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Everything posted by n0xiety
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Superheavy rover to the mun
n0xiety replied to Foxdemon's topic in KSP1 Gameplay Questions and Tutorials
Use Kerbal Joint Reinforcement http://forum.kerbalspaceprogram.com/threads/55657-1-0-2-Kerbal-Joint-Reinforcement-v3-1-3-4-27-15 which will save you from using unneeded struts and kraken attacks + Tweakscale http://forum.kerbalspaceprogram.com/threads/112693 so you don't have to use lets say like 10 engines where you can scale an engine and have only 1 or same thing for fuel tanks. If you don't want Tweakscale you can use the devpost version of the ubizur welding mod. Ubizur is not yet fully released for 1.02 but i tried the devpost and its mostly working. It allows you to weld parts together. I built stations that normally contain more than 2000 parts but in reality they are only 50 parts since i welded most of them together to create single part. Still i would recommend you to use this mod only for big projects since it is not fully functional yet. Nontheless here is the link to devpost version for 1.02 https://github.com/UbioWeldingLtd/UbioWeldContinued/blob/dev-1.0/UbioWeldContinued-2.1.3.zip Click veiw raw to download. -
I did dump alot actually since i had fuel tanks that i can dump and the aerodynamic fuel extention with parachutes for the Duna landing and takeoff + all the liquid fuel tanks were mk3 parts. Doing the retrograde burns for getting into orbit while the lander is decaupled might have helped too. I had bad twr as you can imagine since the craft had more than 4 hours of burn time but that made it all the more efficient i guess. If i remember it right Lander had 1800dV that is why i used an extra parachute pack with more fuel for Duna landing and takeoff. Oh and using mechjeb for everything must have helped too.
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Rocket breaks apart on time warp
n0xiety replied to MathmoRichard's topic in KSP1 Gameplay Questions and Tutorials
Instead of craft file a few pictures would be nice first to see atleast what we are dealing with. Oh and if this rocket of yours is using claws like on your rovers it might cause problems when you open the claw if there is anything close to the claws they will be pushed and destroy the whole craft. -
Superheavy rover to the mun
n0xiety replied to Foxdemon's topic in KSP1 Gameplay Questions and Tutorials
Really man i posted a similar rover before and you saw how i used the boosters? Connect the boosters to the point of mass of your rover to sides... If you use a long rocket which is not aerodynamicaly symetrycal it is just going to be really hard to do a gravity turn since its going to start bending and you know what comes next.. -
1.0.2. most unplayable? List of issues
n0xiety replied to LeTharu's topic in KSP1 Technical Support (PC, modded installs)
Game breaking galaxy destroying kraken bug is so easy to replicate for me... All you need is a claw and try to push an E class asteroid while mining it. It can happen on big ships with docking ports.. Hell it can even happen with the utility bay overstuffed. Even if this doesn't destroy your universe it always causes some sort of lasting problem. I have had the whole universe dissapering on me... Had phantom acceleration problems... Had atmosphere dissapering... Unstable orbit... Yes the game still has alot of kraken problems. It gets better when KAS mod is used but that doesn't solve the issue. All the other bugs i can live with but these game breaking bugs that kraken causes should be to first to get fixed yet they are still present in the release version of the game. All they added to the game i allready had them with mods. Some were even better than current stock features. 1.0 should have been about heavy bug fixing not atmosphere fixing and part overhaul... Maybe i am pushing the game too much to its limit with absurd crafts? Are you all getting these issues? -
That is so right. Actually you shouldn't even use them for anything but grand tour. I used a LV-N craft for duna with a lander that used poodle and it was so overbuilt for the job. Ok heres what happened. Started with 5000dv for the main ship. I reach minmus get into orbit, pick up kerbals and get back up meet with the main ship. 16 kerbals total now. Go for duna aerobreak. After that connect the extra fuel and aerodynamic parachute pack to the lander. Get the main ship into orbit and switch to lander. After takeoff leave the extra fuel and parachute pack at Duna after the fuel gets used at takeoff. Meet with the Main ship and refuel lander. Go for Ike and land, takeoff meet again. Go for Kerbin. Get into high Kerbin orbit and change inclanation. At that point i had 5500dv..... More than i started can you believe that? Just because the lander used the fuel reserved for it.. The thing is i still had alot of fuel left reserved for the lander. Decided to go for minmus again and land all the kerbals for experience since some were never there before. After takeoff i have even more dV than before... Facepalming hard here... Go for Mun as well and land for the kerbals that have never been there... takeoff and meet with main ship. Lander still has %70 fuel left but the reserve atleast got used. The ship now has 5600dv... Ahhh... After that left the main ship at high orbit and landed at kerbin. So i learned not to use LV-N for anything but Jool Moons Grand tour since it doesn't worth the burn times for the efficiency. That ship i told you about had 4 hours of burn time... If you are going for a single planet just use poddle or rhino if your ship is really big.
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Set your AoA in ascent guidence to 3 degrees. If the craft can't take that much turn above prograde set to 2 or 1. The lower you go with this the slower and more stable your turn will be and it will use more fuel. Set the PA to whatever FAR uses. If FAR is using the same pressure values as stock don't touch it tho. Enable corrective steering. %40 turn rate is good and start your turn before 3km.
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Phantom Acceleration and Unstable Orbit
n0xiety replied to n0xiety's topic in KSP1 Technical Support (PC, modded installs)
Hell i have been to jool recently and while passing at 220km for a gravity assist out of solar system my trajectory literally got bent towards jool. It looked like the periapsis still stayed at 220km but i could see my trajectory going inside jool and going out again doing a strange curve. While this is happening i couldn't even warp as it said the craft was accelerating... I think there is another thread for this particular problem and what i just described happened in 1.02 version. -
Phantom Acceleration and Unstable Orbit
n0xiety replied to n0xiety's topic in KSP1 Technical Support (PC, modded installs)
You are right the problem itself isn't solved but i marked it solved since i found workarounds and preventions that reduces the chances of it happening again. It was a general problem for me since i experienced it in all of my craft. I think this is caused by either ships that are too big and not sturdy enough ending up bending and creating kraken forces or moving something big with a claw. Clipping parts together is another reason why this happens but only if the parts are under alot of stress. Well i kinda learned my lesson and using KAS mod with ubizor welding mod works stable enough for me atleast for now. It is true that this shouldn't happen at all and one craft somehow effecting the whole universe and breaking physics is a serious bug that should be fixed and purged from stock ksp atleast. As i see it this bug is like the oldest bug there is in KSP which they still just couldn't fix. Did they improve it? Yes. Untill you start creating big and complicated crafts the kraken stays away laying in the deep dark corners of the universe waiting for the opportunity to rise. In the end its just a matter of time. Untill this gets fixed we as players have only one choice and that is to be really carefull about what we build and how we build them while using mods that improve structral integrity. If all else fails merging an untouched persistance file with the broken persistance file makes it so that you can atleast keep playing the career even if you loose most of your crafts. -
Warp in low Jool orbits
n0xiety replied to Teilnehmer's topic in KSP1 Gameplay Questions and Tutorials
I literally saw jool bending my trajectory while doing a pass. Normally you would expect a smooth curve but this wasn't like that. My trajectory literally looked like it was getting pulled towards jool at the closest point then going back up again . At that moment it said that i was accelerating too. -
Superheavy rover to the mun
n0xiety replied to Foxdemon's topic in KSP1 Gameplay Questions and Tutorials
Banana shaped you say? Mk3 sized you say? Great minds think alike i guess eh If you are carrying something unaerodynamic instead of pushing it try pulling it up from the point of mass of rover. -
How do you move asteroids?
n0xiety replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
You just met the kraken my friend. I told you not to push the asteroid tho it always invites the kraken always pull it with a free pivot. -
Self-refuelling interplanetary ship - possible?
n0xiety replied to Boots's topic in KSP1 Gameplay Questions and Tutorials
I am curious how you manage to keep the overheating of 4 nervas connected like that. Those 4 or 3 way connections should be horrible at conducting heat are they not? -
Splitting up science
n0xiety replied to thegreatgonz's topic in KSP1 Gameplay Questions and Tutorials
Here you go mate this is the thread i opened earlier; http://forum.kerbalspaceprogram.com/threads/123849-Any-way-to-edit-or-mod-science-lab-data-capacity Read my latest post in the thread and thats how i solved it in the end. 10000 data capacity is enough for all the data you can collect from a body. -
How do you move asteroids?
n0xiety replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
He is right but only if the thrust is directly hitting the asteroid. For example if you have a long ship and place the thrusters at the tip even if they are looking directly at the asteroid they won't effect it after some distance. -
Self-refuelling interplanetary ship - possible?
n0xiety replied to Boots's topic in KSP1 Gameplay Questions and Tutorials
Docking ports are too fragile and they always cause kraken problems when used on big ships. Thats why he needs Kerbal Joint Reinforcement mod as i said earlier and Ubizur welding mod for the part count. If you are thinking about the biggest docking port which is the Sn docking port it is somehow more fragile then Jn and lags the hell out of the game when i build a ship containing 4 or 5 sections at orbit... -
Science - Jool, Kerbol, Asteroids
n0xiety replied to bluegasou's topic in KSP1 Gameplay Questions and Tutorials
Here you go pal this should answer all your questions about science. Great way to check everything ingame. http://forum.kerbalspaceprogram.com/threads/119562-1-0-2-x-Science!-KSP-Science-report-and-checklist?p=1907551#post1907551 -
What happened to my rockets?
n0xiety replied to chawin007's topic in KSP1 Gameplay Questions and Tutorials
You forgot to check limit AoA in mechjeb mate. 5 degrees might be alot try 3 degrees works every time. 3.5km turn start and %40 turn rate. -
Solar panels not retractable now?
n0xiety replied to lazarus1024's topic in KSP1 Gameplay Questions and Tutorials
There are two models of 1*6 and 2*3 panels. One of them has no casing and lighter but not retractable while the other one has a protective casing + more temperature protection and is retractable yet heavier. -
Self-refuelling interplanetary ship - possible?
n0xiety replied to Boots's topic in KSP1 Gameplay Questions and Tutorials
Use http://forum.kerbalspaceprogram.com/threads/55657-1-0-2-Kerbal-Joint-Reinforcement-v3-1-3-4-27-15 and https://github.com/UbioWeldingLtd/UbioWeldContinued/blob/dev-1.0/UbioWeldContinued-2.1.3.zip (click View Raw to download) Ubizur welding is updated for 1.02 but it is only available as a devpost. So there might still be some bugs but im using it and it works. It simply lets you weld parts together so you can actually create a section of the ship and then weld it together to get 1 big part. After that you can connect those parts at orbit and here you go sturdy and unbreakable ship, well almost Atleast it won't do the snake dance and invite the kraken Oh another thing is it is super light on performance since you will be welding maybe 30+ parts together and create 1 part which will reduce the total part count of your ship immensly. Thanks to this i can create 1000 part ships but only have 50 parts total. -
you don't need landing struts at all. I landed a 900t craft and it only had 4 landing struts to take the first hit. After that the suspension just gets crushed under the weight and allows the mamooth and rhino engines to survive the first hit. If you want the struts to keep your ship over the ground on EVE without bending, you would need more than 300 struts for the job for a 900t craft.
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How do you move asteroids?
n0xiety replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
Always pull the asteroid with free pivot instead of pushing it. Pushing it invites the kraken with open arms as the asteroid gets bigger. -
Your lag problem probably comes from cpu which is bound to how many parts you have on your craft. Laptops tend to have weak cpus. I recommend using ubizour welding mod which got a dev upgrade for 1.02 lately. It still has its bugs but usable nontheless. This mod allows you to weld parts together creating a single part from multiple part build thus easing your cpu load. Another mod you can use is the tweakscale which you can use to create bigger longer versions of normal parts which will allow you to use a single engine where you would use multiple engines by creating a bigger engine or single fuel tank where you would use multiple fuel tanks. If your problem is caused by low ram you can launch the game with opengl which will solve that problem. Also there are texture reduction mods. If your problem is about gpu you can lower every graphic option there is untill it stops lagging. There are mods for further reducing the graphics but i doubt it will come to that.
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I don't know where you get that information from but as i see it when you close the intake it creates atleast %80 less drag. You can see the drag amount when you right click the intake.