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Tyko

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Everything posted by Tyko

  1. yea, I'm hoping this question is academic in a few weeks. I'm sharing mine because I have an identical craft behaving differently rather than just a statement like "heavy landers" or whatever
  2. Nice work! which engine is that in the first pic? Is that from FASA?
  3. you may want to try with really light landers. I've launched a small lander that's identical to one I've used successfully since 1.3.x and only recently am I seeing issues.
  4. That's a great design for a new player! Congrats On Science Labs - there's a fun way to incorporate them and just requires a couple of rules. Rule 3 requires a mod, if you're not using mods you can still get labs a lot more balanced using the other rules. Limit yourself to running any given piece of science through only one lab, ever - no grabbing a dozen copies of an experiment and flying them to a bunch of labs Drop your science reward to half of what you're currently using - you'll get that back over time as your labs work, but it'll take time and effort. Use a life support mod - this adds a real cost to doing the ongoing research and usually requires some extra flights to bring up supplies and change out weary crews
  5. I mean no offense, but I try as much as possible to avoid tweakscale. (The one exception being that really really big thing........). Found it a bit cheaty tbh. For me though my critical mods are KER and Editor extensions. Dont know the look of the normal editor anymore...... I'm not sure what's "cheaty" about rescaling fuel tanks or structural parts. It's really useful for those and it makes sense that your engineering team can whip up a smaller or larger strut or nosecone. TweakScale does a really good job of scaling the stats too. I do avoid scaling any parts with 'worky bits' like Pods, Engines and Science. I would consider changing those to be a bit cheaty, but that doesn't damn the entire mod.
  6. If you use MJ2 and KER for all! MJ can be partless anyway and retain full functionality Also, as far as we can tell so far, there’s not an actual stock readout of dV... just visuals based on it but no actual numbers. You don't even need an extra mod for KER. KER's settings menu includes an option to go partless.
  7. The KSC team has successfully launched and tested our first station called the KLOP-Gee. Destined to be relocated to the moon of Iota where it will serve as a platform for crewed landings (as soon as 1.5 comes out and -hopefully- landing legs work again). Initial testing lasted for several months on Gael orbit where a rotation of crews performed systems checks and stress tested the newly developed life support systems. After testing was completed the Service Module was launched and attached. The KLOP-Gee has 900m/s DV for lunar circularization and maneuvers during its lifetime, not nearly enough to perform TLI. The Service Modules are disposable. The first one brought up Supplies and will perform the TLI. Future Service Modules will resupply the station and provide LFO for the lunar landers. Special shout-out to @Nertea for SSPRX and @Beale for Tantares. The parts from the two packs work great together and the fuel tanks and engines from Tantares attach perfectly to the SSPRX station module. Like chocolate and peanut butter Lots of pics in my Imgur album. Here are some highlights KLOP-Gee in orbit Station with 2 crew pods attached - the larger on the right is the long range Kedillac model, the smaller is an orbital hopper called the Krius KLOP-Gee with Service Module attached plus a quick inspection by the crew Mid-flight stage separation - the Service Module will crash into Iota - and KLOP-Gee circularization burn into Iota orbit
  8. @Galileo or @Poodmund, do higher res versions of planet textures exist? I loaded a 3.2x game and not surprisingly the planets are looking a bit pixely...Just wondering if you have some higher res versions that might have been compressed to save memory or something? I've got 32G of RAM and a pretty wicked gfx card, so if they did exist I might be able to use them. Thanks!
  9. In retrospect, the pilots all agreed they should have tried to look less chipper when they landed... After several months of on orbit testing the crews were in love with their new capsule. It was roomy - you could actually stand up and spread your arms almost all the way - and there were plenty of snacks to go around. There was even a separate orbital compartment with a hatch between them so one crew member could pass gas without asphyxiating the other. It was fantastic. The engineers had a nickname for it though...they called it "The Kedillac" Here are two Kedillacs docked nose to nose in an early rendezvous test The first lunar orbit mission was coming up and the Kedillac, loaded with enough fuel to make it to Iota, was WAY over the weight limit. So the engineers got together and lopped off the extra orbital module. "Who needs to stand up and stretch?" an engineer asked. "It's only a 6 day trip. Bob over there has lived in a Prius in the KSC parking lot for longer than that. They'll be fine" Enter the "Krius" with "optimized" living space - I've gotta admit, this might be the cutest lunar capable craft I've ever designed. Thanks @Beale for the amazing capsule - even if I did scale it up to 1.875m :) (it's tough playing at 2.5x scale and 20% science...nothing is easy) Add a Translunar Injection stage (shown below) and the entire vehicle weighs under 8.5 tons vs about 11 tons for a lunar capable Kedillac. The engineers shelved the Kedillac and will probably dust it off when the longer 15 day Ceti missions commence.
  10. I'm using Galileo's Planet Pack which includes a renamer.dll I edited the config file with a whole bunch of extra last names I made up. You're welcome to use them. I Kerbalized names drawn from various cultures to give it a move global feel. I'm sure I didn't get every culture and I sincerely hope I didn't manage to create an offensive word in one of those languages LASTNAME1 { key = Gaelan key = Kerman key = Kerbowitz key = Gaelovsky key = O'Gael key = Kermanov key = Nakermana key = Kerbsson key = Arkerbeault key = Gaezalez key = Agealwal key = Rokerbson key = Erdogaen key = Keragzai key = Ghaennam }
  11. I'm using it in 1.4.5 without any issues. Seems to play nice with Kopernicus
  12. SVT and GPP both make changes to scatter models. For one thing the scatter gets colliders, not sure what else is changed. Might want to check those out.
  13. Tellumo in GPP is a real challenge 10x atmospheric density coupled with 1.9x gravity is a killer. That's higher density and higher gravity ASL than EVE.
  14. Interestingly I've experienced my first really bouncy landing issue in 1.4.5. I'm using a very small lander that's nearly identical to early landers in previous games. It didn't bounce excessively in previous games, but now it just pogos forever. In reading this I realized I'd used WorldStabilizer previously, but not in this save, so I'm going to try that tonight.
  15. well...this may be the absolute funnest workaround for a game issue I've ever had Galileo Gaelan "Well folks it's a beautiful day for a flight! So nice that we all get to be on a mission together!" Poody Gaelan "Yea, we've been harassing HR for years trying to get hired and they finally decided to give us a chance. I'm so excited" Jade Gaelan "This is kind of an odd design...who signed off on this?" Raging Gaelan "The idea came from our international partners over at the KSC...an engineer named Bill lead the design team..." Sigma Gaelan "ummm...guys...I've read about the KSC and Bill in particular...they don't have a great safety record over there." Poody Gaelan "Relax all, what could possibly go wrong?" Galileo Gaelan "This is fun! I always wanted flames on the side of my rocket!" Bobert Gaelan "I can't be positive without my slide rule, but I believe our reentry angle is a bit too steep. Who ran the atmosphere calculations anyway??" Galileo Gaelan "That would be @OhioBob over at the KSC" Jade Gaelan "Was that part that just blew up important?" Galileo Gaelan "Nah! Bill said a rocket launch is really just one long controlled explosion! Everything is fine!" Sigma Gaelan "umm...the operative word there is "controlled"..." Poody Gaelan "That water is coming up mighty fast...well guys, I'm not sure, but it might be time to say our goodbyes." Galileo Gaelan "Look at the bright side, at least we won't be stuck hanging around the Astronaut Center waiting for a job anymore" -- Here lies the remains of 10 brave Kerbals who insisted on being hired. Now they've learned the value of persistence -- NOTE: This is a work of fiction. No actual modders were exploded, squished or incinerated in the creation of this story
  16. But...every game will have the exact same kerbals in it??? what if I kill them off? Will they still come back?
  17. Okay thanks for the reply It's a great little tool, if it ever gets worked on I'd request that the default names get moved to a .cfg.
  18. Thanks. I was hoping to keep it. I've created over a dozen custom last names and it's pretty cool. Are the dev names baked into the DLL?
  19. I've tried it around multiple bodies and it seems to be consistent. using KSP 1.4.5 set an elliptical orbit with a PE below 100km and AP above 1500km. When the craft passes between 600km and 1000km I'm getting the blank altimeter. When below or above that band altimeter works fine. You don't have to click it to change modes, in fact, clicking it doesn't do anything for me.
  20. Okay...really trying to get rid of the starting Galilean astronauts...no offence folks, but I don't want my kerbals named after the devs. I've made some changes to Renamer.cfg to try to get rid of them. After making the changes I edited my persistent file to remove all of them. YET...they still come back!!! KERBALRENAMER { preserveOriginals = true //set to true to get back the original 4 Kerbals generateNewStats = true femalePercent = 0.5 badassPercent = 0.05 useBellCurveMethod = true dontInsultMe = true <MORE STUFF HERE> } Please help me to evict the dreaded dev kerbals from my game! thanks!
  21. First crewed mission of new capsule - it's designed in the style of Soyuz with a cramped return vehicle and an added orbital module with extra crew space. 20% science continues to be a challenge, but I keep barely scraping by with enough science to continue. The biggest change is that sometimes I have to wait a few months for another mission to complete so I can gather enough science for my next goal. (GPP 2.5x 20% Science) Mission: launch first crew on new 2 crew capsule and dock with unmanned 2 crew test vehicle sent up previously. Live in space for 12 days and safely return.
  22. I think that's an adjustment the planet/system modder has to make to their stars. Grannus in GPP doesn't shine as bright as Ciro.
  23. Thanks...I'm being dumb....I was thrown off because I was getting a low space altitude of 0.0m, but...duh...if you're above an airless body your low space goes all the way to the ground. I thought the numbers were off because of a change to the mod. In fact it's just me not thinking it through. Appreciate your help
  24. I'm not using mechjeb or KAC. In testing I'm using F12 to drop ships into an orbit then using thrust to create elliptical orbits to test with. I can watch it go blank at a certain point in the orbit then re-appear at a higher altitude I downloaded the v2.0 copy from Diazo's GitHub and this doesn't have the issue. So it's something that was changed between Diazo's 2.0 and @linuxgurugamer's 2.2
  25. Odd... I'm looking at the BODY section right now and they're not in there. Are you using @jrbudda's 1.1.5.3? Here's everything in the BODY list, there are only 10 items in it:
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