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MitchS

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Everything posted by MitchS

  1. Looking forward to the release. Been missing FAR for a looong time. Does anyone know of any mods that offer similar craft-based aero properties that are updated for 1.2.2? I've been itching to do some area-ruling on SSTOs for months.
  2. Great! Thanks so much. Looking forward to trying it out today.
  3. KSP: 1.2.2 KSP 64-bit Windows Problem: I... well, I have no idea. Gameplay seems fine, but while I was in the console to get some electricity to a dead probe, I saw tons of repeated red exceptions. I don't know what they mean, but they must be affecting my game somehow. Mods Installed: Galileo Planet Pack + others Reproduction Steps: Flying my small low-tech SCANSat probe around Ceti, the exception seemed to be constantly refreshing. Like I said, I can't see anything wrong with my gameplay experience... I really don't know what I'm looking at, I'm sorry--I'm just assuming it's bad for my game. Am I wrong? Log: https://www.dropbox.com/s/ube0kgq1guxqj61/output_log.txt?dl=0 Thanks, everyone!
  4. I'm running 1.2.2 and this mod isn't manifesting in the game at all--no button, no settings, nothing. It's installed right into my gamedata directory like anything else. Any idea what might be going wrong?
  5. @Galileo, all squared away. I think I found the problem... I didn't have the actual FF mod downloaded when I dropped the GPP FF folder into my gamedata. Is the one in your folder just a modifier for the real thing? Either way, I'm getting correct contracts now. TONS of atmospheric survey contracts and part tests, which is a bit odd, but all the contracts are appropriate.
  6. I just built my first GPP install on 1.2.2, and it was a little strange. I felt like only part of the features were there, and there were a few that weren't behaving as expected, especially in regards to contracts. So, I figured that starting a new game from scratch and installing 40 mods was probably where I went wrong. Now, I've started a brand new KSP, followed the OP instructions, and only added Final Frontier from the extra mods folder. Intended to add visual mods later and gameplay mods one at a time. First thing I notice is in the contracts building. With 25k starting funds and level 0 tech tree, they want me to do WHAT for my first four contracts?? All of the planets in the tracking station are correctly named... What could be going wrong? log (I think this is the correct file to share... Please advise if not): https://www.dropbox.com/s/e8ryi3yldle7znb/KSP.log?dl=0
  7. Nothing. Haven't been able to play since last Wednesday! Going from an almost-every-evening rhythm to over a week of real-life-getting-in-the-way is kind of... ermm... jarring. *scratches, twitches, sweats coldly*
  8. Hey, is the latest version of this compatible with 1.2.2? I've checked the releases page and OP only says "1.2.1 compatible", but I'm not seeing anyone else asking on this thread so I feel like I'm missing something.
  9. Hey everyone. Thanks for the good discussions. I haven't been able to run KSP since my test flights last Wednesday--real life has been an enormous nuisance lately! Fortunately, my job allows a certain degree of forum browsing throughout the workday without cutting into productivity... ...But I can't wait to sit down and finish this thing up with all of your good advice.
  10. There was a thread last month where we discussed this at length. And I got to use my Linguistics degree!
  11. This mission would have been more fun to read about if someone a little more humble had done the write-up. Opening lines blaming imgur for "not working" made for a cringeworthy start, but you lost me with the three full paragraphs of why it's SQUAD's fault that this was hard to do. In fact, I'm still not really sure why you wanted the retrograde intercept, or why you considered it a more prudent option than a cheaper and less complicated solution--the complaints and the self-aggrandizing are the only things I got from this post. Would have been more appropriate in my opinion to cut out all the excuses and bragging and touting of minor details and preface this extensive report with a more humble approach: "I'm sure this could have been done with fewer parts if I was a more experienced mission designer, but I had fun doing it this way anyways and learned a lot." You don't have to make up reasons for every little move you make--it's fine if you just wanted to do the retrograde intercept for its own sake. No right way to play KSP, after all. Just... maybe try not to be so high and mighty. Glad you got your probe connected. Hope you had some fun.
  12. ...I consider myself to be a *little* computer savvy, enough that I can manage mods on a KSP install comfortably enough, but the explanation of this plugin feels a little over my head and I'm struggling to figure it out. I tried it several months ago on a modded career save and I never really advanced up the learning curve--I just made a mess of things because I don't have a very firm grasp of command lines or what I was doing with it. Now that I'm building another heavily modded career (Galileo Planet Pack this time!), I foresee the need for parts pruning and that makes me cringe at my upcoming ineptitude. Is there a resource that explains how to utilize this in non-modder language for folks like me?
  13. Can't wait to get off work Can't wait to get off work Can't wait to get off work... Hey, new message from the fiancée... "Don't forget Pedro is coming into town for dinner tonight!" RATS. Yet another evening foiled.
  14. I'm getting a little bored with my 1.2.1 career save, and want to start a new 1.2.2 save built on the Galileo planet pack with accompanying mods to mix up this KSP career. However, I just spent the last two months intensively learning SSTO spaceplanes, and I'm really proud of my newfangled proficiency. Spaceplane folks: What do you think of your Galileo career experience, and how different is it from stock? Will my normal, working SSTO spaceplane designs fall flat in this new mod pack? Will my tried and true design philosophies just need gentle tweaking, or ground-up overhauls? Do SSTO spaceplanes even have a place in this new solar system, or are they made obsolete and inefficient by its unique features and limitations? Will I be able to build intuitively and enjoy the science payouts from my efficient and handsome ships, or will I have to learn an entirely new way of building around entirely different engines and planetary requirements? Thanks!
  15. Will my freshly refined SSTO spaceplane design philosophies translate to this mod pack? Or will I face another steep learning curve?
  16. MechJeb opens the door to a more realistic space program. The real meat of a mission happens in design phase, and everything is computer-controlled in-flight unless some failure requires pilot input. As far as automated maneuvers go--"setting the maneuver node" is the real challenge IRL--not executing it, which the game makes rather tedious and easy to screw up. (Enter maneuver planner's "execute next node" feature, my most-used button in KSP.) To that effect, I've done enough rendezvous, docking, transfer, insertion, and launch for one lifetime, I think. Now, I don't mind automating them to let me focus my limited time on what I like to do. Which, right now, is launching/landing SSTO spaceplanes and roving long distances for roving's sake.
  17. Actually, I think OP brings up a good point. Unity is really limiting to KSP--no multithreading, inefficient RAM management--I think that building a new "KSP 2" on a new, more capable engine is an idea worth considering. From there, the ceiling would be raised and the doors would be open to much more satisfying and less restricted graphics and texture mods (and maybe toggled stock clouds, dare I say) and so many other memory-limited changes that a lot of players regularly express an interest in. I'd pay $40 for it. Heck, I might even pay $45.
  18. Busy with real life for the night, but wanted to quickly comment that I haven't fully fleshed out the ISRU section yet, and will have plenty of power generation for it! Just wanted to get the important plane parts designed first.
  19. With LOTS of delta v to make orbit! Hahaha. Is there oxygen present in Jool's atmosphere...? Jet engines?
  20. @AeroGav, "Then I thought why have tailplanes they are pushing you into ground when trying to flare for landing at lowest possible speed" I'm not sure I'm following this logic? @Wanderfound, Really? It still won't open? I'm at work, and won't have access to my laptop all weekend unfortunately, so I'm afraid I can't do that. But I DID convince the work computer to download KML, so I pulled up that craft file and look through the parts. There aren't any mod parts at all. I don't understand why it wouldn't be opening. I'll post pictures of the list below... Any ideas?
  21. I have really, really wanted the ability to do intensive long-term science in Jool's atmosphere. That's one of my biggest disappointments with the planets, actually--I believe we ought to be able to send adequately heatshielded and pressure-tolerant probes to survive a Jool entry and descent into its upper atmosphere for sample and data gathering. Imagine how much kerbals would learn about their solar system! About planet formation! About themselves!!
  22. Well... My two "stranded" Kerbals are just waiting for me to send a mining apparatus to the asteroid they used all their fuel parking into a stable orbit. In my space program, we don't use words like "stranded"--instead, we say "pre-placed."
  23. I don't know, guys... I feel... I feel... happy? Yes... yes! That's what this is. Happy. Like the game is everything I want it to be. It's wonderfully stable, wheels are fixed, joints are fixed... I've never felt this way before, but I think that this is the best it's ever been, and the best it'll ever need to be. I may never update again.
  24. I don't know what all the contention is about. I learned on Whiplashes and made some really efficient SSTOs. Then I applied that to RAPIERs and made some really efficient SSTOs. Whiplashes get you to your speedrun a little more quickly and have much higher Isp in atmo, but RAPIERs result in a higher speed (500m/s higher!) and altitude (5-8km higher!) before it's necessary to switch to lower Isp and/or oxidizer-using vacuum engines. Sure, these bonuses come after a rather plodding ascent, but if you're in such a hurry that 15 minutes of powered flight for launch is unacceptable, then there's a VAB right down the street from the SPH, and you can make tall, pointy things that get to orbit as quickly as it suits you. Me, I'll just keep building things that suit me.
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