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Leopard
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KSP2 Release Notes
Everything posted by Leopard
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Currently loitering about my Mun orbit station, having made occasional trips to the surface while he and Val wait the arrival of Odyssey (OTV with a mk2 lander can) to ferry them home to the Kerbin station K2 while delivering a bit of fuel. Not a huge station, but the two of them, and a scientist, as doing fine so far.
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Eggbox here so no kids sadly or stability or large craft oe a decent frame rate with medium ones plenty of complaining though, so I feel right at home bumbling round in the dark. explosion was pretty though
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Console Patches Update Discussion
Leopard replied to James M's topic in KSP1 Technical Support (Console)
Cough *hope* cough, not expectation sadly. Though the current version *working* I'd be very happy with -
Disaster, Got my first rover to Mun, landed roughly in the right place. Follow up mission to take a newly recruited Kerbal, everyone is is on a mission, land nearby do the science then back to the orbit station - drop off a new larger lander in the process. Easy... Landing zone needs an inclination change to reach it, managed but then obviously have to wait for the rotations to align, which they finally did. in the dark. Ho hum, have the rover so I know the altitude of the landing zone, figured it was worth a shot. Slight incident involving some 200 m/s and the side of a crater that was a bit higher than expected later and we are looking at a flag as a memorial, though sadly it will have to be deleted shortly after to conserve memory. Will try again later in the week. Also Duna 2 is now in orbit of Duna, out of fuel, but processing science, need to construct a recovery craft, plan is that Duna 3 will be a revised lander with its fuel, then Duna 4 will be a fuel module for Duna 2, may be a bit wobbly but hoping manageably so, if not will abort the return and send something else out - designed to use the fuel thats already there... Progress of a sort... New mission rule, only land during daylight..
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Console Patches Update Discussion
Leopard replied to James M's topic in KSP1 Technical Support (Console)
you would_hope_ some of the delay is a lack of working on patching the current version, but on porting 1.2 and testing it for the consoles. Thats the sensible thing to do surely? not try to patch up a previous, out dated version... -
KSP launches on XBox One, update on EU PS4 release
Leopard commented on KasperVld's article in Developer Articles
Console versions seem to have enough issues running out of memory without adding a way to make it worse... E.g. VAB maxes out at 300 parts, have more than half a dozen such ships saved and you can forget flying any of them etc. Mods would be wonderful, ideally part of the basic package but something you select on/off as desired, but would really prefer the basics to work first.. -
With both Station Mun One and Minmus Base One munching on science I needed a mission that would take a while to let them get on with it. Hence the return to Duna... This time a manned mission, the profile was to explore Ike (as per a contract), then move to Duna, return science from space (contract again) and attempt a landing, before returning. On board science lab to process results and fuel for a re-usable lander. That was the plan. Heaviest launch to date, roughly 45T to LKO, made it with only one revert (to add sepatrons to the boosters...). Got a node set for the Duna burn, took three orbits of Kerbin to get it with the nuclear engine but off we set. Miss reading of the node meant we were not due a 150,000km pass but a 150,000,000km pass which is too far for the capture. Resulting in burning a heck of a lot of fuel and catching Duna on the second orbit, the ship now incapable of return so a rescue/refuel mission is planned for later (will need to add a new tank module, likely to cause issues so most likely a rescue mission with a similar craft). Ike exploration completed, the lander had _just_ enough DV to land, take off and dock - the mother ship slowing rotating due to a lack of SAS (design flaw), but docked anyway, then a second time after the "no target" bug occurred again. Currently in Ike orbit, with enough fuel for Duna, the lander will drop at Duna but I don't think it will be able to get back up to orbit. Hence Duna #3 is in the planning stages, swapping the science lab for a larger lander with the mission of going out, rescuing whoever is on Duna surface then loitering while the lab processes the data, then bring everyone home safely. All good fun, no casualties yet...
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Larger Text for Burn Notices
Leopard replied to shadragon's topic in KSP1 Suggestions & Development Discussion
+quiet a bit for this, especially on the console - 32" TV here at 1080p on eggbox, the smallest test size is lean forwards to read it. Would be nice to have the ability to adjust text specifically, say small, medium and large text with a couple of size options for each, or even just to make the smallest text the size of the 'Target', 'Orbit' etc text on the naval -
Had a bit more fun and games, had to delete a few more saved craft and now getting to the point where my next mission means deleting active probes to free save space. Otherwise... Minus ground base now exists, all up launch from Kerbin landed in one go, sent without crew. landed on the flats, and actually intended to land there which is progress. Follow up flight of a slightly stripped down lander (science kit removed) managed to land within 400m, so thats now processing and happy. Mun station was refuelled to fund a further trip down so more science there, both labs now munching nicely. Next up is the return to Duna, specifically to fulfil a contract for exploring Ike and science round Duna, plan is a manned mission to both and science in orbit, with a lab module, a 45T craft (about 23T dry) to process the science on the way back... about 4k5 m/s total on the mothership for the round trip which should be enough back to Kerbin orbit from Kerbin orbit. A Duna lander and an Ike lander, both of which will be dropped before the return. Will see if it works, and if I can get 23T to orbit then refuel it...
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Cannot click "Space Center" or "Recover Vechile"
Leopard replied to Sublight's topic in KSP1 Technical Support (Console)
When you restart go to the tracking station, shoe debris, then select and terminate them all. get rid of any probes your not using, eg old contract launches. then delete save craft in the VAB your not using, this mitigated the problem here down to 'occasionally ' from 'constantly '- 4 replies
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- space center
- recover vechile
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Tried lobbing a nuclear power probe at Eve, after two failed launches (handled with a few traffic cones and a D notice) the third clawed to orbit. ran out of fuel halfway there, tracking cut, hope it doesn't hit anything important. tried again with more conventional rockets, Eve 1 L is now on the surface after a text book flight including first aero braking mission. Eve 1 remaining in orbit. Follow up mission landed on Gilly for a significant beam back science load. attempt at a follow up on Duna failed with the probe missing the link up and looking at multiple years for the next, tracking terminated. flag on Minmus mission, easy money really, sent Bill as he's the only one still on Kerbin so he levelled up nicely with a science trip to the southern pole that ended up in the highlands. reasonably successful weekend. "no target" bug back again, deleted a few more saved ships and flags to mitigate it. Also loss and scrambling of staging data getting annoying now. to cap it off built an aircraft design that to my amazement actually flies. Nothing overly useful though but a start, thinking on a high altitude one next
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need to work out how to get screen grabs off the eggbox first... landed a probe on Eve now, and another mission put one on Gilly. Neither likely to return home though. also launched a second at Duna, and missed
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OTV Ulysses returned to Kerbin orbit, where it waited. Redesigned lander for Mun launched on my normal rocket, but instead of using the trans stage to fly to mun, picked it up with the OTV, robbed its fuel and set off. Wobbly rocket again, very low thrust flight, largely thrusting radial, wasted huge amounts of fuel. Ended up robbing the lander of its fuel simply to dock with the station round mun, OTV now docked, empty, seems obvious the whole concept of using the clamp-o-tron like this doesn't work. Ho hum, back to the first idea. Anyway that revised lander was refuelled from the station, leaving its tanks nearly dry, and sent down under remote control as a test. Landed on the side of a mountain, and slid to its destruction before I could stabilise it or lift off, did however make it down with enough fuel I think it could have got back up. Though its not fun to fly for docking, so needs a bit of work anyway for the next version. So job for probably later in the week is revise the lander slightly, fly it back to Mun using its trans stage which I know works, and a second unmanned test
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Have both on eggbox, have spent far longer on minecraft, but then I've had it longer. Find minecraft excellent in the early part of the game, then you have a Loooooong grind, then it starts to get better again. I don't play it online. KSP is a lot more addictive though, seems the start up is more gradual and the 'grind 'phase seems to be more drawn out. Both are fun, different but fun, sadly just only so many hours in the day
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Xbox here, can;t have enough ships to need to name them or it falls over.. That said, Traveller has a decent scheme that could be re-purposed. Two or three character code, then a class name, First character is the general type of craft - cargo ship, lander, passenger transport, station, probe, shuttle etc. Second is a code for the size or capacity, final character is a more specific sub type. Geeky as hell, but frankly for a game like this? spot on. As things stand I have "Station K2" as the second station built round Kerbin, Station Mun 1 can probably be guessed to its purpose, Duna One is a probe, you can probably guess where. Only more creative name is "Ulysses", a newly launch cargo tug for stuff between Kerbin and Mun/Minmus - hope it will be about long enough to be worth naming.
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Have a contract for Eve now.. not started to think on how though, thankfully not 'return' one so a probe will do it. Just about got docking sorted, not efficiently but it works, and still having various memory related issues on the eggbox, deleting anything not currently being used seems to help though. Not quiet up for Jool as yet... but will get there
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Fun and games, starting with good news, by deleting all planted flags, debris and anything that could be functionally covered by another unit, then going into the VAB and wiping the saved designs down to about four I managed to get the game to actually work again (eggbox, go figure). First up, a choice between a third attempt at docking the fuel module to my Kerbin station, or try for the Mun station... Mun it is. Then the comedy started. Core stage into orbit fine, its basically the same as the Kerbin station so no problems, there then followed the science module, which took three attempts despite and identical one for Kerbin working first time, on the plus side I've discovered the Poodle engine makes a passable heat shield and as such my little transfer tug, equipped with parachutes is actually recoverable, mostly. First attempt failed to make orbit, got the gravity turn wrong, muppet error really. Second attempt got to about 2m from the target, then when changing from linear to rotation for the RCS thrusters just exploded, guess the Kraken is real after all. Third attempt worked fine. The fuel tank module was easier, launched it empty to keep the weight down, all docked, nicely in line, trans-stage of the core module still attached, the various tugs having refuelled it, very carefully aim for Mun. Then exit and try again to get the manoeuvre nodes to actually work. All lined up, ignition!, umm... yeah, not sure what went wrong really, the whole station just pinwheels like its seriously out of balance, still its entertaining so while its obviously useless, expensive and doomed I played with it dancing for a while before it broke up on re-entry. To be honest I was amazed I managed to get it to hit the ground.. Hmm.. obviously assembly on orbit is a bit harder than it looks. Still, this is why we are here, second attempt! Build in Mun orbit this time, similar design for the core, this time launched with crew, but with the stations own fuel tanks depleted and its engines removed to save weight - the trans stage got it to a nice circular Mun orbit about 60k up, EVA and everyone is happy. Trans stage still has a bit of fuel, transferred to the stations tanks then dumped - and deleted. Next up, the science lab, my normal little Kerbin tug lacks the fuel to go to Mun loaded so went with a beefed up one. First attempt.. Made it to 20k, broke up, fell over, much amusement Second attempt, with struts, Made it to 65k, just. hmmm Third attempt, deleted the tug, stuck a probe core on the second stage of the lifted and lobbed it up, worked, left the 2nd stage attached with about a 1/3 of its fuel. Launched a modified tug on its own, larger tank, first time to orbit and it worked, met up with the science lab, docked, robbed the fuel and dumped then deleted its second stage. Aimed for Mun, again reset to get the nodes to work (Grr), and Ignition! Annnnd pinwheeling.. Though controllable at about 1/6 thrust, so thats what we did, got to Mun, docked to the station, tug has the fuel to get back which will be tested later. I think the issue is trusting with the docking ports as the connectors being unstable so inducing the wobble which causes the pinwheel, still if 1/6 thrust works, then thats what I'll use. Does mean I think getting Bill levelled up on a mission to reenforce the docked modules before going further, but for now I can cope. Day ended with a new station round Mun, Jeb, Val and Bob on board, ready to do science... Although they as yet lack a lander, or indeed a return to Kerbin craft (the Tug lacks a crew space, a are & fuel tug is in the works). Contract accepted for Flag on the MUn which will fund the lander test and mission, plus more Science! Aiming to have a fully re-usable lander, which means a new design, but one that doesn't need the range to get home or re-enter atmosphere. Also starting to try and work out how to grab screen shots from the eggbox..
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Loaded up, job of the night was simple, get Bill to my space station. loaded a crew shuttle, pushed Bill inside, locked the door and lobbed it up. Final approach on K2. Hmm looks wrong, where is the fuel module and its tug? And why is the incorrect old tug still docked to the science module? game appeared not to have saved the mornings work. Grr. Bill transfered via EVA, left the crew ship nearby and re launched the fuel ship, then docked it and finally docked the crew ship. De orbited the old useless tug, again. Flipped back to the ground and up a few times, seems ok. tried a pad parts test contract, game crashed, reloaded, and everything from the day list. guessing the save has corrupted, will try again tomorrow but can see a third reset coming on grrr.
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Added a fuel storage module to my Kerbin station, again docking went fine first time, think I've got the knack of simple docking, probably horribly inefficient but it works. Station K2 has thus gained a decent sized fuel storage tank, launched 2/3 empty to manage the weight, and critically has also gained four small clamp-o-tron so my crew shuttles etc can dock as well now - next step will be to get a crew onboard to test drive the science lab. Also replaced my on orbit tug used to dock the essentially static fuel module, the previous one worked fine but due to a slight design oversight lacked batteries or solar panels so would have had a short life - drained most of its fuel to the station then de-orbited it. Even without a heat shield it was ground impact that destroyed it, survived re-entry easily (killing most of its orbital velocity with its engine and RCS helps), indeed had it not run out of electrical power I could probably have soft landed it, of course had it had more electrical power I'd not have de-orbited it.. Anyway, slow but steady progress, hopefully later will get a small crew shuttle up so a scientist can board the station for a while, and to further practice docking ready to build a second station to send to Mun. (another contract)
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Check how much ram you have for the mac, I've got a 4GB macbook air, wasn't enough, otherwise was fine, my ancient sidewinder 2 joystick worked fine
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Xbox Control Failure/Unworkable
Leopard replied to Leopard's topic in KSP1 Technical Support (Console)
Problem mitigated by removing some active craft, less than ten and most saved ship designs deleted and the problem is reduced, seems like it's trying to hold everything in memory and failing. -
Deleted a few saved craft, decommissioned a few in orbit, game stability enhanced somewhat. launched K2, my second Kerbin orbit station to meet a contract. Core up first, success on second attempt after the first broke up shortly after launch. Science lab module launched and docked first time (my third docking!) which went like clockwork. Station not yet crewed though. tonight should see a fuel tank added, probably empty, with small docking ports for my current crew shuttles
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What do you think of science-to-tech research mechanic?
Leopard replied to Wjolcz's topic in KSP1 Discussion
I like it, would be nice to have multiple trees you can pick from and more increments, eg unlock fuel tanks individually and not in batches. Plus more themed branches, planetary science, comms etc. oh, and include on consoles! -
Bug: Staging information being scrambled
Leopard replied to Leopard's topic in KSP1 Technical Support (Console)
Probably a case of all the other bugs meaning people don't get far enough to notice... glad it's not just me though -
Making progress in the restart, slowly, between the game locking me out of KSC, randomising the staging info (or forgetting it totally), randomly forgetting how to make manoeuvre nodes, being unable to _exit_ time warp and a whole stack of other irritations. Managed a Duna landing, of 'Soviet' proportions the amount of controls that failed trying to do it.