-
Posts
210 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Adelaar
-
Repairing craft with modded parts
Adelaar replied to Adelaar's topic in KSP1 Technical Support (PC, modded installs)
Thanks Cavscout, I'll try that... -
Repairing craft with modded parts
Adelaar replied to Adelaar's topic in KSP1 Technical Support (PC, modded installs)
It actually fails to load... So I get a message that a part is missing and then it reports it can't load in the craft at all. -
Buff the Juno, and other balance changes
Adelaar replied to KerikBalm's topic in KSP1 Suggestions & Development Discussion
AFAIK, the Juno jet engine as a basic jet is based on the Junkers Jumo 004, which was one of the first operational (fitted on active combat aircraft) jet engines. They both share a horrible fuel consumption and limited power output, and I personally like the historical nod. I would agree to some extent that a power buff wouldn't harm them, but I wouldn't go any further than a 25% or so power increase. -
Rocket blows up when approached by kerbal
Adelaar replied to dangros's topic in KSP1 Technical Support (PC, modded installs)
You can probably circumnavigate the issue by altering the way the game works by toggling an option on in the debug panel (Alt-F12). Under "Cheats", turn on "Unbreakable joints". That should most likely solve your issue. Don't forget to turn it off again once you've resolved your issue. Coming into physics range when an object is under severe stress will often result into janking movements, tearing the joints and destroying the craft. I use the unbreakable joints option whenever I save and loading a game mid-flight (atmospheric flight)... Works fine for me there, and if I'm not mistaken it should work for you the same. -
Today was a happy day. Got a message incoming that Samry was drifting in Munar orbit, so I installed a rescue mission, together with a tourist mission to the Munar surface and a Spider engine test. Here is the Bravo A rocket with the munar lander on top, standing by for launch. Samry was found drifting in a research lab which ran out of power - and adjacent parts, apparently - so upon rendevous she made it to the lander, took some goodies, headed back for the research lab, installed the goodies... And ran flew away. Boyan Slat may do his Ocean cleanup, we're doing our part... Samry's loving it. Next stop: Mun, just gotto grab the cab first. Samry's one of the "Happy but stupid kind", so even running dangerously low on dV to do an orbital insertion, landing and take-off, she'll just be going along with it. And she's a happy camper, isn't she. All things come to an end: Leaving mun after completing all three mission objectives, and arranged an insertion into Kerbins' atmosphere. Mission accomplished.
-
Same, thanks!
-
Yeah, if the weight went down to about 1,8T, with a max temp resistance of 1200 degrees, I think it's fine. But atm it's worthless.
-
Sure, but the ingame description hints that the Mk2 lander can really can't stand much at all, so less heat shielding would be used, the walls itself likely thinner or some alloy, it has no RCS thrusters, nada. So you are handicapped in the sense that you can only take 2 persons, does not have built in RCS, has a smaller monoprop container, it's pretty rubbish. In all, you're better off just using the Mk3 capsule, which is sad, because there should be a purpose to the lander can but there really isn't one.
-
...The MK2 Lander can almost as heavy as the Mk3 capsule? Both are 2,7 tonnes, whilst the MK3 has more functionality and survivability? Shouldn't the Mk2 be rationed in food supplies to have it slim down a bit?
-
So, yesterday I wrote how I got back into KSP after a two years hiatus, and had to pretty much start from scratch. Now that the relays are in orbit the position finetuned over time (I didn't exactly get the spacing right the first time...), I had time to rebuild a few rockets. With all the new parts, I spent my time building a new lander, which shouldn't be very costly (and mostly recoverable). The Bravo A lifting body is used, which is designed to lift up to 18.000 kg into orbit. The payload is 14.000kg, and with sufficient built in power, it should be able to do single runs to the Mun and Minmus until I have an orbital station up and running (which can be docked to this lander, too). Here she is sitting on the platform, costing 116k, with a recoverable first stage and of course the lander itself (the capsule can detach itself from the lander, but to save costs I'd rather not). Half of the launch costs can be recovered, in theory. The test flight went smoothly, so smoothly in fact that I decided not to waste resources and head for the Mun. Once there, I figured I'd do a few measurement contracts, which consisted out of temp readings above 9600m. I had to burn a good bit of fuel to readjust course three times, and after the third measurement I thought I could still pull off a landing and do three more measurements on the surface. An hours flight passed by, and I landed right at the designated sight, took my measurements, and then noticed I ran into trouble... I'm nearly out of fuel. Cr*p. However did I think I could make it back with 900dV in store, I think to myself? So, I did the clever thing, spent an hour outfitting an Alfa D rocket with a refueling payload, equip it with KIS parts (JS-1 connectors, explosives) to be able to refuel, head to the mun, land next to the lander, use Bill to connect the ports and easy peasy. But things are just not that easy, are they? Apparently, KIS changed the way fuel lines work, so the JS-1 can't just be used to attach fuel lines, you need the dispenser for that, and I didn't have that unlocked let alone equiped... So that plan failed, and 50k in resources spent in vain... So there's one option left: Use a tourist transport to land, retrieve Bill, Bob and Valentina, take two tourists with the transport to cover launch costs (114k minus recoverable parts), and bring two legacy parts to be able to pump fuel if necessary. So there I went. The rendevous went well, except for the part where I burnt through so much fuel that upon getting the rendevous and landing right, I had only 900dV of fuel left...... Cr*p. FORTUNATELY The fuel lines of the legacy parts worked! So Bill started pumping fuel from the refueling pod and the original lander (which I hoped to salvage) After all things are done, the explosives are used to deconstruct the refueling pod, because to clean up your stuff, you have to break it into more stuff... Or whatever, I just like explosions. With the cleanup done, everybody on board, experiments salvaged and 1200dV of fuel, Bill, Bob and Valentina are saved. Departure went smoothly, and an intercept with Kerbin was arranged. So there you have it folks, when you are doing a mission; make sure you bring enough fuel and know beforehand that your plans will work... This mishap just cost me 100k.
-
Same here, but with From the Depths (a block based warfare game), been itching to get back into the game but every time I tried I spent so much time updating my mods which then all broke again the next update... Thanks for the warm welcome!
-
I don't think a lot of peeps will pay attention, but here goes. I started playing KSP again after aprox a 2 year hiatus, which endured because my mods were all broken, and most of my ships were outdated. I had about 106 ships saved in the VAB, my campaign was a mess which I had issues untangling and I didn't really understand what the hell was going on. So I spent my last few days untangling the mess by decluttering the VAB, saving only the lifting bodies which I use (10 lifting bodies), and the payloads which hook onto them (manned pods, landers, space probes, relay sats, etc). I then started to update my rockets and replace their parts for new ones, a proces which will take me a few more days. In the mean time, I've started to expand my relay sat network, and currently in the proces of bringing four sats into a polar orbit. They are launched simultaniously (because that will save me the issue of having to allign four different launches), using a medium lifter, which has a recoverable first stage. The missile launches on a polar orbit roughly 2Mm up. It uses up the first stage on the ascent to space, the second stage then propels the ship to a 2Mm orbit while I can recover the first stage which re-enters into the atmosphere. At an altitude of 2Mm, the relays are deployed, which are then individually taken up to an altitude of 5Mm. That will ensure a (mostly) equal spread and similar orbits. After deploying all the relays, the second stage is then set to perform a retro-burn for re-entry. The launcher itself costs 106k, of which in theory, 35k is recoverable (in practise less because of the distance to KSC), each relay costs some 24k, but they shouldn't ever need to be replaced because of their strength and position above Kerbin. Total mission costs: Approx 240k.
-
Odd, I'm experiencing the same problem as others. I'm trying to get vessel viewer to work on KSP 1.4.5 Have downloaded v0.87 of VV Am using RPM verson v.0.30.5.22792 Module Manager version 3.0.7 It just won't run, RPM runs fine, but VV doesn't.
-
What’s your favourite rocket type?
Adelaar replied to Hummingbird Aerospace's topic in KSP1 Discussion
SSTOs (with the RAPIER) can be more efficient than rockets, at least when you're using disposable rockets. When you recover (part) of the stages, the tables may be turned. -
Just the new airports alone are a good reason for me to put this DLC on the wanted list!
- 637 replies
-
Kerbal Space Program update 1.4 Grand Discussion thread.
Adelaar replied to UomoCapra's topic in KSP1 Discussion
No, this is Kerbin. Personal parachutes were only invented after Evel Kerman realized it would be way cooler to jump out of a lander capsule than just sit on your lazy bum until it landed. -
Kerbal Space Program update 1.4 Grand Discussion thread.
Adelaar replied to UomoCapra's topic in KSP1 Discussion
I'd like to throw in my few cents on the update. In general I am quite pleased, but there are a few things that occured to me: 1) The Enginesounds, like so many responses here, I am not terribly enthousiastic about them. The Rapier is an improvement, the rest is either marginally better than what it was or just outright bad (Panther, Whiplash). The last two don't sound at all like powerful jet engines, they lack both the high pitched noises a turbojet engine makes, as well as the low pitch grunt. The turbofan engines miss a lot of the low pitch vibration noises that usually comes from turbofan engines, although in general their noise is alright now. The Juno is probably the engine I like the most, although I do miss the screeching high pitch noise that those engines ought to make. Example given: Yes, I do realize that those are not the original Jumo 004 engines, due to their appalling reliability, but the sound is much the same. There used to be an jet sound mod, perhaps that could be implemented in stock? The rocket engines meanwhile lack the powerful noise they should make, especially the higher end engines. 2) I approve of being able to chose the colour of my fuel tanks... But why are there so little tanks/parts which actually have colouring options? Just having an option for standard white and a black option would be great. 3) in the builder GUI, there is a plus mark on parts which, once clicked, reveals a button which is not configured well and which gives me no idea what it's supposed to do... -
Well the part highlighting or lack thereof can be annoying... As for the failures, I find it adds a lot of depth but I was truly confused at how my mission went completely Apollo 13 on me... With similar missions before and after proceeding without a single problem. I did turn off the option of fuel tank leaks though, I don't mind engine failures nearly as much as a leaky tank.
-
Well it was a motor failure which did not light up, and neither did the Coolant leak... I am still clueless as to how it could happen that I ran into so many problems on one flight with a brand new rocket...
-
Also... How is it possible that, one One single munar flight I had: A coolant leak, a leaking fuel tank, a leaking monoprop tank, a faulty battery and an engine failure :| I mean, Apollo 13 was real but do I really have to re-inact it? Yeah, but you can either turn all on or turn all off. But some failures aren't highlighted so it's guessing where the problem lies...
-
@linuxgurugamer Hi man, I've ran into a small but very annoying issue with this mod. Whenever a failure occurs the alarm tends to go off every time I switch from map screen to normal view, or switch craft (even though the other craft has no failure on it). I'm missing a button to kill the alarm. I'm also missing an option to highlight the parts that failed, and to hide the glow on components with failed parts once I took notice... Is it possible for this to be implemented?
-
Ground Attack Aircraft/SAM Trials
Adelaar replied to AlexClark's topic in KSP1 Challenges & Mission ideas
Coolio, I'll get them ready. Have to fix BD Armory first to see whichever AA-tank is best -
Ground Attack Aircraft/SAM Trials
Adelaar replied to AlexClark's topic in KSP1 Challenges & Mission ideas
I'd also like to enter for the Aircraft part of the competition. I have a ground attack aircraft that hasn't really been tested in that way and I'd like to try it out. -
Ground Attack Aircraft/SAM Trials
Adelaar replied to AlexClark's topic in KSP1 Challenges & Mission ideas
Hi, I've got some AA tanks for you to lend-lease. Please return them in good order after you're done. I'll need to patch them up before I can upload them, they're not used in a while, but they should be ideal for this; I've designed them with a similar challenge in mind. In action shots: