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mrclucks

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Everything posted by mrclucks

  1. -Flunking kindergarten -adding struts -adding moar struts -locating more struts to add
  2. I never fail, my objectives just change from do xyz, to land safetly, to survive, to make explosions
  3. Rendezvous with a class E?(might of been class D) astroid to hit kerbin 100 days from when I launched. Discovered that when I try to burn it starts spinning out of control, launched a modifyed craft and meet up with the asteroid via warp drive(interstellar) and a few burns. Still spins a bit when I burn, even with the absurd amount of SAS I have, so I just use 1/4 of my thrust instead. Got it into orbit at a relatively equatorial orbit, but I'm going retrograde... Next time I'll see if I wanna bother with 180° my orbit or if I wanna send other astroids to crash into ksc
  4. Construct a rocket and see it explode on the launchpad
  5. I did forget to mention KJR (silly sleep deprived me). Hopefully that .DLL file will solve everything, thanks harry Sorry vanamonde, its as much information that is relavent and I also don't have an active internet connection to my computer so log files and video would be rare, if ever posted
  6. As a sandbox player I think the cheat menu is super helpful with testing a new rocket, or anything that you can easily do, but takes a butt load of time or finesse (ie; I used infinite fuel and RCS to bring a satellite around kerbin that has less than 1 twr, is quite heavy, would have more than plenty of dV to get up there, instead of having a game time launch of 20 minutes or taking my precious time to build a huge rocket with enough twr and dv to leave the atmosphere but is so part heavy that it would take half am hour real time to launch) Careerers shouldn't use cheats IMO AMD science mode is in the middle ground of maybe
  7. Mods are. Remote tech, procedural fairings, interstellar, space y lifters, all of the near future mods, mech jeb, ATM, transfer window planner, atomic age. That should be all of them. Yeah, I clicked undock and the camera changes focus to the craft I want, but will act as if its part of the craft even when I turn, except I cannot control it unless I switch to the other craft. I quick saved before I undocked and tried multiple combinations of trying to RCS away, engine thrust away, both, trying all three right before I decouple, SAS on/off, RCS on off. Even tried both physical and regular time warp and regular time warp has the ship phasing right through it, only to collide once I come back to 1x and make my craft(or whatever is left) in an uncontrollable spin with both RCS and SAS unable to affect it. And yes, I'm using the same sized docking port The fix seems to be (look at the original post's edit) going back to the space center and coming back via tracking station, but I still have to test it out multiple times to see if that's the solution to this glitch
  8. Launch main craft up. Success! Launch supplimentry craft up. More Success! Dock them. Yay! Only took 5quick saves! Transfer snacks. OK that's easy. But when I try to undock them it works, but the junk is still attached magnetically. What the heck is going on?! Its happened on multiple crafts and the first time it happened I just reverted and used a decoupler on top of the docking port since I was only building. I'm using docking port sr and the 3.75 ones from space y if it matters Edit: so I went to the tracking station to delete my craft, but I saw it and a "probe", weird huh? OK maybe I can just delete the one I don't want, just need to find out which is which. Switch to one of them, and I see that they are clearly separated and not affecting one another. Deorbit the junk(no monoprop, or electricity for the drone core, but at least its pointed at the velocity vector, the wrong way, but no biggie, I just wait half an orbit, burn a bit, orbit, more burns, until it crashes spectacularly into the ocean) go back to the tracking station and switch to my precious craft And the game crashes. Oh well, time to sleep anyways. Hopefully it leaves my craft separate and intact. If not then I'll just build it bigger better strong and maybe smarter. If anyone know why this happened please let me know. Sorry if this would be considered 'spamming'
  9. I usually start with a very rough idea of what I want to do, start building, then get a much more specific idea of how I want the ship to look like and/or how I want it to do things( dock, stage, where the propulsion is, etc). Build build build. Compromise, build some more. Rinse and repeat until its how I want it ( more or less due to part size or other game/computer limitations). And when I'm done with it all, I make it aesthetically pleasing
  10. So far I've put my new and improved antimatter factory in optimal AM altitude around kerbin, sent a tanker to duna to refill my space craft which is yet to be there, and now I'm about to put up the first part of my eve explorer fully equipped with a Gilly lander that only uses rcs, I only need to send the transfer vehicle and utilities
  11. Gilly. Who doesn't love 20minute jumps?! Plus it'd be super easy to go anywhere and you could eventually just slap rockets on Gilly and move it anywhere you wanna go (jool for even greater dV potential!) Second would be constructing a ring world around jool. Sure it would take a lot of time and a buttload of docking, but it would be pretty feasable. Then it would be a mere skipping stone to laythe to do what you want with
  12. New save, put up my com and power keostationary SATs( remote tech and interstellar), which was where pilots could learn from jeb. Pesky docking ports wouldn't let go of one another even after decoupling. Put up my uber generator in orbit. Landed a basic base on both the min and minmus ( mun base only lost half of their solar panels). Sent up both halves of my duna(?) Ship, with some highly expiremental designs on both, docked them and got rid of their transfer stages (by ploting their orbit to collide into kerbin of course) and set course for duna. Oh wait, why are you going towards eve? Minor error, I'll adjust my orbit, and just send a tanker to duna if I have enough dV to stay in duna soi. Then I built an antimatter power generator with enough collectors to get power I'm kerbin orbit. "Nudged" (10k dV) it towards jool, and we'll see how much power we can actually get out of this bad boy tomorrow
  13. Thank you so much, I'll be sure to try this(after I back everything up of course) Now to figure out how to +rep you via phone..
  14. Are all of these relatively stable? (Crashes less than once every other hour) Am I correct to assume that I can find out how to do them via the forum?
  15. So I've seen quite a few threads that are related to minimizing ram usage with KSP. A few are mods and a few are other programs (I think) and I was wondering how I could maximize my ram usage. With my mods installed I was pushing 3.7gb and after I installed ATM and cleared all saved games I was at 3.5gb right after starting a new sandbox I run 32 bit at the lowest graphical settings and physics at the highest. Mods I use are, ATM, atomic age, fuel wings, kerbal joint reinforcement, kerbal alarm clock, mech jeb, Mk 4, near future( construction, electrical, propulsion, solar, spacecraft, technology), procedural fairings, remote tech, space y lifters, and transfer window planner. There might be a couple im forgetting, but the ones listed are the major players
  16. Docking and directional control when I don't have SAS in the best of positions This whole 'fine tuning' orbits idea is genius!!
  17. Warning: i play sandbox so science and funds arr mythical to me Figuring out that power relays and transmitters didn't need to be pointed at anything was the easiest part of KSPI for me, and whenever I need recovers I use the small ones and just have them pointed in every direction. I usually start my power grid with a couple 3.5 fission generators on the ground, launch my power/com sats, then launch an uber generator up in space (usually takes half an hour or so due to lag) with fuel that will last at least a thousand days. My greatest problem is fueling an antimatter reactor consistently, even when I have upwards of 30 antimatter collectors . Oh, and I always have an AI core attached because who doesn't love a non-kerbal guided ship under your control?
  18. Am I the only one fantasizing about what kind of rockets and space stations we could build and run lag-free using that much ram?
  19. I apologize for being naive and/or a noon, but how does a retrograde orbit make landing impossible?
  20. Ten or so. I just recently started playing. I have two of a Birdseye view of my satellite constellation(s?) With 5 keo synchronous SATs and 5 orbits around 800km each spaced 15° and 3 SATs each, all 6 orbits worth of SATs are more or less perfectly spaced ( super duper low thrust using ion engines :-D ) A couple of eclipses that I caught while burning. And a few where I was mucking about trying to see how fast I could crash into kerbin without leaving its soi ( I barely got past 5km/s and at that speed the atmosphere stops you way before you touch land )
  21. Sent up a reactor and generator along with a common pod and loads of heat radiators (interstellar mod) to send to any planet, then sent up yet another reactor/generator attached with liquid fuel and 6 DT vista fusion engines with even more radiators and attempted to dock them together. After 15 failures from the past, I successfully docked two crafts together ( with mechjeb, but mj could never do it before). Now I just docked another command pod that actually had kerbals, sent them over to the main command pod, and we're on our way to duna. No transfer window and no autopilot ( well except for having mj do the nodes I've planned out) Since I also use remote tech 2, I was building satellites so I could stay in touch with my kerbols, but the part count was absurdly high, even with only the satellites and its transfer stage. Oh well, I'll just send them over individually when the next transfer window appears Edit: sorry in advance for the grammar and wall of text. I'm on my phone since I have no other interwebz in my home
  22. Either pissed because I have "too many parts" and the lag caused a 5minute ascent to take 40 minutes and once I almost finish circulizing my orbit, it crashes. Or ecstatic and fasinated, since I usually learn how to do something new or do it better
  23. Installed RT2 a couple weeks after starting KSP because I work with satellites and SPACE!! This thread was very helpful to me after my dozen launching trying to use RT2 effectively and was a big reason for why I put up a more effective and broader coverage satellite constellation. At one point I had 5 keostationary satellites in more or less perfect positioning and were able to connect with each other as a stat, as well as 5 mini constellations (15° seperation of inclination, basically looked like an atom) with 3 satellites each where I was able to control any craft around kerbin using only the omni directional 600k antenna! Now since i have installed KSP interstellar and use reactors, generators, and microwave transivers, I've reworked my network to combine them. I haven't found a guide which combines both mods and was wondering if you could take a poke at it
  24. I've made an onion stage of jet engines for my rocket before. Doing a typical gravity turn always failed due to lack of speed. What seemed to work was moving sideways as soon as possible. Basically I would tilt my rocket over slightly and while I would move even slower vertically, my horizontal speed would increase greatly and would even accelerate at a decent speed. The idea is that even though you're accelerating at a fraction of a meter per second per second vertically, you're accelerating much much faster horizontally, and because you spend more time in the lower atmosphere, your air breathers get more life out of them. It does take a considerable amount of time, but in my experience I'm starting to gain altitude at a decent rate and I'm already moving vertically pretty fast so I point my rocket 5-20° above the horizon and I have no problem getting into orbit even with a twr ~1.1
  25. First sandbox, he is one with bill and Bob and kerbin Science, only doing no risk missions and enough parachutes to slow down to 1 m/s or so Second sandbox, stuck in a highly elliptical orbit around kerbin ( 0.5 Mm- 50Mm) with no electricity and no forseeable change in orbit caused by minmus
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