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Dark Lion

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Everything posted by Dark Lion

  1. By the sound of things, you've still more yet to learn! Meaning no insult, what you're doing wrong is asking the wrong questions. You know what went wrong with your injection burn at Duna... you ran out of fuel! The real question, my musical, equestrian friend, is how to take more fuel along with you! Our friend above, Streetwind is right though... if you'd like some solid, viable advice in your rocketry designs, we need to see the subject in question. Did you know you can screenshot KSP at any time with the F1 key? Just make sure you don't press F2 first, so we can see all your HUD information too. If you have Kerbal Engineer Redux, even MORE useful information could be shown, provided it's properly set up... this would help us help you in ways we couldn't with a stock KSP. Or to simplify things for yourself the most, just record your attempt and post a link to the video here so we can properly scrutinize it. If you'd just rather figure it out on your own, I couldn't suggest Kerbal Engineer Redux any more strongly. It doesn't just give you deltaV approximations like you see in the stock KSP manuever nodes. There are a myriad of calculations going on in simulation that aren't shown to you. KER gives you a heads-up display readout or pop-out window for ease of access, and even offers a great deal of in-editor calculations as you build, such as your total deltaV, thrust offset torque, thrust-to-weight ratio and many more, most of which can be modified by the specific celestial body you wish to encounter. That's really more helpful for complex designs, but it makes rocket-building easy-- well... a lot easier than just "eyeballing it" and hoping for the best. An educated guess is better. Less Kerbal, but more survivable. By the way, mods like Space Y and the Near-Future set of mods aren't intended to make the game easier in any way, they only make certain objectives easier to obtain. So don't think you're terrible at KSP... I've been playing a little over a year almost non-stop and still haven't successfully visited every moon and planet. Hey, even NASA sucks at making spaceplanes! LOL don't hurt me Realism players, I know Earth is much bigger than Kerbin. I'm just saying the shuttle program didn't work out very well, but they finally found another, better way, with time and testing. Good luck TubaHorse! Hope to see your work at Duna soon!
  2. Just match the subfolder's name in the one you unzip to the subfolder in your GameData directory. I open 2 windows for each, so it's simpler. All you have to do is drag and drop the new addition((s) the sequencer is so very worth it) in the corresponding-named subfolder and presto. Oh, and I'm assuming you're using Windows, naturally.
  3. "Getting" KSP... Nawp. Still don't get it. HA ~~~I found the debug menu-- LIFTOFF! Jets and single-stage to orbit are all the rave on Kerbin. Kerbals? Many died. Many... MANY died. For science, mostly. Some out of sheer frustration. Some because OMG LOLZ and spaghettification. ~~~I figured out which freakin tank to put the fuel pipe on first for a proper fuel balance-- Stage One Sep! Lookout Mun, Minmus, Duna, and lots and LOTS of failed rescue missions. Oh, and Eve? NO! Just... ugh. The global Kerbin population suffers a near-extinction-level event known only as "Physics Testing." Whole stations were built.... just to be rammed by speeding, I'm-not-docking-at-140m/s-relative-velocity kind of vessels. Because... science. ~~~"You mean, if I hold Shift while using Offset... I can put any part anywhere?!"-- Interplanetary Base Descent I got chu KSP. There's nothing you can't build. Oh... ahem... Until you get on up in the parts count. I.... really.... love... playin'... K... S... P... though. Ugh, and then I randomly blow up coming out of warp and quickload more than I launch... I keep snacks though. ~~~MODS-- Let's see what chu got, KSP Players.
  4. Would you mind pointing me in the right direction? Specifically the dimensions or "zoom button" would be most helpful.
  5. I had a BLAST with this track man! Nice job with your rover too, but I gotcha beat!
  6. @Shadowmage, I'm thoroughly enjoying your work. There should be a ton more wheel parts in the stock game! As much as I've used them, I've come up with a few interesting ideas. We've got great options, but I haven't seen any wheels I can put objects right in the middle of... Think of it sort of like an inverse reaction wheel-- its gear on the outside. Attach it the same way, or surface attach anywhere by the inner circumference of the wheel with the friction on the outer circumference. Does that make sense? I'm thinking (with the help of Tweakscale) this "ring wheel" could slip over almost any rounded or cylindrical part flush and provide an abundance of uses otherwise left to the imagination. I found an okay example to sort of illustrate. The first Star Trek movie-- uh, well the first one with Chris Pine; remember the bike Kirk gave away when he gets on the shuttle for the Academy? Have a look at those wheels and maybe you'll see the little green node sphere in the middle of it too!
  7. Hey, thanks @V8jester! So I actually figured it out before I checked back here, which still only made me feel slightly less noob LMAO! Edit: I felt complete and total noob-ality when I realized my spider-bot was going to lose her feet the second weight settled on them. I don't know how to use the "MM-patch" you guys referred to so many times in this very thread. Perhaps one of you might link me to a handy tutorial or post one here? The utilitron grabbers are now the only thing stopping me from successful, uh... inversion testing. After that, nothing can stop me from infesting Tylo-- with spidey-lights!
  8. Is anyone else having trouble with the scaling/scrolling of the editor window? The settings scaler simply shrinks or enlarges the whole thing. Dialogue box, buttons and text are uniformly resized by the slider, but I still can't view the options fully. Especially far right options like inversions, or even as far left as the presets button on parts with longer names are cut off by the editor window's limit. As I add more parts a scroll bar appears for up/down, but regardless of how many parts added to the list, no horizontal scrollbar appears. Naturally, this makes certain builds impossible without manipulating those much needed servos. I'm trying to build a spider bot to plant lights on the ceiling of a ca-- well, it's a dark place. If I can't invert servos and properly limit the legs, it's going to take forever to "climb" into position. Any help would be appreciated! Thanks in advance. P.S. For those having troubles mirroring your servos: Place a small cubic strut, wing, panel or any other part appropriate for your attachment (surface/node) anywhere and build your servo on that. Build the full structure of the part assembly you'd like mirrored before you place it properly though, that way you maintain a perfect symmetry. Once you're finished, be sure you grab your new moving assembly to its proper place by the part you started with under your servo(s.) Eureka! Perfect servo symmetry! Note that you may still need to invert your motors, depending on function. My current dilemma.
  9. I'm assuming stability is the primary reason you ask. It couldn't hurt trying a wider base for the structure or a lower center of mass at least, but anyway: Yes you can. I've tethered a tiny research base to Gilly in the past with Kerbal Inventory Sysytem and Kerbal Attachment System. They should supply you with surface pylons meant to be attached to the surface, as well as a means to attach the parts of your choice to those pylons -from EVA, if I remember correctly... with an engineer... who also holds a drill or wrench. Alternatively, KAS winches can be loaded with pre-aimed harpoons to secure your bases to whatever they strike once ejected, provided their respective winch cables reach the surface once ejected and KIS is made obsolete for this particular intention. As far as I know, anyway. Bear in mind, my Gilly-tethered base was updated into oblivion several versions ago, but I can't imagine those particular mods have updated to a lesser quality. There's also been some new parts packs expanding on Infernal Robots recent update which might make the stock "advanced grabber" seem both oversized and underwhelming. Read the IR parts' descriptions carefully and you'll note there are a few options for grabbers depending on the shape and what they grab, as at least one is meant for your intention of grabbing the surface, adding practically limitless options for post-landing stabilization, both fixed and collapsible. There are stock-game options too, however. The advanced grabbing unit is just strong enough that, when coupled with landing gear and clever placement, could also be used for the same purpose. However, that clever placement can often be the downfall of design, as landscapes make suitably flat terrain hard to find and leave your base permanently leaning one direction or another due to the most subtle of hills... but still upright. It's an aesthetics thing, really. My best advice: Don't just follow the attachment nodes! Take advantage of surface/radially-attached parts for more than just adding fuel and/or staging. Try building stable asymmetrical craft as well. Even if you aren't great at it, you're bound to stumble into new configurations of parts you hadn't thought of before that might just mean the difference in your old failed attempts -or just some toys you might've "shelved" while you vie for Mun-base stability. Have fun! I LOVE building bases. Here's my latest Minmus operation:
  10. The KSPedia and Map View could almost certainly benefit from Kerbal Engineer Redux data. Perhaps an additional tab or alternate app similar to the KSPedia could provide more formulae relevant to properly engineer your vessels, if not specify your chosen vessels' stats or by your garage. Maybe an in-flight/editor "vessel statistics" pop-out or button-toggle (yeah, I don't count that flimsy, buggish one in map view.) Otherwise, while it does overwhelm some players with information, the UI can be edited to compromise in favor of those more selective players who find all that data just a little too cheaty (I'm a little of both: basic IFR needs from launch then occassional orbital info for synch or encounters, but GIMME GIMME DATA while building. Thrust-to-Weight Ratio, and thrust torque readouts are just two of my favorite, invaluably time-saving options of many more UI options.) I absolutely love KER and would love to see it integrated into stock, however, I can't imagine how you can make it more... well, Kerbal, I guess. Here's one though -I just can't play the game I want to without it. Perhaps it's more preference than anything, but until I stumbled across Kerbal Planetary Base Systems I struggled to manage interplanetary, self-sufficient research bases without ridiculous-looking, kraken-summoning, part-counts wrecking my missions so often. The aesthetics of KPBS alone caught my eye, but the available utilities of this mod seem much more Kerbal-friendly. The simple concept of having at least one flat side on most of the parts makes it an easy dismount for your little greenies without a ladder -but the garage.... You KNOW you want someplace to keep your favorite jet while island-hopping on Laythe in a base-lander. Well I do! But to pull off the same endeavor stock, the average player's FPS drops to an unbearable rate at launch. KPBS avoids this simply by having an overall ground-based conceptual design that streamlines the building of vessels meant for interplanetary landings and just so happens to fit the overall Kerbal parts-scheme for some excellent potential for combinations to fit any mission, or just to create beautiful and elaborate vessels to send on a journey (or mutilate...) Actually, I can't NOT say something for the integration of Infernal Robotics. Seriously Squad, not only are these guys talented, but you made a space program that doesn't have any moving parts?! Enough said.
  11. @Nils277 you're the man! KPBS is the only real parts pack I have right now, so I should be go for launch without CCK. However, there are parts in the KIS, KAS, and KER, but I only use one part of all parts they each offer ( the flexible docking port.) Happy to try CCK as needed, but I'll report back if there are any troubles with redundancy or anything related to KPBS used without it.
  12. Does this mean the user can opt-out of CCK entirely and the mod itself still functions properly without it? I STILL have no idea what CCK does. Honestly... I love some of you guys' work so much I'd very nearly hunt YOU to get the perks and parts, so I'm really confused. Do I need CCK, or is it about preferential organization of the editor by the user? I'm hesitant to add new stuff and this is the topic I found on it after I discovered the folder in @Nils277's KPBS recent update... Sorry if this is off-topic or already answered, in advance. Standing by- for enlightenment!
  13. @Red Iron Crown Thanks for the head's up! After a successful download, I'm already building for mining Minmus! Many thanks to the helpers and heralds who made it a quick-fix! Prograde on target!
  14. With the 1.2 release, I went a little mod-happy... Needless to say, not all of it worked and I'd rather just pull a fresh installation and start over. KSP Store says, "NOPE." Several "dead" links, My Account, the Account Name link, and including support links. I really hope this gets fixed soon... No KSP for me until. :c
  15. If symmetry or balance concerns you, snap attach the parts first then turn snap off to slide parts evenly along the root part. Repeat as many times as desired, sliding each new part pair into the furthest positions inward for level landing gear, wings, or anything really. Good luck!
  16. Two questions for you: Are you certain you properly extracted and installed the MagicSmokeIndustries file to the KSP Gamedata file? Is it the latest version both game and mod releases? If both are yes answers I'm as clueless as yourself. I was recently relieved of a pesky bug in Infernal Robotic's in-editor settings resetting to default the moment of launch. The IR 2.0.5 release fixed that and I believe that's the most current version until Squad update KSP to v1.2. Good luck!
  17. This bug has not manifested since 1.2.~ release. Okay, I've been having one of those "sometimes" issues and I can't stand not knowing what's going on with this one. Do any of you have apparently random lock in your flight profile? My plane just REFUSES any input to pull up, while all the control surfaces animate to perfection. I can roll, yaw and pitch down sometimes. Not one single degree of pitching up. I'm on a cell right now, so you can expect more info on the subject very soon at request, but here's what happened most recently... My one great love in KSP revolves around the aerodynamics and the Good Ol Infernal Robotics. VTOL. A bit o' Tweakscale too though. No, I'm not placing multiple radial engines around just to switch between them to fly horizontal or vertical... That's a huge waste of parts and my poor lil laptop suffers enough, thanks. Not to mention you'll have some serious efficiency concerns... I use Infernal Robotics Rotatrons to maximize thrust vectoring with various engines and designs. Anyhow, I digress. I built this adorable VTOL jet, "Lil Paw," and have been having a blast landing atop the VAB, island airstrip's control tower roof, and each of the heights of Tut-Uhn Jeb-Ahn even. But apparently random disaster is creeping into my good times... I note a strange downward lurch first each time and automatically get liquided off because I know my Kerbal is screwwed. I vie for control of Lil Paw by shifting the jumpjets around to maintain altitude, and I might even have some success getting stable, but no matter what I do, Lil Paw has absolutely no pitch UP. I even tried flying upside down, pitching down (which translates to up, away from gravity of course,) to no avail. Ultimately, the result is a total loss of control and RUD(rapid unplanned disassembly, AKA BOOM.) I'm thinking this may be a physics bug with the 1.1.3 update, but I'm not coding-savvy, so here I am, screaming all the way to the ground lulz.... I'm running Win7 x64bit 1.1.3 Mods used: Kerbal Engineer Redux, Infernal Robotics, Kerbal Attachment Systems, Kerbal Inventory Systems, Kerbal Aircraft Xpansion(with Firespitter,) Kerbal Planetary Base Systems and Tweakscale. Thanks to all in advance for helping me solve this buzzkill. I really love flying the crap out of Lil Paw but sometimes I'd rather test my laptop's structural integrity with my face... repeatedly lol
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