled with wheels and... It simply doesn't climbs the rolling hills of eve
  7. Achhhhh... Friction can be dealt with by maxxing it out but there's this engine problems not having power to drag a truck uphill... Maybe increasing 10 fold the wheel engine power?
  8. Who agrees that the next upgrade should return rover wheels behaviour to prior to 1.1.x? 1.1.3 is excellent... But for the wheels... The new wheels simply do not work... Maybe keep the new suspension, suspension is fine. But friction and grip... Total disaster...
  9. My 5 cents: Squad: Forget that ""upgrade"" with rover wheels, it just ruined a perfect game. Nobody cares about skidding rovers on the surface of far distant worlds, this is not a race game, this is a spaceflight game. 1.1.3 would be excellent if not for the damn wheels... Just scrap friction and get the wheels to where they were. I've been unable to upgrade my game since 1.0.4 because 1.0.5 crashed for unknown reasons and 1.1.x is a disaster due only to the damn wheels. Scrap them! Get back to original wheels....
  10. to keep it short... Why can't I climb a relatively shallow hill on Eve with a rover with ruggedized wheels? The rover weights around 19t (more like a truck) and the engine seems not to have the power to climb a miserably small slope... any ideas to go around this or rovers are simply dead from 1.1.x? Note: in a game version prior to 1.0.2 this rover truck climbs it without a problem
  11. Hyperedit is a priceless tool on a game so prone to bugs... Or unfair mistakes... install it! But do not use it to cheat, use it to revert or correct bugs or unfair mistakes. Or... Have some fun with it creating a black hole equivalent on a planet lol also time saving when test flying your vessels on other worlds instead of using sandbox mode as a rule of thumb I NEVER used it to place a ship nearer a planet than I hadn't been before, using normal gameplay.
  12. Yes. Best of both worlds is having ISRU and large fuel tanks in orbit and a big ore hauler going up and down at a low gravity world. This way you'll minimize energy needs since orbital stations have much more light available than slow revolving planet surfaces, plus you can make fuel in orbit at the same time you're collecting ore down there or, even if you don't want to pack a whole lot of ore containers in the station as well, fuel manufacturing is a much faster process than ore drilling anyway so, you'll save time. Only drawback is, indeed, fuel calculations, but with 2 or 3 launches one will probably get a very good estimate, plus margin.
  13. Although it is cool to build ground bases, also giving a sense of self-accomplishment rarely found elsewhere I found out that, in terms of game efficiency, it is better just to build a huge craft with big fuel tanks, isru, drills, nuke gens and or solar gens and land it in one piece, drill and back to orbit when filled, to refuel other ships, than having all smaller ships landing on the ground base. but they look pretty, ground bases
  14. You might find this link usefull: http://wiki.kerbalspaceprogram.com/wiki/Cheat_sheet
  15. This method was posted in 2013... I don't think it works today due to different atmosphere / drag model. Plus, nowdays Angle of Attack changes drag coefficient, thus complicating issues even further, particularily when we are talking of space planes. I think the most practical way to do it is through trial and error to learn the specifics of the craft you're flying and to increase the angle of reentry to that you enter on a steeper trajectory thus reducing the error margin. In case it is a space plane, just make sure you end up at a reasonable height over the runway so that you are able to glide to it. I would try the mod suggested by Matt77
  16. Does anyone knows what AUTOSAVE_SHORT_INTERVAL is for? I am altering autosave time to a more usefull figure (like NEVER, lol , as long as NEVER can be set, that is) and I would like to know what the SHORT_INTERVAL is for.
  17. Forgot to mention... I have some mods. But none of them has new wheels or should even be a factor, in this case. mechjeb kerbal alarm clock Ship manifest Kerbal engineer redux
  18. I am trying to migrate my saved game from 1.0.4 to 1.1.2, I skipped 1.0.5 due to computer speed problems. 1.1.2 seemed to solve that so I was ready to migrate. But, some of my rovers are motionless. at least one, a mobile mining base I sent to Eve, just slides along the ground slope, slowly, wheels do not react to user input, but rocket engines do, still, they have no effect, engine motors do not work. It is like it is stuck. Even going to the VAB and creating a new one, doesn't works, just gets stuck on the launch pad, the same way. wheels seem to be a bit stuck into the ground. other rovers (other models) do not suffer from this (so far, as I checked 2 or 3 more, any clues?
  19. In that case you may find the Hyperedit mod usefull. Some say it is the "best cheating mod" in ksp, and it probably is, but I do not use it for cheating... I use it to fix things when the game cheats on me unfortunately the developers are taking some time to adapt it to 1.1.2... You'll have to wait. anyway, when something "buggy" happens 2 years into a mission to anywhere and I cannot reload, for some reason, I kill the affected ship (carefull if it has kerbals in it) build another one and hyperedit it to the same place the other was, in seconds, editing the game file and refunding me the value of the lost ship... Resuming game as it were ans as it should've been, without the bug...
  20. Yes, I was well aware of that "issue", but I always dealt with it with no problems... A uselfull thing to include in future versions would be an angle measurer or a way to input a precise rotation angle into a part (atrached or not). I once had to find a "creative" way to stick heavy shielding under a series of Mammoth engines and this feature would have been well appreciated Lol it does have a use yes It is not "mandatory" but it does makes things more... Intuitive. I never used WASDEQ except for flying, that is. I am a "graphical interface person"
  21. Yes, that was the case. Funny how could people never noticed that. It was a good feature though, taking it off was a mistake.... Actually, there should be even more ways to interact with ghosted parts since sometimes it requires a LOT of imagination to go around some issues with complex builds and strange attaching points... Thanks, I'll try that too.
  22. In the old ship builder I could rotate ghosted parts (before attach them to the ship). Do you know how can I do it now? Because it doesn't seems to work anymore... And if not possible... WHY?
  23. I have a long experience with rovers. I use them on all planets with gravity equal or higher than the Mun. but I am still using 1.0.4 for several reasons, hope to be able to migrate to 1.1.2 soon, but I am well aware of rover... Issues, in this late version, that is, actually, the main reason why I haven't migrated yet... Rovers (used directly or as mobile bases) are the only practical way to effectively explore high gravity worlds, they are particularly usefull for building mobile mining bases which can attach to your larger craft and refuel them, among many other things. But... There is one secret... The ONLY way for rovers to be of practical use is to have mechjeb installed and use rover autopilot. The game time required for, say, an 80km land voyage (at safe speeds) is between 1hr to 2hrs if your computer has a 1:1 frames per second ratio, if not, it will be longer, so, mechjeb it all the way, watch a movie or go eat lunch, and remember to stop the journey and save game from time to time... (note: no time warp, using time warp shortens the time, of course) before using mechjeb rover autopilot I used to have many accidents since I literally would sleep at the wheel and go full throttle over a cliff....
  24. That's a good reason for buying directly from squad and not from Steam... I have several versions installed on my PC and I am still playing on 1.0.4 since 1.0.5 had speed problems with my computers and both 1.1.1 and 1.1.2 are broken as it regards rovers. Maybe I can fix it when Hyperedit is compatible with these versions, until then 1.0.4...
  25. Suspension is fine, but traction (default) is ridiculous. There's no way a real rover would skid that much at slow speeds over grass, unless the grass was wet, the rover was very light and the wheels very large and made of... Polished glass?
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