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Nookos

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Everything posted by Nookos

  1. Congratz and very brave to go through this with such bad fps. Is the way mechjeb is doing the ascent in your video the most efficient way? No gravity turn on eve?
  2. I m not complaining about it costing 40$ but I would have prefered to pay 20$ for the stock game and happily give away another 40-60$ to the modders who make the game about 3-4 times better. Just my 2 cents but without the modding community I wouldn t even buy the game or would regret it if I did. Stock game is simply not worthy of 1.xxx version label in my humble and worthless opinion. Back in my days, games came on a cartridge and there was no patch, update, fixes, or mods allowed!! the good old days of finished product or nothing.
  3. My eeloo mission came back yesterday with a ridiculous amount of science. 35340 Total but some of those experiments are not stock. Still.. with an experienced scientist you get 900 science per surface sample over there.
  4. Krokoduck So evolution is true after all. Kirk is not going to be pleased. And good job on the krokodil. I ve been trying to do sthg similar for a while but no success. I m rubbish at spaceplane. On topic, I find it much easier to set up mining outpost and space station on most planets/moons so you can move around with a more efficient ship. Rather than an all in one solution. Plus part count is something to keep in mind in order to keep the ksp experience lag free.
  5. Oh ok.. well.. That s what it looked like indeed. Are those creatures only active when time warp is on or they can do their evil stuff even without time acceleration?
  6. Very nice! What is going on in the second one? Is that a mod or post processing? What are those 'clouds' 'light effects' supposed to be?
  7. Pretty much everything there was to gather on the Mun in one mission done by a single kerbal in a tiny lander with many refueling at a mining outpost. And I didn t have any science mod at that point. So it could be much higher.
  8. Hi, My joolian scanning probe just exploded and I don t understand why. It happened right after I carried out a 3.6m/s burn to change inclination. The burn was done. I engaged time warp and kaboom!! No more probe. Flight results is telling me it was due to overheating. I don t understand. That engine is ridiculously not powerful. It worked very well and got me through the whole joolian system doing much bigger burn at full throttle. And then this. Can t really say I got too close to the sun as I was orbiting Pol. In the list it shows a xenon tank or landing strut in first position for the explosion. Would this be a bug related to time warp?
  9. Thanks a lot for all the useful information over here. I got this bug for the first time yesterday. I have been trying many things and creating a lot of confusion in the process. Now I have finally a result but not sure it s the one I should expect The only result I got is that the decouple button finally worked but it separated the docking port from the space station while still being attached to the other docking port.. Is that what your solution should do or I did all wrong many times over The latter is more likely because at first I got no result and had to keep trying different stuff without knowing what I was doing. Anyway I m asking to be sure and to say thank you. EDIT: Ok I just found out I was confused about the parent and part# thingy. I was able to undock and then fix the docking port back to a Ready state and it works finally. So discard everything above and just Thank you.
  10. I like the get out and push solution Wow. Much much better. This should be only 474m/s one way and the way back will be cheaper I guess. So thanks a lot you just saved Karen's life. By optimizing my previous maneuver I didn t get much further. From 792 to 718m/s. Thanks again. Indeed I could probably afford to the invertion at her altitude seeing how much it got cheaper upthere. No clue why I didn t think of that. Thanks My ship is already full. It just undocked from the station. I could probably detach a tank from the station and attach it to the rescue ship thanks to KIS but no need now. I m gonna try and see if I can use Ike to raise Ap as you suggest. I didn t think of that either. Thanks Thanks everybody
  11. Hi, I m having some issues to rescue Karen. She got herself in a clockwise orbit around Duna. And I didn t realise her direction until I was parked in low orbit around Duna. In the right direction of course. On that subject I think it would be unbelievably helpful to get the direction of an orbit like we get with satellite mission. I had a quick look and couldn t find a mod that does that. Is there one? The only way I know to find out the direction of an object is to time warp.. So here is the situation: As you can see brutally inverting my orbit will cost me more than 1758m/s. And the best I could do so far is this: This adds up to 792m/s if it goes according to plan.. which is unlikely. Then I ll spend some more DeltaV to rendezvous and the way back. With only 1459m/s on that ship I don't think I can come back to dock in low duna orbit after rescue. Is there a more efficient way to turn around? Is there something to transform all orbits in map view into satellite mission orbit display ( simply showing those little dots travelling in the direction of the object). Thanks for the help.
  12. I have the same problem. I have docked a lander upside down on my Gilly outpost but I still get disoriented while docking in space. I guess the terrain and shadows are a real plus for my challenged brain.
  13. ​My joolian probe finally arrived in the system and got a lucky encounter with Laythe right away. So plenty DeltaV left to hopefully explore and scan the whole system. 16651m/s to be exact. No idea if that s gonna be enough and if I ll be patient enough with that very slow ion engine. Also finished assembling my first big Duna-Ike expedition. Not as big as planned though. I had to give up on some modules because the part count was already killing my computer. So I ll have to send another expedition in the future. But that s already two space stations, one outpost and several ships/probes sent on their way after some EVA work to strenghten the lot. I m looking forward to separating those modules and get reasonnable fps again.
  14. Excellent! Today I brought back Munmy Kerman from the Mun after he spent nearly a year in solitary retreat looking for the meaning of life. He came back as clueless as he left. But the mun has no secret for him now.
  15. Well. Turns out the problem is more complex than just a limit. The way lights behave is very messy it seems. Even with with 1 or 2 lights it doesn t work properly quite often. I had the most problems on the Mun so far. However there is an option in graphic settings. Pixel light count. This parameter can solve some of the problems but not all. And still no clue why there is a difference between terrain and vehicles. But anyway I ll just drop it and hope in future fixes they improve lighting so we can build outpost that are easy to work with at night.
  16. Landed on Eve just in time for sunrise. But with no fuel left for return and lots of broken parts hence the unhappy faces on my dreamteam.
  17. Hi o/ I know this is very trivial but still it's bothering me. There seems to be a limit set to 8 for lights being able to affect the terrain. It only applies to terrain and not vehicles. As seen on pictures below. Is there a way around this with an easy modification of a file somewhere? I have no experience at all in this domain. Or is there a way to select which lights affect the terrain? Thanks in advance.
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