PGTART
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cannt load saved ships in my game ?.
PGTART replied to PGTART's topic in KSP1 Technical Support (PC, modded installs)
solved one ship file was corrupt ( zero bytes ), deleted it now it works again. it should better check if it can write before writing to disk and check if a file has been written or not. -
cannt load saved ships in my game ?.
PGTART replied to PGTART's topic in KSP1 Technical Support (PC, modded installs)
well i am having for a while now, i think it started when the game ran out of disk space, it never came back. might it be some kind of index file is broken for those ship save files ?. -
the little kerbal screens , i think could use an animation overhaul. Lets say you go high gravity, fase turn darkgreen (green blood i asume) or white if your upside down. heavy shaking ship, kerbal gets dizy, gets motion sick turns yellow and eventually vomits in helmet (and it might stay there helmet half full, such kerbal cannt do outside jobs anymore). other stuf they could do, sleep closed eye eat some candy cough a texture with white dots.. some mysterious space disease ?.. for some reason feeling sad ea single kerbal after a while feels lonely reading book or reading manual play some game on their kerBoX drunk... raising stupidity (is the later actually used in the game ??) brush teeth / washing wave knocking on helmet (itch) if ship gets hot or cold the looking glass might get dimm
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cannt load saved ships in my game ?.
PGTART replied to PGTART's topic in KSP1 Technical Support (PC, modded installs)
its the latest version all feature tech, community tech tree, mechjeb (not working), tweakscale(works), karbonite -
gravity not a pure force, but emerging force.
PGTART replied to PGTART's topic in Science & Spaceflight
Reading some more of him, its not mentioned a lot but he also does away with the big bang. This is a day to remember the day we see a new Einstein. i was a bit joking there, but for a real world suppose gravity works different, this might perhaps change the route to nearby stars ? -
Well this might interest you, turns out "dark matter", and "dark energy", .. are not required. By an explanation of a Dutch theoretical scientist Erik Verlinde; gravity is an emerging force. Emerging is something that is what we feel but is not a basic future of out universe. like temperature is what we feel though its actually radiation and speed of coliding atoms. Unlike electric, and magnetism and nuclear forces. his proof can be read here : https://arxiv.org/pdf/1611.02269v1.pdf A big questions remains, what is the impact of this for kerbal universe and interstellar mods ??
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So i decided to go scratch again, without mods, and it is that i lately encounter more game hangs then usual. so far in a day time - hang when trying to go out of contracts, i clicked the top top icons to leave, icons got away and i was unable to leave that room. - did a mun mission, as mechjeb isnt jet available (how is this game suposed to be fun without it?). so while doing things on sight, and saving games in between i hoped to finally land on the mun.. but after save, you guesed it game crash GUI non responsive. and like my previous hang, it did not only 'hang' that single game, all progress was lost esentially having to create a new game.. to start from scratch again ! -- this makes me wish to revert to a previous version or to ask for a cashback or so.
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Well perhaps they should but dont, when i downloaded the version for the current KSP version (i use ksp 64 bit), it worked, i now have a H Maybe adjust the download page and tell people to download preferably the version that was created for a specific version of KSP. I cant tell why the 1.2 doesnt work (no H) since no errors are logged, ea no bleu screen or game crash its just not there.
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Well the new heat shield does indeed flip over the ship thats not ideal. I was inspired by an eve landing who dropped their large heatshield to reduce gravity pull I did not want to create an unrealistic huge kerbin launcher kraft, but i prefer using technical solutions, so yes robotics, an airbags. (only the rover lander has airbags currently, and their not the holly grail either). I was thinking to do a Elon musk like active rocketry braking (at some point in decent). Since the ship is able to refuel itself (with stock parts), such things are also planed for the Mars mission. As for stock parts, yes its nice the game but i think you miss out a lot of fun without robotics to see the lander craft unfolt, and the (non) working heat shield solution, well i like such things, the extra parts like in karbonite are fun too, but not used here and likely give more advantage. As for taking near future tech nuclear engines, its still not too easy, but i'm realy not sure if it is possible that this craft can get itself into eve orbit again after landing. In real life nuclear planes have been considered around 1960 or so, and i think KSP should contain every possible rocket engine, its an engineers game after-all. The most gain i might get from the tanks, they're not that extreme though, i can imagine that fuel could be pressurized (ea liquid H2 and seperated liquid O2 ) take less volume then H2o, so to some extends such things are possible, i wont be much supriced if normal tanks could do the job as well (they're now filled for 60%), and main tanks have ~10% left when in orbit. i have to rethink the heat shield system, maybe create a shield drone : [ heatshield + docking and probe and RCS control ], So i can mount it later on top (then it will flip in correct position to.. hm well that could work. the craft has a lot of parachutes (on the smaller ring of nuclear engines, there are 2 rockets with a lot of parachutes). the idea is that those 2 will be staged first in ascend even thus reducing all weights of parachutes.
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i'm running 1.1.3.1289 i bought it on steam so i assume KSP is kept up to date. meanwhile i found heat shield doesnt unfold properly and explodes.., but thats still kerbin testing.
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hmm hyper edit doesnt seam to work, not sure think its not up to date.
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Based upon future tech and robotic an airbag and prakasa mod, i made this Eve return lander ship: Its an interesting ship first let me describe it: It contains 3 kerbals, science instruments, a rover, a drill and processing unit, and even shields and a docking bay on top, and an nuclear engine for eve return. For launching of from kerbin (i aim at around 90km orbits) no stage separation is required !! Despite at launch the outer rockets are only fueled for ~60%! ( Notice it wont work with those tanks 100% loaded becomes to heavy then). ( Notice also that i use Prakasa tanks here they have better weight ratios ). But those outer rockets i think would only be required for Kerbin take off As for eve take off the ship is a lot lighter leaving a rover and ore processing unit, and heat shields) Another ship will have to pull it to eve (our ship has a docking bay for that). At around 19km nuclear air-breathing rocket is manually switched (by pressing "1" key), to fuel loop based propulsion. Gravity turning at around 46km aiming 90deg at (or before) 70 km. preferably manual instead of mechjeb). Rover landing is spectacular as well : After heat-shield (which should get unfolded by robotics) is dropped, press "2" on the keyboard When pressing "2" the following things happen fires the rovers downwards separation rockets, and the forward "ant" rockets (so it wont land at the same place as the mother ship). 4 Parachutes from rover get deployed its wheels unfold a siren light and frontal lights turn on (so a kerbin can find it). the rover airbags unfold so the parachute nose down diving will not damage the rover. oh and i guess the rovers command pot becomes active as the solar panels start charging the battery My Question So far i only was able to test this ship on kerbin. But i think it needs more tweaking, in regard to heat-shields, and parachute settings, and separation of heat-shield and lander. I am not able to tweak and test that on kerbin, i did a lot of testing but cannot test it all on kerbin. Is there a a way to quickly test things out, (taking-of and landing) on other planets ?. i think it might be a good ship for eve, since those nuclear engines carry a long way on atmospheric as their only fuel source (19 km on kerbin). Eventually for taking of kerbin it has 8 nuclear turbo engines, and the common stock nuclear engine (i wonder maybe it can even fly back to kerbin?). Here is my ship if you want to test it out what needs to be tuned to make it all work on eve. Ship as ship file https://www.dropbox.com/s/fji9m7ocozyz73v/EVE-RETURN.craft?dl=0 note upon kerbin takeoff deflate the 2 airbags (front and below seat).
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SSTO Large-ish Tour - Flight of the Decade Thrush
PGTART replied to McQuacker's topic in KSP1 Mission Reports
nice blog, got here from ssto thread -
create a SSTO self refilling spaceship hosting 3 kerbals
PGTART replied to PGTART's topic in KSP1 Challenges & Mission ideas
@Aegolius13 Actually i find my ship rather bulky and therefore difficult to handle, and am now wondering about making more agile ships (shorter, smaller). -
create a SSTO self refilling spaceship hosting 3 kerbals
PGTART replied to PGTART's topic in KSP1 Challenges & Mission ideas
to give you some idea, this ship might be able to do it, has enough fuel left over in orbit (but i had no time to test it even more, its my own best attempt). (note small ore drill at the bottom, mechjeb to rotate drill. After having seen some more youtube's i'm more convinced now this challenge is possible. It makes me wonder if there are smaller ships possible (half the size or so ?). -
For quite a while i've been trying to create 3 kerbals on a SSTO spaceship that is able to refill itself by use of Ore / karbonite With a goal of visiting multiple planets / muns beyond minimus and mun. I've been very close of making one so i believe someone eventually will make it. Mods you might use near future tech (electrics/solar/nuclear/ ... FAR (if not mention that it wasnt used), because its more realistic to use it. TweakScale (if you need it) USG robotics (if you need it) Karbonite (if you need it) Asteroid recycling tech (if you need it) Mods for different cockpits are ok to use if you want so. no objections to other mods if they dont contain extreme engine hacks or extreme lifting wings Space plane should contain (besides the other stuff). Mining (ore or karbonite ) to fuel converters Drills Tools to scan so you know where to mine (or else you endup lost in space). Electrics might be based on Nuclear / Solar No tanking by other planes or bases allowed, its SSTO Most likely flight path is, to aim for mun or minimus first, start drill and refill fuel operation there. From there visit some other planets or their moons to mine, then fly safely back on kerbin What makes it hard is the first part, takeoff from kerbin and still be able to reach mun/minimus and to land there As you will need a larger SSTO design to house the mining parts, while larger planes have more mass and make it hard to reachout to other planets and land safely. So this is quite a balancing act. You probably start of with air breathing engines and fly to Minimus using your inter-planar nuclear / electric engine. So show your ships builds or youtube if your able to do it.
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parts [1.12.x] Asteroid Recycling Technologies
PGTART replied to RoverDude's topic in KSP1 Mod Releases
should i remove some ckan part of usi and reinstall it again ? -
parts [1.12.x] Asteroid Recycling Technologies
PGTART replied to RoverDude's topic in KSP1 Mod Releases
Game data folder : 000_USITools CommunityResourcePack CommunityTechTree Cormorant Aeronology dumpt.txt FerramAerospaceResearch Firespitter JSI KAS KIS KSP-AVC MagicSmokeIndustries MechJeb2 MechJeb2 Embedded by Dennis6492 ModularFlightIntegrator ModuleManager.2.6.25.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree NearFutureElectrical NearFutureProps NearFutureSolar NearFutureSpacecraft PrakasaAeroworks SmokeScreen Squad TweakScale UmbraSpaceIndustries UmbraSpaceIndustries folder: 05-06-2016 19:21 <DIR> . 05-06-2016 19:21 <DIR> .. 05-06-2016 19:21 <DIR> ART 05-06-2016 19:21 2.741 CHANGELOG.txt 05-06-2016 19:21 <DIR> ExpPack 05-06-2016 19:21 <DIR> FTT 05-06-2016 19:21 <DIR> FX 05-06-2016 19:21 <DIR> Karbonite 05-06-2016 19:21 <DIR> KarbonitePlus 06-06-2016 02:01 <DIR> Kolonization 05-06-2016 19:21 <DIR> Kontainers 05-06-2016 19:21 <DIR> LifeSupport 05-06-2016 19:21 <DIR> MKS-LITE 05-06-2016 19:21 <DIR> ReactorPack 05-06-2016 19:21 <DIR> SrvPack 05-06-2016 19:21 766 USICore.version ART folder 05-06-2016 19:21 <DIR> . 05-06-2016 19:21 <DIR> .. 05-06-2016 19:21 <DIR> Separator 05-06-2016 19:21 <DIR> RockTank 05-06-2016 19:21 <DIR> MassDriver 05-06-2016 19:21 <DIR> Jaw 05-06-2016 19:21 <DIR> CrewHatch 05-06-2016 19:21 <DIR> FuelHatch 05-06-2016 19:21 <DIR> Spaces 05-06-2016 19:21 918 DRE.cfg 05-06-2016 19:21 28.160 DynamicTanks.pdb 05-06-2016 19:21 755 CTT.cfg 05-06-2016 19:21 1.015 CHANGELOG.txt 05-06-2016 19:21 75 ATM.cfg 05-06-2016 19:21 434 MFT.cfg 05-06-2016 19:21 542 Asteroid.cfg 05-06-2016 19:21 731 ART.version 05-06-2016 19:21 12.288 DynamicTanks.dll 9 File(s) 44.918 bytes 9 Dir(s) 57.013.710.848 bytes free -
parts [1.12.x] Asteroid Recycling Technologies
PGTART replied to RoverDude's topic in KSP1 Mod Releases
they are not in sandbox either, all was clean installed (no old installation left), btw you made super mods for KSP ! -
parts [1.12.x] Asteroid Recycling Technologies
PGTART replied to RoverDude's topic in KSP1 Mod Releases
well i have the orange drill - o matic But i'm missing out on stuff that grabs and drills in asteroids as seen here (youtube introcution of this) https://youtu.be/qXPDOqbErJ8 -
parts [1.12.x] Asteroid Recycling Technologies
PGTART replied to RoverDude's topic in KSP1 Mod Releases
i'm using CKAN, to install mods, and have ART version 1.0.8.3.0 i also use Community techtree 1.2.4 (also latest). I'm pretty far now in game science, but i dont see the advanced drills in the game, i have a few but i kinda miss the asteroid grabbing stuff. Is that some sperate download, or isn't it updated for latest ksp, or something wrong with community techtree.. not sure if its still in the game and where to look for in what is missing. I have installed all USI parts + MKS lite -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
PGTART replied to sirkut's topic in KSP1 Mod Releases
arrrhgg i got it, ... its now 2 downloads for ckan,(a core and a parts) not sure for how long this has been the case, but maybe my game install got broken a bit and i never noticed that before.