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oab2

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Posts posted by oab2

  1. On 10/22/2016 at 4:23 AM, JoePatrick1 said:

    If I get time this week I'll update it

    Hey Joe, I don't want to be a bother but is there any chance this could get updated for 1.2?  I really love this mod.  Or is there an easy way to put this in the key-bindings of the settings.cfg file?

    Thanks for all your work on your mods!

  2. I have searched and found similar complaints about where there is orbit drift under 100K orbits after coming out of timewarp but the problem I have seams to be related but different.

    When I make a burn that provides and encounter to either the Mun or Minmus from Kerbin and then start my timewarp out to the Mun or Minmus my Pe around that moon changes considerably.  Sometimes I have to apply prograge half way to the Mun or Minmus to correct the encounter (usually when trying to rendezvous with Minmus), other times it just moves my Pe (either closer or farther away, no idea which it will be on each time I do it.) Is this an issue that others are having?  In past version the encounter with another moon did not change at all with timewarp. I have not yet tried this with a trip to Duna as I have not had time to check this out that far.

    I am using 1.2.1 though this started in 1.2.0.

  3. 4 hours ago, magnemoe said:

    No so you play safe, I had planned an landing then I lost com, aborted and waited an orbit, I prefer to use nodes for the deorbit burn but no issues doing it without, but saw the situation as not safe and experimented with that control I had instead 

    Safe? This is KSP, where we build crazy rockets that will surely kill Kerbals because it's funny as heck to watch things go wrong... sometimes that is.

  4. On Friday, October 21, 2016 at 3:16 AM, magnemoe said:

    I had an episode with scientist in pod in Mun orbit and out of communication, he could still use sas from probe and do controlled burns, I have turned the limited control then out of communication off and can not do anything with probes if out of communication but the scientist could. I could however not touch nodes. 
     

    There seems to be a few things with the new communications network that you don't know if they will work or fail until you are on a collision course for the back of Minmus and have  little way of correcting the situation.  I guess I could do the math but I just assumed my antenna would work for a scientist minmus trip and I was wrong.

  5. In 1.0.5 if I got a scientist up to 3 stars he was able to do SAS.  I checked in 1.2 and in science mode game all classes were 5 stars and all had same SAS abilities.  So does Science mode deviate from Career that much?

    2 minutes ago, John Cochran said:

     Now there are some probe cores that have SAS and if I'm sending up a scientist so that I can use Goo and Materials experiments more than once I always have that ship with a Probodobodyne OKTO or better to actually provide the SAS support (if I'm going to actually land, I'll use a Probodobodyne HEXS or better. I really want that retrograde hold capability).  

    Thanks for the tip. I have also found that 1.2 and the comm network makes it harder to go to minmus first with a scientist and a probe core.

  6. While playing Career my scientist at level 3 still does not have SAS abilities.  Old versions they did.  When I play Science mode a level 5 scientist has full SAS abilities.  The in-game wiki does not show that a scientist ever gets SAS. What gives?  In Career mode will a scientist ever have SAS abilities?

  7. I tried out 1.1.2 last night and ended up kinda frustrated.  I tried out a science game. When I am in orbit around a planet I can't click on either AP/PE to get them to continually display the altitude.  Is that a bug or am I missing something? This is a major function of KSP and it seams to be missing for me.

    I also had an issue with EVA.  When I let go of the ship my orientation would not change.  In prior versions I could change the camera angle and hit space and it would adjust my orientation of my kerbal.  I then tried holding Lmouse and changing the orientation of my kerbal. This worked but as soon as I tried to move him following that he returned to his prior orientation. Had a hard time getting back to the ship.

    Are these known bugs?

    Also I think the new map icons are horrid. The AP/PE markers are hard to see compared to 1.0.5, and the icons look like comic book icons to me. 

    I know I found some other issues but got frustrated. This really feels like the devs don't play the very games they make.

  8. 3 hours ago, SQUAD said:

    Felipe was not the only one to take advantage of these new features: Brian (Arsonide) has also jumped on the opportunity to fix one particular issue that was often encountered when dealing with contracts: the direction of the orbit of objects was often quite hard to discern, but the new orbital lines that scale up once they get closer to the object now clarifies the situation as you can see here.

    Any chance of implementing this for all orbiting craft?  This or even the 1.0.5 arrows would make rendezvous much easier when one is needing to determine orbital direction.

  9. I purchased KSP through steam. I however don't play from the steam KSP folder. Instead after downloading KSP I then copy from the steam location to another folder on my hdd and play form there. That way I don't have to worry about steam updating my game when I don't want it yet. I am also able that way to have an original KSP folder, a modded folder and a non-modded install of KSP.

    My question is this: How do I apply a small update in my situation (build 1025 to 1028 as it is today)? Do I have to copy all the contents of the Steam KSP folder over to my other folders or is there a way to only copy over a certain file. I noticed the update from 1.0.4 was 345mg so that was a complete copy and create new 1.0.5 folders. However I noticed the update today was only 2.2mg so it's obvious very little changed.

  10. First of all thanks dacamp66 for the heads up. I had not realized I needed to post my attempt. Thanks for your good counsel as well.

    I will try to get my launch photos up soon, as now it is the weekend I should have some more time. One of my original try's was around $128K but was only abut 1.2 TWR and 2200 Dv. It seams that extra TWR and Dv really jacks the cost up. The one I did get up to launch was around $160k and I did such a terrible job launching it I was too embarrassed to post pics.

  11. This challenge came to mind because of several factors:

    1. I am new to this game and I have enjoyed learning from experienced players who demonstrate efficient builds. This further demonstrates they have a knowledge of the game's mechanics and that is something I want to learn. (ie better without going way bigger).
    2. I was intrigued by a recent challenge of getting the most fuel up into LKO for less then 200K. (See: Most Fuel To LKO). The winner had a mammoth rocket with around 13k LF for under $200K. From this it would seam you could launch 100T with half that. So I started taking on that challenge myself.
    3. The included craft file was because I wanted to see how experienced and knowledgeable players would deal with this craft's odd build and still show their mastery of the games mechanics.

    I intended to have a fun challenge where individuals demonstrated their mastery of building difficult rockets under difficult parameters. It seams both SpaceplaneAddict and Sanic would rather spend their time with rude snarky comments then add something beneficial to the KSP community. Perhaps a minimum age is needed? If you don't know how to do this just say so, or perhaps launch this craft on your favorite SSTO if you can as a "Pro SSTO Master".

  12. Jeb and friends have spent a year planning their trip to Duna, however, they forgot to talk to structural engineers before they assembled/docked their craft in LKO. So when Jeb gave his three part vessel throttle to leave LKO to head for Duna he quickly ran into problems. After immediately shutting down throttle, Jeb radioed home and asked that two transfer vessels be launched so the before mentioned Duna vessel could be split into 3 and go to Duna separately. Unknown to Jeb, the two transport vessels are linked together and will be launched that way, also unknown to Jeb this has come at a time when KSP is facing sequestration and thus this must be done on the cheap.

    Challenge: I will provide the craft file that you will then design a rocket to launch into 74k orbit. Note, the ship you download is 107T and it must reach Jeb's craft with all it's fuel and only 100 RCS max used. Treat the vessel that you download as the payload - it has probe core, RCS, Sr docking ports, reaction wheel, poodle, and fuel for the transfer burn to Duna.

    Rules:

    1. Download craft file.
    2. Design a rocket that will take the craft to 74k orbit.
    3. Mods: only MJ and KER allowed.
    4. Lowest overall cost wins.
    5. In the case of a tie, the ship with the lower part count wins.

    Difficulties: (This is total cost not just the amount added to the craft's cost)

    1. Easy: $155K or more
    2. Moderate: $140 - $155K
    3. Difficult: $130K - 140K
    4. Hard: $110K - $130K
    5. Impossible: Less then $110K

    The big question is can you launch this for $100k or less?

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