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NCommander

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Everything posted by NCommander

  1. So in a bit on insanity, I've decided to revive my KSP obsession and try some new mods after playing realism overhaul for awhile. For bonus points, I'm going to be playing on the stock hard setting which disables respawning, and quicksave/reload (I'll conditionally re-enable it if something glitches, but if I screw up, I'm rolling with it). There is a loose metaplot going on, starting in Chapter 5.1 Dreaming in Light/Skipper, but it's not the main focus for this thread. Current Achievements of This Space Program Here's a quick reference guide for what we've done thus far. I'm not using the Return Chevron as it makes it hard to see each. For the craft type, I'm going with whatever is the most challenging or what I was most impressed by, hence why Kerbin has a plane ribbon, and not a capsule or station. Guidelines Mistakes will be permament, if I blotch a Duna landing, you're going to get to see it Exception: Atmospheric flight is quicksave/quickloadable as otherwise I won't get the epic photos. Exception: For plot relevant stuff, I'll generally allow quicksave/quickload. This happened during the first lunar mission as I was trying to get a good screenshot of an anomaly for the thread and flew too low. I'll note in each chapter where quicksaves/quickloads were done. I've never played with Kerbalism before, so expect hilarious failures The save is in career mode, stock tech tree. I'll likely be running some missions without posting about it (no one wants to read 300+ part testing contracts) I'm sticking to a 30 day minimum delay between mission launches for the most part. On rare occasions, I'll bend this rule for special/planned events This is primarily to avoid Mun landing in-game day 2, and then fastforward to Duna at the first launch window For missions that don't leave the planet (i.e., launchpad part testing), I won't bother advancing time The mod list will be somewhat fluid, list is at the below Rough goal of at least doing a kerbaled mission to each planet. Will take suggests for mission ideas/craft names/etc. Will also edit the save file if someone wants a kerbal beyond the original four. Current Mod List Kerbalism Kerbal Engineer Alarm Clock Better Burn Time SCANsat Scatterer/EVE Astromauner's Visual Pack + KSPRC was added starting in Chapter 7 DMagic TAC Fuel Balancer KAS/KIS KRASH FAR Gravity Turn Redux NavUtils Chapter 1: K-3 Project (full imgur album: https://imgur.com/a/Kov5g)
  2. I rarely if ever use the Thud; its a relatively poor engine all around and even when it's the "best" radial mounted engine, I've never needed it. I tried it on a recent lander and found I was better off just building around terriers. Poodles get used extensively in my space program for upper stages and sometimes for transfer orbits depending on what I'm sending where. Ants and Spiders dominate my early probes, and I tend to use them right up until I get the puff and switch to monoprop only probes which are lighter at the cost of lower dV. Even then, I occasionally use them for something that needs to orbit separately; a recent Duna mission heading for an equatorial orbit dropped a SCANsat mapper powered by an Ant into a high polar orbit. Aerospikes get used on early space planes. Dawns frequently get used when I send survey sats to Jool when playing with life support as I can send a few probes and have them orbit multiple bodies without issue. What I usually don't use are the mid-range jets. I usually make due with the Junos for a long time, and I don't think I've ever used the 1.25M engine in career mode, or the panther.
  3. Finally got around to playing with Strategia in my most recent career save, and its one of those mods that have gone straight into my "always" pile with KAC and KER. Seriously should be stock given how useless stock administrative building is. Right now, the Massive Scale Launches has made it the first time I've played hard career mode and not tethered on bankruptcy from using very large launchers to send stuff to Minnus and beyond (since usually a "build station at X" will if I'm lucky cover the base, and the transfer stage as I've had to usually do two launches. Typically with hard, I've had to bee-line for SSTO or StageRecovery to make these missions practical at all. Right now, my biggest issue with it is the penalties for the manned/unmanned contracts. Is there any possibility of allowing the flybys/impacts for anything less than admin level 3, or reducing the penalties for the other milestones? Or at least some insight to the design decisions that went into it? I've been looking to do a Duna mission for awhile in career mode, but given the fact that I'm playing with Life Support, it's a fairly large undertaking, and taking that contract means I'd get a LOT less money for visiting other places, basically leaving myself in Kerbin's SOI for the time it took for a probe/crew to get there and complete the mission. I've compromised with myself with taking "Boldly Going", but I feel like flyby/simple missions to various bodies during a launch window might be more fair/balanced. As it stands, my current rocket technology can hit and orbit Eve, Duna, and Dres reliably, with a distinct maybe on Moho, and Jool. (also a pity that the admin building maxes out at three. Some sick part of me would love the ability to choose one strategy from each column ...)
  4. Bug filed on the kOS github pointing them at the mod bug: https://github.com/KSP-KOS/KOS/issues/1958 I don't know how to compile mods on Linux and my Windows box is not serviceable ATM else I'd write the patch myself. I hate putting up untested pulls.
  5. After quite a bit of trial and error, the major mod that was causing issues was KOS; I added it to the overrides "moduleName = KOSNameTag", and I can stack most of the parts except structs themselves, but I could add the struct connectors. Would you like a pull request to add this? You can edit the KOSNameTag in the flight view like Docking Port Alignment so I think its safe to loose this if something is containered or not.
  6. Maybe I'm loosing my mind, but I can't seem to get KIS parts to stack any more. I've got USI/MKS installed, and containers with more than ample space, but I can only seem to put a single stuct in a given inventory space; the context menu simply says "No Action". This is also true for things like lights and such. I'm on Linux/x64 so maybe its a key modifider issue, but I'm going slightly mad over it. I checked the debug log but nothing useful. Ideas on where to start debugging this?
  7. I just grabbed the update; I'm getting ready to launch a Mun mission so I'll send it to K1 to test it. Not sure when I'll get a follow up to BE though.
  8. The most recent update seems to have hosed the pack. Whenever I accept a contract, it seems to immediately cancel when I enter the flight view. I had to debug back in the stuff I lost from it unfortunately. Nothing useful in the debug console; I do have Stragia installed; I wonder if its having a weird interaction with the new Astronaut Complex Lv2 requirement causing it to cancel.
  9. Oooh, good catch. I took a quick look at the API documentation for KSP. As far as I can tell, the correct solution for this is to build a list of engine classes. To do this, you need to iterate on FindChildParts for ModuleEngineClass (and I guess module RCS too), then find all the children of ModuleEngines, and check against that list. I might be able to code for a PR, though I've never been much of a C# guy.
  10. Hey, I love the concept of this mod but I can't get it to work with probes that use a regular engine . When I select active vessel, I can get it station keep, but I can't get probes which use poodle, spark or ant engines (basically anything that uses LF/Ox). I get no engines or RCS as soon as the craft is unloaded. The same is true for vessels in LKO. I think the if (PPMS.moduleName == "ModuleEngines" || PPMS.moduleName == "ModuleRCS") check is failing, but I can't imagine why. All the ships I tried this have stock engines (radialEngineMini and the liquidEngineLV-90), and I checked the persistence.sfs file. EDIT: http://96.126.124.51/~mcasadevall/persistent.sfs - here's the persistance file
  11. So, got a bug report. If you're going for rescue contracts, and the game decides to use a DERP pod as the rescuee ship, it looses it's mind once you move into physics range, and goes to FPS 0.25. I'm guessing some attribute of the DERP isn't set right when this happens. I was able to save scenario by editing the DERP to be a mk1pod, then the lag vanished. The log only spammed NullPointerException and I couldn't figure out where it was saved. I've got a few other mods installed (primarily remotetech and mechjeb) so I dunno if the persistance.sfs would be useful. I've posted it anyway however.
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