Jump to content

Wragie

Members
  • Posts

    74
  • Joined

  • Last visited

Everything posted by Wragie

  1. Your mission should you decide to accept it, is to design, launch, orbit and then perform a scientific test of your choosing and send the results back to .....EARTH or Kerbin if you want something easier. The original idea is by Tyler Raiz and here is a video he put up on YouTube. This was too good and too fun an idea not to put here as a challenge. Sometimes bigger is not funner... Rulez: 1. The entire vehicle launch weight cannot exceed 1000kg. That is whatever payload, engines fuel tanks, fuels, science stuff antennas or Jebs lunch, what ever you want to put into space. That's it, that is all the rules. Well you could try to do it with stock parts for that extra heavy duty headache that will result. The Challenge: 1. Get it into a stable orbit around Kerbin EASY Earn a paper mache star or Hello Kitty Stickers as a reward 2. Get it into a stable around full scale Earth (realism overhaul required) Medium Earn Bronze Star and some Bill stickers 3. Launch your vehicle and return or transmit scientific data from around the Mun Medium hard Your reward is a Gold Star and some Jeb action stickers 4. Launch your vehicle and return or transmit scientific data from around the Moon Hard Your reward is a Gold Star with diamonds and Valentina's bikini pictures 5. Launch your vehicle and.....Seriously? have you tried this? Well if you get THIS far a guy named Scott Manlee.. something will come to your house and mow your lawn..that or Santa Claus will 6. Subscribe to Tylers YouTube channel and give him a thumbs up for this one!! https://www.youtube.com/channel/UCeHMXQRT6D3o2sbfsqkpCcA
  2. New day new problem lol. I started a new carrier mode. I grab a few contracts, head over and build something to cover the contract, launch and recover. So far so good. When I go to get more contracts or anything else I am now locked out of the buildings. I can enter the launch pad and runway. On the launchpad I can launch the craft I just flew but that's all I can do. I have KOS installed and have never used it but otherwise is all mods I am familiar with and had installed via ckan. When I try to exit back to the previous menu it doesn't work. To exit the game it is alt-f4 or task manager. Tried this a few times and it is consistent behavior. I had flown just one flight after getting RSS working and it locked up when I landed the first flight. Didn't think too much about that and figured I would just recover Jeb the next time I started the game. It wouldn't let me into the tracking station and since was first flight just got out of game and made new one. And thats where this note starts... So any ideas could this be a mod other than rss or should i start from scratch and rebuild the rss install?
  3. That is what the issue was. I deleted the offending craft files and even a few pngs it was squawking about and it got through and I can now splode things in the proper scale lol. I think the original error was something else but it must have left those files there on that first roll back. Anyway it works and that is what counts! So glad the guys did the update as 1.31 has to be the most stable version. I had 1.4 and played it for a bit but it was buggy for me (probably all that was addressed in the patch). That and half of my mods didn't work so went back to 1.31.
  4. Thanks to anyone involved in the update and hope you guys find time in the future to carry on! I have a strange thing occurring. I do have a virgin 1.31. When I attempt to install via ckan it gets so far then it caps out saying ferram is already installed bla bla bla and quits. Think it might have been another mod showing up once. Any ideas how to fix. Ckan would be nice but can do install by hand if worse case but ckan would definitely be nice lol.
  5. Thanks for getting back into that grind and keeping this mod alive! Once you have kicked over every rock on every planet in stock KSP you are faced with dealing with reality, what ever the hell that is LOL. Has anyone had and issue with using the ckan install? On a clean 1.3 I tried using that and it keeps saying I have something already installed and errors out. Guess I will hunt down the manual install instructions which weren't that bad but would have been nice to do it the lazy way LOL
  6. Deep Space 5 - at the risk of this sounding like a slag which it isn't intended to be are you aware that you can turn on the suit lights while in EVA by hitting the L key? If you do then I am curious about your suggestions. And I agree 100% this mod really makes the game once you get past the early blow it up on the pad stage. I knew that and did it on purpose!
  7. Has anyone had any flight stability issues when trying to launch a garage unit or two? I fought through about 30 launches and consequential mod rounds trying to get these wonderful @#$$% things into orbit before having a success. I don't want to detract from the mod support here too much as I am sure this is just something I am missing. The issue is that the launch vehicle with start off with a minor oscillation then end up having swings of 90 degrees. Its almost like there was a huge pendulum in the garage that overcomes aerodynamic and wheels stability. The launcher is the same thing I used to boost a dozen flights worth of parts up to Minmus for a base. So when the only change was these being garage parts and it being a total disaster. Two previous launches on the exact same booster with a much heavier and taller payload were just perfect.If anyone has an idea feel free to let me know.
  8. Why oh why doesn't the stock game do this? It should have done this since day one! OK maybe day two! This is such a gooder solution than adding a fairing to cover the skinny fairing, or the ever popular add 16 or so struts to sort of Russian it up a wee bit. Thank you so much for working to fix this annoying visual aspect of the game. If you can't get the drag corrected that OK just as long as it finally looks right!
  9. Does anyone know what is the root cause? I started getting this after the last update. Prior to that the game was just silky smooth even after the odd extended day of putting together something massive in orbit. I have seen other posts about this being caused by the engine. I am running win10-64, a i7. 3.6ghz, 24 go ram, a r9-380 4gb video card. I have been going around in circles looking for a fix.
  10. I haven't used this mod before and have been trying to assemble a small base on Minmus to work things out (how to make it work ). I landed the Pioneer module and then more Kerbals and more components. Not a big base but enough to figure out how this works. Ok first problem is that the Pioneer module behaves like a lightweight bouncy castle. If I drop something on the ground in the wrong place it will jump into the air a hundred meters or so and surprisingly land without kerploding. I saw mention of this but no fix or cause from posts a year or so old. Does anyone know how to fix or fix it to the ground lol? I managed to attached a larger hab unit and a greenhouse as well as a power unit once but Bozo struck again regardless and up it went lol. I tried setting the ground tethers but had the same result. I see pictures of bases many times what I am trying to do. Wondering if the builder experienced this or managed to fix it on their install. Can anyone say if this is a mod conflict or a bad setting or if this is a known bug ?
  11. Since I experienced the same issue in two separate KSP installs and they went away after a series of windows patches, java and net updates I would suspect in my case the problem was external to KSP. The updates took about an hour to complete and it seemed once the last one completed a new one popped up and got patched. I would take a guess at my issue being from net or video (opengl) but could be totally wrong. So not sure what I can do to help other than suggest patching updating and swearing at anything on the o/s side of things to see if that fixes yours too. It won't hurt and you never know lol
  12. Hi Igorz Not quite sure what to say about this lol. I went and created a clean zero mod 1.3.1 install. Then I fired up CKAN and added the mod that we are talking about (there now if I post in the wrong thread no one will ever notice lol). I did get it to work but with a few items (wrench and manual and a few others) still not wanting to be added to a container. Then I played with it a few times on the launchpad and seemed to have enough parts working to make use of it. Now the weird bit. I went into my troublesome install and it was now working there as well. Genuine W.T.F. moment. So I have no idea why it just started working. There was a few weird windows updates etc last week and I am wondering if that had more to it than anything. I really don't know what dependencies the game or you mod have but I am assuming one of them was one of the things updated. I will let you know if it bogs out again but for now its works. Still shaking my head (producing more than normal rattling noises). Thanks!
  13. Hi I am on 1.3 and today I went to equip a box with toys. I could open the box do the inventory menu but nothing shows up as being in the box. I tried adding stuff to a seat inventory with same result. Items will just appear to pass through the box. And of course was trying progressively smaller items that should have worked or had worked before. Next I tried putting a new install followed by deleting the old install and putting in a new install lol ( we don't need no stinking manuals lol). So after everything I tried I still can't get it to work. Did have it working fine before but haven't used it for a few months so I don't know when or what actually broke it. So hoping someone here can aim me in the right direction to get it fixed. KSP log file : https://ufile.io/9o8y6 Thanks
  14. "Btw, the inventory parts are provided by the KIS mod, and you're posting into the KAS thread " Er... uhm...ahhh... I knew that... was just testing... yah that's my story and I'm stickin to it! lol (Tnx Igorz)
  15. I am on 1.3 and today I went to equip a box with toys. I could open the box do the inventory menu but nothing shows up as being in the box. I tried adding stuff to a seat inventory with same result. Next I tried putting a new install followed by deleting the old install and putting in a new install lol ( we don't need no stinking manuals lol). So after everything I tried I still can't get it to work. Did have it working fine before but haven't used it for months so I don't know when or what actually broke it. So hoping someone here can aim me in the right direction to get it fixed. Thanks!
  16. I know this is an old thread but I just tried this in 1.3.1 and what a absolute beast! I had to replace the thrusters used on second stage of the supplied craft file with something stronger so it was controllable and afterwards flew like dream. I can't wait to try lifting an entire base in one shot. Should be fun. If you are still around Tik many thanks for the work on this! I really enjoy trying any of the actual and proposed launch systems from that Era. They definitely thought outside of the box on more than a few such as this and rockets like Sea Dragon. Not sure they knew what a box was in some cases lol.
  17. Actually Monstah the inability to easily select was one of the main reasons I got into just got into the habit of automatically deleting everything. Even with heavy filters the best I could do at some points was to turn off everything, then find the craft turn on the minimum again and click. A bit easier through the tracking station but then loading it takes more time and so on. Can be worked around obviously but it annoys one to do so lol. I hadn't realized the debris number was set so low. I wonder if it is possible to disable or increase that to see what happens? As long as they stayed out of physics range you shouldn't notice (much? Any?) Would still be interesting to see what might happen when the numbers started approaching real world figures. Of course any collisions would be kerbalized and end up reducing the number lol. I love how certain kerbal actions really make no sense. I jettisoned a pair of drouge chutes after they fully deployed and slowed my capsule tonight. They were attached to a nose cone that hid the mains. Near the ground at a nice sedate fps descent one of the drug use goes sailing by at a few times my descent rate and smacks into the ground and EXPLODES. Seeing things like that make me ponder how the game would actually handle a real Kessler cloud collision lol.
  18. I was playing a career and had a contract to recover some debris from orbit. I saved my recovery vessel and named it "Kessler's Revenge" which afterwards got me wondering just how bad can it be or get if you don't recover destroy or minimize your 'spare' parts. Normally I just delete any parts from the tracking station and don't think about it. I always found that the debris gets rather annoying when trying to find something or click on the right track etc. So I started a new game and haven't been doing anything to get rid of it just to see how bad it can get. OK I may have wanted to use a mod but Kessler sounds better lol. So far all I have noticed is more activity in KEO in the odd object in sight or passing by. What I am curious about is just how bad could it get by the time you exhaust that career play through. Has anyone left all the junk flying long enough for it to develop into a actual problem? Not trying to prove or disprove the theory just curious as to effects in game mild or wild.
  19. I am using RT10's instead of those wimpy sepatrons lol. And these would be the first two blips after using this setup for say 30 plus launches. Was so nice just march the toristas up the ramp hand them the complimentary snack and beverage and light it off. Flawless other than the odd massive inflight disassembly on the first few flights. On one of them I was watching this burn and it was out before it was out of physics range. Both burned full length on the approach to recover them. I had such a great name for the recovery ship too! Kessler's Revenge! Lol. Must be something that changed or updated then as the root cause.
  20. I have been running a no part mod'd 1.3 KSP and of course SR. Today I ran across a interesting thing. Not sure if it is a glitch or what. I tend to get an annoying amount contracts for tourists so I design various Bus, some orbit and some are landers. With SR I can put a good chunk of expensive parts (27x vector engines etc) into the boost stages and recover the funds. On the stage that circularizes the orbit I generally will put a ring of smaller SRB's that fire on separation to de-orbit that stage at the same time. So they are kinda obvious when those stages separate lol. Today I ran two bus landers to the moon one right after the other. The initial LKO was 85km. Thats my usual orbit for this setup as it is just about or is out of fuel right after the circulation burn. So today I did the mission came back and noticed the one stage was still in a circular orbit instead of showing up as recovered. After the second mission same result, yet both had definitely fired the sep/de-orbit burn. I have used this configuration for dozens of missions and this was the first time something amiss occurred and not once but twice! lol. Now the interesting bit... So I thought might be good excuse to design a recovery vessel to get rid of desirable and not so desirable orbital debris (instead of pressing click in the tracking station). So equipped with the claw, a butt load of fuel, thrust and mono-propellant as well as parachutes I launched to rendezvous. On approach to the first booster stage as soon as I got within 350 meters the ring of retro srb's fired. If was pointing straight down and the srbs fired and burned out and put it into a deorbit trajectory. It wasn't worth burning up so I switched target to the other booster and rendezvoused with it. Again at or around 350 meters the srbs fired. This time it was facing radial in so the srbs pushed it out into a higher orbit. It did get about 30km away before I started to close up again. this time when I got close it didn't fire the srb's. I did manage to connect and de-orbit the booster. I separated after the de-orbit burn and landed. The booster was then recovered by SR as it normally does. So to be clear I was not using unlimited fuel or other cheats. The srbs fired TWICE. Once in the normal sequence and the second upon rendezvous approach at around 350m distance. Just curious if anyone has seen this behavior before?
  21. I think/thought (subject to correction lol) that planet shine just simulated the ambient light bounced off of planet surfaces? Basically resulting in the dark sides not being quite as dark anymore. One of those broke the connection between functional and oriented/exposed photovoltaic panels and their ability to produce any power. Other than the visual stuff I have zero mods running and it broke after installing that list of visual enhancements. I guess if no one else has seen this I will have to un-install one mod at a time and see if it comes back. My suspicion is that it is the updated mod manager dll. I was hoping someone would be able to just say which one to adjust with a hammer so I could avoid that ;-)
  22. So no one else is experiencing zero power generation from solar cells ???
  23. I hope someone can help me sort this out. I am running a stockish V1.3 and the only mods are helpers such as kerb-eng, mech jeb etc and visual enhancements. I wanted to upgrade the appearance of the game and it was working fine until I did that. I followed the recommended list of visual upgrades that one of the dev's had on his page. Of course drawing blank on who that was lol. After installing stock visual enhancements with low resolution textures, Distant Object 1.9, Planet Shine, module manager 2.8dll, EVE 1.2.2.1. and scatterer 0.0300. The first issue was the Planetshine is not compatible with V1.3. That was the only warning or error message. When playing the mods all seem to work fine. There is a noticeable visual improvement of course. The problem shows up in the behaviors of any solar panels. They will deploy and track but will never show any charging at all. All solar panels now have this behavior. So to play the game I have to enable unlimited electricity. What I am hoping is that someone knows which part of the mods might be the root cause of this. I would still like to use as much of that list as I can so I haven't just deleted the mod files to "fix". I had noticed a error in the debug when I was enabling the electricity. I think it was talking about an unregistered object.
  24. Hi All I just wanted to post that it is working wonderfully in 1.3! I never could get it to behave in 1.2 for some reason. It would never recover anything. I do tend to run heavily modded ksp but have decided to try a no mod 1.3 career. Obviously I HAVE TO HAVE mech Jeb and kerbaleng. They don't count as mods according to my rulzes lol. Anyway rather pleased at it working as it makes careers a lot more enjoyable error uhm easier! All bow and praise the koder dude! !
  25. Well this is fun. I tried to download through steam and got the busy server indication, then tried a minute later and it updated. I went to play, it loaded up to the main screen. Then it briefly looked like weird graphics almost static as I clicked to load game. Next thing I am staring at a solid green screen. I couldnt get out of this and back to windoze. And after rebooting I can't even get windows to work past the login screen. I threw in a ubuntu boot disk and had no issues. I was happily (more or less) playing 1.1.3 before remembering the update should be out and updating. So system was running perfectly fine earlier today. I thought it might have been a video card issue ie vram but not after booting up ubuntu. So while I can't see how the update might have caused it, I went from a functioning system to paperweight at the click of a button. I am posting this to see if anyone else has this occur.
×
×
  • Create New...