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Posts posted by ToukieToucan
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17 minutes ago, Lo Var Lachland said:
I'm kind of near you. I sent a probe to Ike, because I screwed up the Duna transfer, and then my save file corrupted. Oh well!
Haha same here, couple hundred hours but only kind or got to Duna, I keep seeing new mods which I feel like I should start a new save with, anyways, welcome Talos!
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The Dark Night:
Movie about a blackout that happens in New York and people freak out because they can't see anything.
Goofellas:
Couple of fellas made out of goo start a mob.
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After some time working on my KOS script I was able to make a 100% automated Relay System set-up.
Craft file will be up soon.
AALAUNCH:
What it does:
- Countdown
- Can detect when asparagus staging stage needs to be staged
- Gravity Turn
- Circularization (100 x 100 km)
ABORBIT:
What it does:
- Calculate how much Dv is needed to go from current orbit to desired orbit (750 x 100 in this case)
- Burn to exactly desired orbit (with margin of 0.1 meter)
- Calculate how much Dv is needed to go from current orbit to desired orbit (750 x 750 in this case)
- Burn to desired orbit, kinda... (due to not being able to burn all the Dv at once at the Ap +0 results will vary: Margin +- 500 m)
- Activate Relay Sat's solar panels and Omni
- Stage Relay Sat (Force of decoupler has been taken into account, roughly)
ACORBIT:
What it does:
- Decrease orbit so the orbital period is lower, spacing the sats evenly (roughly)
- Increasing the orbit to a circular 750 x 750 orbit again (And ofcourse calculate how much Dv is needed)
- Stage Relay Sat (Force of decoupler has been taken into account, roughly)
ADORBIT:
What it does:
Same as ACORBIT:
- Decrease orbit so the orbital period is lower, spacing the sats evenly (roughly)
- Increasing the orbit to a circular 750 x 750 orbit again (And ofcourse calculate how much Dv is needed)
- Stage Relay Sat (Force of decoupler has been taken into account, roughly)
I'm sure I could improve some things (feel free to say what could be done better), but anyways, this was tougher to make than I thought it would be it kind of succeeded.
Ps, ran a test and visible separation occurred after ~100 days which isn't that bad, right...
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I remember trying to dock for many frustrating hours but it was very satisfying when I did dock.
Without failure success seems boring: imagine trying to dock for the first time and being able to dock without effort, it wouldn't feel like a big accomplishment.
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Playing with KCT on science mode with the "Upgrades from Tech Tree" turned on. Each time I unlock a new tech it says I got a new upgrade point but when checking the upgrade points amount it still stays at 0, does anyone know how to fix this?
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26 minutes ago, stibbons said:
Comsat 2 should have a dish pointed back to Comsat 1. Likewise Comsat 3 should have a dish pointed back to Comsat 2.
I'm actually a little bit surprised you've got any connection between satellites at all. But that might just be because you got lucky with the angles.
Wouldn't this be possible too?
ComSat 1. Antenna #1: ComSat 2. Omni #1 (you might need to set up a simple Omni relay system if Ap exceeds max omni height). Antenna #2 / #3 future use.
ComSat 2. Antenna #1: ComSat 3. Omni #1 (automatic KSC connection). Antenna #2 / #3 future use.
ComSat 3. Antenna #1: ComSat 1 (or 4 if in orbit). Omni #1 (automatic KSC connection). Antenna #2 / #3 future use.
ComSat 4. Antenna #1: ComSat 1. Omni #1 (automatic KSC connection). Antenna #2 / #3 future use.
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Maybe not enough batteries? As in, they stay on the dark side of the planet for too long (disabling the dishes/omnis) and only later regain power due to rotating solar panels?
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I have this problem on science mode where I have 'Upgrades from tech tree' turned on and I get a message saying I got an upgrade point but I haven't received it, any solutions?
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Neat mod! Is the techtree balanced?
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2 hours ago, Starwaster said:
Yes they were. You don't get that message if they didn't deploy. And Mach 2.9 is too fast.
No they weren't, why else would I post this is in technical support?
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So I downloaded SVE pack with tons of visual mods. My poor little laptop ran at about 5 FPS in the KSC area.
Are there any non demanding visual mods (nicer looking planets, clouds (don't have to be moving if you ask me), planetshine. I'd be happy with those improvements.)
Also is there a way to improve the FPS?
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5 hours ago, sal_vager said:
Were they white when you staged them? If yes then they should have survived, though it's possible your Physics.cfg is bad and needs replacing, try renaming it, KSP will make a new one.
If you're starting KSP via a shortcut or ckan make sure the target directory is the KSP folder, or put ckan inside the KSP folder.
Also try starting the KSP.exe directly.
I believe they were white, I'll rename it as soon as it happens again.
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Tried the same a while ago on Ubuntu 14.04 but no results.
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20 hours ago, sal_vager said:
Parachutes can be activated but not deployed, as long as they are not activated that won't be damaged unless the part itself is destroyed.
But your mods could have changed this, if you have not activated your chutes then try looking through your mods for any that change parachute behaviour, and adjusting their settings or removing them.
Probably, parachutes on other crafts work fine, haven't tried it with crashed vessel.
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I know how to calculate the burn time for a node but, how do you calculate a node?
let's say you're in 100 km orbit and want to go to 750 km, which equations do you need to know?
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Those parameters are pretty neato, they can be custom names, right?
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White beaches
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Medal of Konour?
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Alvast gefeliciteerd!
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4 hours ago, Nexis said:
1000 m/s is much too fast. That are 3600 km/h or 2237 Miles per hour.
It says: "Chutes destroyed by aero forces and heat". That means: you was too fast in the thickest part of Atmosphere. The aerodynamic Pressure and Friction was too high.
And let me guess: Your Ship had Heat-effects while start?
At start keep your speed lower than 300 m/s, until you've left the thickest Part of Atmosphere.
After you have left the thickest part, just accelerate to a speed, which does not generates heat-effects. And do not use physical timewarp while start. It does additional increase the physical forces to the ship-parts, not only the timespeed.
Can you record a Video of the start and upload it?
Well they weren't deployed soooo...
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Still a noob to KOS (and scripting in general), what are some good places to start learning scripting (so far I can (kind of, if 'ignore max temp is on) go into a 100km orbit).
Could you see what I could improve?
SpoilerCLEARSCREEN.
LOCK THROTTLE TO 1.0.
PRINT "Counting down:".
FROM {local countdown is 10.} UNTIL countdown = 0 STEP {SET countdown to countdown - 1.} DO {
PRINT "..." + countdown.
WAIT 1.
}WHEN MAXTHRUST = 0 THEN {
PRINT "Staging".
STAGE.
Preserve.
}.SET MYSTEER TO HEADING(90,90).
LOCK STEERING TO MYSTEER.
UNTIL SHIP:APOAPSIS > 100000 {IF SHIP:VELOCITY:SURFACE:MAG < 100 {
SET MYSTEER TO HEADING(90,90).} ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 100 AND SHIP:VELOCITY:SURFACE:MAG < 200 {
SET MYSTEER TO HEADING(90,80).
PRINT "Pitching to 80 degrees" AT(0,15).
PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).
} ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 200 AND SHIP:VELOCITY:SURFACE:MAG < 300 {
SET MYSTEER TO HEADING(90,70).
PRINT "Pitching to 70 degrees" AT(0,15).
PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).} ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 300 AND SHIP:VELOCITY:SURFACE:MAG < 400 {
SET MYSTEER TO HEADING(90,60).
PRINT "Pitching to 60 degrees" AT(0,15).
PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).} ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 400 AND SHIP:VELOCITY:SURFACE:MAG < 500 {
SET MYSTEER TO HEADING(90,50).
PRINT "Pitching to 50 degrees" AT(0,15).
PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).} ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 500 AND SHIP:VELOCITY:SURFACE:MAG < 600 {
SET MYSTEER TO HEADING(90,40).
PRINT "Pitching to 40 degrees" AT(0,15).
PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).} ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 600 AND SHIP:VELOCITY:SURFACE:MAG < 700 {
SET MYSTEER TO HEADING(90,30).
PRINT "Pitching to 30 degrees" AT(0,15).
PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).} ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 700 AND SHIP:VELOCITY:SURFACE:MAG < 800 {
SET MYSTEER TO HEADING(90,11).
PRINT "Pitching to 20 degrees" AT(0,15).
PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).} ELSE IF SHIP:VELOCITY:SURFACE:MAG >= 800 {
SET MYSTEER TO HEADING(90,10).
PRINT "Pitching to 10 degrees" AT(0,15).
PRINT ROUND(SHIP:APOAPSIS,0) AT (0,16).}.
}.
PRINT "100km apoapsis reached, cutting throttle".
SET SHIP:CONTROL:PILOTMAINTHROTTLE TO 0.
global throt is 0.
lock throttle to throt.
lock steering to prograde.
until periapsis >= 100000 {
IF eta:apoapsis < 30 AND throt <1 {
SET throt to 1.}
If eta:apoapsis >50 and throt >0 {
Set throt to 0. }
IF eta:apoapsis >1000 and throt <1 {
Set throt to 1. }
}
unlock steering.
unlock throttle.Print "check".
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3 hours ago, Vanamonde said:
The march of progress occasionally staggers, but marches on.
Indeed, the program will be renamed to Houston due to superstition...maybe I should avoid all program names starting with an A...
Also, guess what I'm not going to use anytime soon, that's right KOS! (Or maybe I should improve my scripting skills...)
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1 hour ago, TheDestroyer111 said:
Do you mean the undeployed parachute part detached from your craft (might have a structural failure text in the mission log)? That might be the weirdest thing I've ever heard, at least in KSP!
No structural failure, I'll provide pics.
As you can see, the craft has 2 stages for parachutes at stage 0 and stage 1.
The logs report that parachutes broke sometime during stage 3.
The weird thing is that even the mk16 broke...
No overheating occurred during the flight.
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12 minutes ago, TheDestroyer111 said:
In what way did they break? Did the part just explode? If it exploded, then check the mission log (press F3 ingame, by default) and see what it was caused by. I think it will probably say either "[Insert parachute name] exploded due to overheating" or "[Insert parachute name] collided/crashed into [insert part name or "terrain" here]". If it didn't explode, then did any text appear on the screen or mission log? This can also be caused by you arming the parachutes at one point by attempting to deploy them in space. Did you stage them, or deploy via right click while in space?
They just 'flew' off, destroyed by aeroforces (no overheating). They didn't stage/deploy. The parachutes were in 2 stages so that eliminates the accidental staging.
Spaceship naming
in KSP1 Discussion
Posted
It's pretty obvious that cool names for your space ships are important "Houston, the untitled space craft has landed." sounds weird, almost like
alienslittle green men would've landed on the moon .So what are some cool naming schemes that you use?
I personally like names of major cities or states.