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Everything posted by Provisional Name 12
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Mechjeb total fail
Provisional Name 12 replied to Provisional Name 12's topic in KSP1 Technical Support (PC, modded installs)
None of those solutions worked for me. I can't use SAS, the autopilot is locked on, deleting and reinstalling mech jeb has not worked. I am thinking of trying deleting then restarting, then reinstalling. -
Ok so I have had problems with mech jeb a lot in that any time I use any of the node execution functions. For some reason the nodes execute improperly all the time and on this one vessel I was doing a simple mun 2 min transfer with this vehicle and I used the maneuver adjustment thing. When I went to execute node, surprise surprise it kept accelerating beyond the termination time. I had a hard time making it stop and eventually it did not at all. I deleted all waypoints and even tried to remove and reinstall mechjeb, but for some reason this craft insists on orientating itself toward a ghost position. I don't get it, has anyone had this happen?
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Disappearing Contracts
Provisional Name 12 replied to LTrotsky's topic in KSP1 Gameplay Questions and Tutorials
oh lol your right, my bad. -
Disappearing Contracts
Provisional Name 12 replied to LTrotsky's topic in KSP1 Gameplay Questions and Tutorials
I was trying to find solutions to the problem and found the lack of proposed solutions frustrating so it is good to necro threads with potential solutions for others who come across the problem, even if it is too late to solve this individual's specific problem. That said, a month and a half is not particularly necro, is it? -
Disappearing Contracts
Provisional Name 12 replied to LTrotsky's topic in KSP1 Gameplay Questions and Tutorials
I have had this bug happen a lot since 1.0.5 when I started playing, I was pretty suspicious that the cause of the bug is from switching between vessels within or outside of range. I know it happens to the persistent file first, but can't find the cause at all. It is hard to notice. If squad isn't going to fix this we need a mod that will alert us to the fact that our contracts are empty. I frequently just accept similar contracts and use alt+f12 to fix my standing with the contracts as well as completing them. Been looking at this mod called S.A.V.E. that I might try for it. -
I was watching a scott manly video today where he was trying to fly into the sun and he left the SOI of Earth by heading straight up when the planets petrograde vector intersected with the ship's. It occured to me, all that horizontal energy must be wasted, I have seen some skilled pilot line the mun up and catch an intercept using the same technique and was surprised at how much fule it saved compared to establishing an orbit and setting a trajectory. There is no way that in a delta v per delta v measurement it can be worth the extra fuel nevermind the time to circularize your orbit and intercept minimus.
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I've had this happen too, It is a pain, I used to do this on engines before I got too into planning ahead. Just yesterday I sent a large space tourism ship up as a part of a much larger payload AND accidentally used that style of decoupler rather than the separator. Because it was on the front half of the craft it was the parent part, so when I went to deorbit, I got no thrust and as soon as the shroud overheated, the entire ship exploded. I tried to use KAS to remove the shroud, but it wouldn't remove a parent part. I ended up sending up a shuttle to deorbit the thing, then when I landed it occurred to me that I should have used the control from here function to switch parent parts.
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Efficient asteroid capture
Provisional Name 12 replied to Provisional Name 12's topic in KSP1 Discussion
Thank you, both of those are brilliant and that tutorial definitely shows a good methodology for how what I had though should be possible works. I just had a really unsuccessful mission and I think the issue I am having is not so much a mater of my understanding of the physics but my understanding of design. First off, I might have too many mods so I am wondering if this might be a problem as well. My last mission due to an oversight of using remotetech even though I swear I put the dish on there I had to pilot with 1/7th or 1/8th of the reaction wheel capacity and I couldn't control anything. I thought reaction wheels would be better this time because last time I used RCS and even though I deactivated all the RCS thrusters before flight the game decided to use them anyway for some reason. Then on top of that once I used the thrusters and steering the ship would sometimes bug out and swing around even going in the asteroid. I'm definitely doing that part wrong and I don't really get what I have messed up. -
I have been playing around with some missions involving collecting asteroids and it is turning out to be quite difficult to do on the career mode budget. I have definitely made some mistakes, it seems like I really need to intercept at a location at the SOI so that I can get a fuel efficient course correction, is it possible to do this before the SOI and would that improve things a lot? I'm just trying to figure out what to do here, I am always having to tie in so many contracts to pay for the vessels. Someone has to know what the deal is with the mistakes I am making here. I am not too sure if I have characterized my issues well enough, but I wonder if it is just that I haven't had a real good crash course in handling asteroids.
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I accidentally forgot when I was voting I have also been to Ike. Manned: kerbin, mun, minimus Gilley landed eve orbit Unmanned: above + Duna/Ike Though to be fair the duna probe was just an end of life plan for the probe which was sent to duna to collect on set orbit and land on I contracts. It was simply a mater of attaching a small engine to control for landing and a drogue chute to the probe core. I think it still crash landed. I tried to roll it over to take a temp reading in a different biome but it was just too difficult to maneuver it. I should have put a rover lander together. But that was before I started my modded run with LS and remotetech.
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What is the biggest mission failure you have ever had?
Provisional Name 12 replied to JacobJHC's topic in KSP1 Discussion
You should be able to get him to jump up there, yea your taking a bit of a risk but for a rescue of any kind your basically out the ship anyway. Honestly in a lot of my really slimmed down crafts like that I have found that even if I knocked it over the MK1 reaction wheel was actually powerful enough to upright it enough to launch. anyway. You can always loose weight by dumping a little fuel or any of the monopropellant if you included it. It is hard to say since most of my craft like that had only one tank on the main stage and smaller ones on the side that would jettison for extra delta v (like a micro level asparagus staging). Still, I reckon I have stood up slightly smaller crafts that would be experiencing more gravity on the mun than this one is likely to be experiencing on minimus. -
What is the biggest mission failure you have ever had?
Provisional Name 12 replied to JacobJHC's topic in KSP1 Discussion
Before I discovered quick save (1.0.4 or 1.0.5) I stranded some tourists and crew on the mun and decided to get KIS/KAS and that I would use a winch to tow the lander back. What I didn't realize is that trying to fly a craft around with a winch dangling something below you is hard as hell. Fortunately I did get it off the ground, but had to reconnect the winch every time I had to fast forward time, which was an enormous pain. Recently I installed a bunch of mods including remote tech and life support and found that my space science station that was around the mun needed coms and a much bigger habitat space. I sent it up with clampotron jr ports and had to use an engineer to place the one on the ship that was there. When I started to use my thrusters at max the craft was bending at the port quite a bit. I had to dial it down to 30%-40% to stop the craft from flailing around and flexing. Not sure how I will get it to minimus orbit but I am probably not going to take it to solar orbit. as I had initially planned. Thinking of de-orbiting it as a minimus station instead. but it would be a pain to put the lander legs on by hand. -
Can you calculate those sorts of things in KER out of curiosity? Just after finally getting to duna and eve I installed a bunch of mods like LS, remote tech, CTT and whatnot and am just looking at breaking into these bodies again. I am wondering how to calculate that golden mean, I mean I had luck with drogue chutes and thrusters before, but I probably was overbuilding and I was wondering if there was a way to find what the combination of the two would be on different bodies.
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[1.12.x] Custom Asteroids 1.9.0 - January 24
Provisional Name 12 replied to Starstrider42's topic in KSP1 Mod Releases
Hey someone told me about this mod when I was asking if there were any mods with comets. I couldn't find anything detailing if comets are implemented and I presume they are not. Seems like it has been suggested and I am wondering about it. -
Has anyone looked at implementing this, I was just thinking of how stoked I would be if I could do maneuvers just to figure out how to sling onto one. Ya know just like we did the other year? It would be interesting, are there any mods?
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Do you have any "moral' rules?
Provisional Name 12 replied to ToukieToucan's topic in KSP1 Discussion
also rules are made to be broken right? -
Do you have any "moral' rules?
Provisional Name 12 replied to ToukieToucan's topic in KSP1 Discussion
Interesting @Corona688. I have thought about giving these types of rules serious considerations, basically because you cannot do a sort of hardcore mode since you can always be screwed by a bug or whatnot. My answer has been to install mods that make everything so hard that it isn't realistic to expect to be able to do that, but before hand I had considered the same thing. What I am wondering is why are these rules only for tourism missions? Why not have rules like abort setups for all missions or coumphy acomodation for all crew traveling over long distances? -
See and that's the crazy thing about career mode nobody tells you turn your terrier down to 10% and wing it, you just have to until you get RCS. Though a lot of the time for small craft, I don't really bother with the RCs for docking. Usually not worth the delta-v.
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I think it is odd that someone is saying mining is hard. before I added a bunch of mods including life support my common method was to build a single unit with massive tanks and a single pod with an engineer on it. It was simple, go to minimus and fill up, then go to orbit and rendezvous with any craft going interplanetary (which I would plan to be virtually empty by that point). The amount of extra delta-v you can save adds up pretty fast, and when you factor in the extra launch cost of the fuels it doesn't take many uses for a converter to be worth it. I always found my designs were larger than other people's but I think that's just cause I wanted to spend less time landing it and sending it back up. If you are worried about cost, pay attention to contracts, some get ore on minimus or the mun contracts only require you to get back to orbit of kerbin, making a quick jaunt over to the Mun to pick up some ore before going back a profitable venture. It's entirely possible for a refueler to become debt negative just on these contracts alone. You don't have to build a sexy SSTO, most of my refuelers are basically 4 jumbos around the center with a bunch of tanks in between them and all the other needed stuff in the center. Unless you are landing in an atmosphere planet there really isn't a lot of meaning in design. I haven't had a lot of bugs with landed bases and I hope it isn't common because that is going to be a major premise of my new career (will have to because of life support). The only issue I had was with inflatable fuel compartments, not sure if they're stock, don't use these if you can avoid it or if you must use them do so sparingly and with lots of room. When inflating since changes are processed at moment of returning to the craft it caused so many collisions that would dislodge stuff. Then I was stuck running around with the engineer reattaching components.
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I tend to find this one more reliable: http://13375.de/KSPDeltaVMap/
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My own KSP challenge
Provisional Name 12 replied to Kermanzooming's topic in KSP1 Challenges & Mission ideas
I basically started a career with this objective of collecting all the science in all the biomes, but I am using a bunch of mods including. MKS/OKS, LS and remote tech. So that will take a bit longer, but it actually doesn't seem to be that bad, I am pretty close to establishing my mun and minimus bases After that I will probably setup a more long-term craft to hit gilly > moho > Ike. Probably might need to send a solar upgrade to meet for the ike stage, might need a crew replacement or something as well. But by then I should already have something on duna and be working on an Eve base. I wouldn't be totally surprised if that took me a while to complete, but grinding out the mun and minimus have been the biggest effort before, because of their numerous biomes. I'm probably a better pilot and base planner by now though. I think that unless you are using life support MKS doesn't have any hostile effects on your gameplay and you can virtually ignore it for just picking up all the samples. You should do what I was talking about and build a single low-g/no-atmos lander to hit gilley, moho, ike and dres. Not sure if you could move it into jool without problems (probably need alt power like nuke or fuel cell after that) but all you really need for that run is a stock refueling/tugboat setup and a small resource scanner satellite. Eve you might as well leave it till later cause you will need to fire a rover down with some sort of way to return. Rovering around eve has to be one of the most tedious things but if you leave it till you have the good wheels you will probably have more fun. I can't really offer good advice on the outer system though. Haven't been past duna, before I installed these mods and did a career restart. -
Building A 1.1 Interstellar Quest
Provisional Name 12 replied to TheCloverLord's topic in KSP1 Mission Reports
I dono I have been using it, though I am using other career packs and it is pretty easy to throw the com sats into the payloads of other stuff. Honestly the worst thing about it is just how boring it might be to put your satellites in place over different bodies. I mean if your making a video it can get how this could be redundant, but honestly with the FF function it isn't the hardest problem to manage. -
Building A 1.1 Interstellar Quest
Provisional Name 12 replied to TheCloverLord's topic in KSP1 Mission Reports
remote tech can be cool, but it does add a lot of work to the game. -
I know I accidentally installed a mod the other day that locked up my parachutes, you can land it if you alt+f12 then hack and unhack gravity on your decent to slow you down.
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previous mining operations I have done have worked fine, never had this flipping bug you speak of. I usually used a single mining/refueling vehicle that would go to the surface and top up then deal out it's fuel in orbit. It always seemed easier, but I am trying new things this career using USI/LS and remotetech, so things may be much different.