Hodari
Members-
Posts
331 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Hodari
-
I have a missing tourist.
Hodari replied to StarManta's topic in KSP1 Gameplay Questions and Tutorials
Much easier and probably safer to just use the alt-f12 cheat menu to mark his part of that contract as completed(Not to mention that way you still get the rewards from it). -
Also, you could try flying a mission to "high above Kerbin" rather than just near Kerbin, if you haven't already.
-
No, not really. The whole point of a "sandbox" style of game is that it ALLOWS you to create your own goals. And when I said that those are the 3 options, that isn't really limited just to KSP. It's true for pretty much ANY game. Either you follow the goals that the game itself sets out for you, you add mods made by someone else, or you add in your own challenges. Some people prefer one option or the other, some like to have all of them available, but either way, those are probably the only options that there are. And I'd say overall, KSP does pretty well at giving you all three of those options. Career mode certainly has room for improvement, but it does at least provide an option for people who want the game itself to provide some sort of structure and sense of progression. You could certainly get quite a few hours of gameplay out of just doing the normal career, especially if you're trying to figure out your own designs for all of your crafts and not just copying whatever you saw in someone else's video. And if you're not satisfied with the default gameplay(or, more likely, if you've simply played enough to have done everything that it offers), there are hundreds of mods that will allow you to change the game in almost any way you could want. And for the people who DO want the option of setting their own goals, sandbox or even late career/science mode give that option as well. So if you're not satisfied with any of those 3 options, then what exactly DO you want?
-
At some point, I think it comes down to you basically having 3 options: 1. Play career/science mode and use the limitations imposed on you by it. 2. Do the above, but add mods. 3. Set your own limitations on yourself. It's up to you which of those options you choose and exactly how you do them, but if you want growth then you have to start off with some sort of arbitrary limitations, whether those are imposed on you by someone else or yourself, and then work to overcome them.
-
"Relax," said Jeb Kerman, "Kerbol is programmed to receive. You can escape any time you like, but you can never leave..."
-
For the most part, something that can make it to Minmus and return should be able to do the same for the Mun. Delta-V requirements are about the same, so it's just a matter of the landings being a bit trickier. Gravity is stronger on the Mun and it's harder to find a nice flat place to land. But that should definitely be your next target. Practice on Minmus until you're comfortable landing there(and try to grab a few different biomes for science while you're at it), then move on to the Mun. And the other good news is once you can land on both of those, the game really starts to open up from there, giving you a LOT more options. The delta-v needed to get to either of the moons and back will also probably be enough to send a probe on at least a one-way journey almost anywhere else, so you can get science from a lot of different places and easily fill out the rest of the tech tree, unlocking all the parts you need to make it even easier to get to the rest of the planets. I'd say once you've mastered landing on both Minmus and the Mun, the next step(and one of the tougher ones in the game, but also one of the most valuable skills) will be learning to do orbital rendezvous and docking. Start by taking all that science you got from the moons and use it to unlock the Actuators node so you get the Klaw. Then try all of the orbital rescue missions you can get. Not only do they give decent amounts of money and reputation, but you get free Kerbals, which you'll need a lot of if you're going to be building stations everywhere later on. Docking will also mean that you can refuel your spacecrafts. Rather than just throwing away that big Rockomax tank as soon as you get to orbit, if you can send another ship up to refuel, you can then have another 3-4k delta-V from that stage again to do your transfer burn to another planet. Or you can even build a larger ship in orbit instead of launching all at once. And meanwhile, start sending probes to Duna, Eve, and their moons and fill out the rest of your tech tree. Priorities should probably be the nuclear engines and the Gravioli detector. Fom there, head to Jool and all of its moons and finish off your tech tree if you haven't already. And then don't forget about Dres. And spaceplanes. And if you're really ambitious, go for Moho. And then whatever else you can think of.
-
Planes with 45 science tecnology
Hodari replied to Lopez de la Osa's topic in KSP1 Gameplay Questions and Tutorials
It's not easy, especially landing at the moment, but definitely possible to do. Try something like this: http://imgur.com/exGmdE6 or https://imgur.com/vmB6f7e -
Radial SRBs creating torques
Hodari replied to bewing's topic in KSP1 Technical Support (PC, unmodded installs)
I always have this problem with larger SRB's as well. It seems to be because their thrust is strong enough to cause the connection between them and the rest of the ship to flex slightly which means they are no longer firing in line with center of mass and thus producing some torque. My usual solution is to add a couple struts to the top(and possibly the bottom as well) of each booster, either connecting to the ship itself for 2 way symmetry, or to the adjacent boosters if I'm using 4 way instead. This is enough to hold everything in place. -
Aside from the frequent VAB crashes, I've noticed one other bug since updating to 1.1.x. Seems to be a problem with radially attached parts Version 1.1.2.1260 x64 Mods: currently using KER, RSS, SMURFF, KSCswitcher, though I noticed the same issue before when not using these mods. Craft file of my vessel : http://pastebin.com/8Y1M7i7S While building it, I removed and reattached some of the parts, including the boosters and radial decouplers a few times which may or may not have been part of what caused the problems. Both while building the craft initially and when viewing it in the VAB after reverting, everything looks normal enough: However when I actually try to launch it, notice the staging diagram: Instead of just the 3 boosters like it should be, it shows a cluster of 3...and then another cluster of 2 AND a single one. Also(possibly related, or possibly just due to not having struts yet), the ship seems to constantly want to roll in one direction, even with SAS on. Also note that in the VAB, KER correctly shows the part count as being 30. The load vessel dialogue box also shows this and in fact I still haven't upgraded the VAB, so I couldn't actually have more than 30 parts as would be the case if those "extra" boosters and decouplers were actually there.
-
And they thought losing a multi-billion dollar mission due to confusing metric and imperial units was embarrassing... "What happened? "Uh sorry boss....I kinda accidentally used the delta v map for Duna instead..."
-
Apparently it's some sort of Kerbal extortion operation. On the other hand, usually if I DO hire them, they die anyway.
-
How do I debug crashes?
Hodari replied to dlmarti's topic in KSP1 Technical Support (PC, unmodded installs)
Ok, thanks. I'll try to look at those log files again the next time it crashes and see if I notice any other errors. And guess I'll have to live without KER, at least until an updated version is released. I'm sure you've heard it before, but it'd be really nice if you can at least get the delta-V/TWR info added into the stock game at some point For now, are there any other compatible mods which provide this info? -
What happened to kerbin?!
Hodari replied to Adder Wasp's topic in KSP1 Technical Support (PC, unmodded installs)
I'd say either some kind of Kraken attack or a (very badly) failed experiment with new wormhole technology. -
How do I debug crashes?
Hodari replied to dlmarti's topic in KSP1 Technical Support (PC, unmodded installs)
Looking through my KSP.log file, I noticed these errors: [LOG 16:15:10.101] Load(Model): Squad/Parts/Misc/PotatoRoid/PotatoRoid [ERR 16:15:10.112] ConvexHullBuilder: convex hull has more than 255 polygons! [ERR 16:15:10.114] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) [ERR 16:15:10.125] ConvexHullBuilder: convex hull has more than 255 polygons! [ERR 16:15:10.126] Gu::ConvexMesh::loadConvexHull: convex hull init failed! Try to use the PxConvexFlag::eINFLATE_CONVEX flag. (see PxToolkit::createConvexMeshSafe) --- [LOG 16:15:10.911] Load(Model): Squad/Parts/Utility/landingLegLT-5/model [ERR 16:15:10.917] WheelCollider requires an attached Rigidbody to function. [ERR 16:15:10.918] WheelCollider requires an attached Rigidbody to function. and similar ones for all the other wheels and landing legs --- output_log shows this several times: The referenced script on this Behaviour is missing! (Filename: Line: 1649) ---------- Nearly all of my crashes have been while in the VAB, when I try to remove a part from my rocket. For mods, I started off using just KER, earlier today I added RSS and SMURFF, then removed KER after noticing it apparently hasn't been updated for 1.1.2 yet. Had the same issues in 1.1.0 and 1.1.1 as well though and with all of the above combinations of mods. Not sure if any of that helps at all -
While I can understand wanting to avoid spoilers to some extent, there does come a point where it should be up to the people who want to avoid them to do so as well. If someone was posting coordinates or even the pictures from the OP in some other random thread instead, you'd certainly have a legitimate point. With a title like "Is this a new Easter egg?" though, it should be pretty obvious already that the thread is likely to contain spoilers and if you want to avoid them, you should probably simply not open the thread at all. If you do open a topic like this, it should be at your own risk.
- 25 replies
-
- 1
-
- easter egg
- new
-
(and 1 more)
Tagged with:
-
Using the dirt runway on sandbox
Hodari replied to Tortoise's topic in KSP1 Gameplay Questions and Tutorials
probably a mod for it somewhere, but otherwise I don't think so -
The game constrains you enough to give you interesting challenges, but still allows you a lot of different ways to solve them.
-
Is it really any different from any other game out there these days? Used to be, you'd buy a game and that was it. Either the game worked and you enjoyed it when it was first released...or not. Today, people expect games to include constant updates, new content, bug fixes, and rebalancing for the lifetime of the game. The downside to that is that sometimes when they try to fix one thing, the developers will break something else instead. But that is hardly unique to KSP.
-
Atmosphere intersection node
Hodari replied to l0k0's topic in KSP1 Suggestions & Development Discussion
I'm not sure how much it would help with planning your landing spot since that also depends greatly on how steep your descent is and a number of other factors(although with enough practice, it might still be useful for that), but if nothing else it would certainly be useful for allowing you to timewarp to a spot just before reentry more easily. Maybe just have the orbit lines be a solid line in orbit, but dotted lines while in atmosphere or something like that? -
What are the baiscs of rocket design?
Hodari replied to John Doe's topic in KSP1 Gameplay Questions and Tutorials
One reason why it was so big was that it had to lift a payload which itself was probably the size of those smaller rockets. The other rockets just had to deliver a payload to low earth orbit. Saturn V had to deliver something into orbit which was then capable of going to the Moon, entering orbit there, deploying a lander which could actually land on the Moon and then return to lunar orbit, redocking, and finally having the whole thing come back to land safely on Earth. And after playing KSP at all, you should learn just how quickly the size of each subsequent stage needs to grow when you increase the size of the payload. So yeah, just to get off the pad at all with that large a payload, the Saturn V NEEDED to be huge.- 47 replies
-
- basics
- rocket design
-
(and 1 more)
Tagged with:
-
Expand outpost contract
Hodari replied to cueceleches's topic in KSP1 Gameplay Questions and Tutorials
Yeah, Klaw might be the only option there. You should always try to design bases/space stations to be modular so you can add or change things easily. Even aside from the contracts, you never know when you might decide that you need an extra drill so you can refuel faster or extra batteries to make it through the night(actually these will probably be needed shortly after you decide you need the extra drill...). Or for that matter, when Jeb will get distracted by an especially shiny Munrock at just the wrong moment while landing, resulting in the need to replace part of your base. -
You mean the Eeloominati...
- 118 replies
-
- 15
-
For every explosion, there is an equal and opposite revert/reload.