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Leopard

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Everything posted by Leopard

  1. well, built a crew capsule and sent three whiteouts up to the interplanetary bus "F2", mucked about with the fuel to maximise what the transfer vehicle had, then boosted for Duna!. Got there safely, not enough fuel to risk the return flight, so they are stuck there until the next stage is assembled and sent (Ike refuelling refinery and small transfer shuttle) to let them come home. Tried the lander... For whatever reason the parachutes failed to open, armed, but just never opened, presumably a setting wrong somewhere. realised too late to engine brake so the lander is in bits with the scientist also in bits sadly. Will revise and try again on another flight.
  2. Ture, but that doesn't mean a common code base isn't possible, you use conditional compiling to produce the different versions, means fixing a bug on one platform should sort them on the others - unless its in a platform specific bit. Doesn't make anything automatic, but does make it a lot easier to manage updates and versioning
  3. you would hope there has been work to shift towards a reasonably common code base such that eventually such things roll out as soon as the console gate keepers "approve" it
  4. would be a good way to add another building to KSC, a "technical space simulator" - in effect allowing transfer of craft between sandbox and an actual save - implemented by in effect saving the career, storing what the file was - then starting a sandbox (any saved), when "leaving the simulator" reloading the original save, with a way to access the files. Provides a new building (or two if you lock to VAB or the SPH), perhaps add an option to "lock to the current Tech Tree and capabilities" to copy that into the sandbox - naturally science earned etc doesn't mirror back, and you don't see missions etc
  5. have noticed similar, solution seems to be accept and complete a couple of other contracts and eventually one for minmus will be among the new ones generated.
  6. will keep looking... Today! start of the Duna exploration project, I've had Kerbals in Duna orbit, but "issues" with the old console ports stopped me bringing them home, so where are we today? Well the interplanetary nuclear tug "F2", a development of the "F1" tug used previously is now in LKO - with its launch second stage still attached as a reserve fuel tank and a booster for Duna orbit injection. Lessons from F1 include putting the engines on outriggers nacelles to leave the aft free as a single "heavy" docking port for moving a single payload. Only two nuclear engines vice three to cut mass, four nacelles, the other two have aft docking ports for smaller cargos. Crew capability is five, with a probe for remote control, decent comms for relay duties, and critically plenty of control wheels plus an RCS rig so the tug can dock with cargos directly. This is now in LKO having launched successfully first time on a somewhat overpowered launcher (hence the spare fuel remaining). Second flight showed a lightly modified mun lander on the tugs nose docking port - basically added parachutes and an aft heat shield to protect the science payload - it should be able to land from low duna orbit and with the engines to control re-entry speed. parachutes then a burst from the engines should get it down safely - will be interesting to see if it can safely regain duna orbit - hopefully not needing a powered landing will retain enough dV for a return to orbit. Tomorrow will see a crew module launch and dock to stick a crew of three onboard, then remain in LKO and hopefully the orbital transfer. F2 should be able to get to Duna easily enough, will see what fuel is left when we get there to see if we risk the return flight or send a fuel tug (an Ike based refuel rig is planned for a later mission anyway). In effect this is a test of the tug as much as anything, but will hopefully grab some science - and with a pilot, engineer and scientist on the tug will try re-using the lander as well
  7. Cheers, as expected "requires Xbox Gold", so to coin a phrase, sod that, was hoping for a way to get them onto a pen drive or something. meh.
  8. since EE seems to be behaving better now have started again, today saw the first of two mistakes corrected. I had stuck a science lab around mun, empty, eventually got a reusable lander (first for me) with a pilot attached, test flight for a nice fat science load.. but no scientist, a rescue mission hit the jackpot and the scientist was assigned to mun station for a while before coming home. Slight snag... station built its full stock of science, then discovered not enough battery power to transmit it... So today say a small power boost module docked, bringing RCS fuel and rocket fuel for the lander as a resupply mission - 500 science sent home using the extra batteries. test flight of a new crew ship with range to handle mun & minmus orbit, docking and return to Kerbins surface (not designed as a reusable one) saw the scientist swapped and rescued. The other one will be more of a challenge, a mun surface science station, which fell over on landing but survived, has a full science load but suffers the same issue... need to build a rover able to dock to the exposed docking port and bring some more batteries... will be the first rover other than a small 'joke' one I've built, never mind tried to land... job for the future. As will be my first manned return mission to Duna.. Job for another ground base, part of which will again be a science lab for an extended stay, multi part mission - unmanned base drop is planned, following an orbital scan to try to find somewhere to make fuel. Still no idea how to get a screen shot off the eggbox though and onto a website
  9. Currently you set time warp generally with the left bumper and the "X" and "B" buttons, this works nicely. However in the tracking station "B" is the short cut to "terminate craft", would it be possible to move this so the usual time warp controls work in the tracking station? Suggest keeping "B" for time warp and "back" only, so in generally its more consistent with the rest of the game and makes time warp in the tracking station (e.g. waiting for planetary alignment) a lot easier. Maybe put the "Terminate" button on "Y"?
  10. translation works here in docking mode, however go into "fine" mode with the blue icons and then linear mode works as it should, but rotation mode simply does nothing
  11. depends if the console ports get it, if so I'll consider it, if not I guess I won't
  12. keep an eye on the gauges to the bottom left, its not that hard to get control in one axis only with a bit of practice - have also found craft drift slightly so you need to correct in other axis anyway. having briefly tried a keyboard I vastly prefer the analogue stick method
  13. Went with Mun, its the first one I go to, tends to be the most explored and by the time I can easily get to minmus its just doing the same stuff in a different location, Mun gets the "firsts" The thrill of managing a landing the first time, heck making orbit the first time (pre-mission planning etc), before I'd seen too many tutorials, just trying it over and over, but the first time a Kerbal landed on Mun and got home safely.. so far no other world or moon has quite matched that
  14. Noting now I'm starting to use craft with more parts on the Eggbox that the controls become a lot less responsive, its like you need to press the button at the right moment when the game is watching the controller - not taking and queuing controller inputs to process when its busy
  15. Trim is useful, just not controlled the way it currently is, adjusting trim should be a gradual process, not the sudden 'all or nothing' we currently have, it should also not be set using the same controls as anything else you will be using in flight. Cursor pre-set has the throttle correct though, who ever thought making liquid fuel engines 0% or 100% as a default was useful has never tried landing, docking or followed the tutorials about throttling down at low altitude to reduce drag
  16. Ooooookay Patch for the Eggbox version installed, seems to be working so decided to give it a whirl. Currently have: - Unmanned station around Kerbin, waiting two fuel flights to complete a contract, also waiting its first crew flight to get the mission contract thing to see it as a space station and start offering upgrade contracts - played with Kerbnet, still keep forgetting to put antenna on things - manned landings on Mun, several out & back missions - Mun Gateway station started, science lab (as yet unmanned), has Val sitting there with a reusable mun lander thats had a test flight - just need to get a scenic crew to the station - Mun surface base (contract jobbie), landed with vapour left in the tank (which Bill & Bob were thankful for), which then fell over, but only broke a few solar panels so still working, once the science is exhausted they will be rescued.. - First Minmus mission, have taken to carrying small hitchhiking probes without engines on larger manned flights to drop satellites or probes etc, so dropped one on the surface, some 550 science returned on the first flight. Nothing outside the Kerbin system as yet but to date no crashes or data loss so looking good
  17. well have now docked a few craft, haven't yet landed anything that docked back at base, however so far not a single actual issue I've noticed (using cursor mode still to avoid problems with accidental trim setting and to make the throttle work etc). Out & back to minmus with the time warp, again still not used for an age as the trips are not huge but it seems to be working. Tomorrow should see crew flights to an LKO station so will see if that recovers the station (which will be irritating)
  18. Working better here, not found anything thats a blocker since installing the patch, there are a few issues still but critically the game appears to be behaving better than the re-release and so far no worse than the first release. not played long enough to see if the save corruption issues that the first edition had are truely gone or just pushed further out - have noticed the "save" animation now though with the game no longer trying background saves quite as often - likely part of the corruption issue and frankly I prefer this way
  19. Eggbox here, so far not been left locked in a craft unable to exit after using warp - though still within the Kerbin system, so using warp but not for long. However pre-patch that was the kiss of death, its nice flying a mission without having to save after each and every burn
  20. same here, seems to be working a lot better, just the usual issue over it selecting the crew hatch unless you are very careful
  21. had this as well, not entirely sure what the window is telling me, but noticed there appeared to be no way to close it
  22. Not as yet, hopefully will get that one today, still at “orbit the mun”
  23. Firstly, my thanks secondly, career mode now seems to work, not had a bug kicking me from returning to KSC, even with time warp so far. Can but upgrade parts and not yet had a contract go walkies. nice to be able to run a mission without having to save after each burn still the issues with “press B for more info” in R&D closing the window, irritating but not game breaking - assign one of the other buttons (Y?) to be More Info?
  24. Depends if its RCS "not working", as in turns on, but doesn't do anything. RCS "not working" by refusing to even turn on (i.e. yet another interface control issue) or its on, but not set correctly
  25. not sure I have tweakables turned on, I've certainly not turned it on though (wouldn't know where to look to do it) and have found a range of problems. I'm suspecting the issue is related to the game saving mechanics, the game marshalling data to save from various places and perhaps not locking the data first so getting something inconsistent, or preventing an update somewhere - the save fails for whatever reason but the game doesn't "release" - hence various locks still being in place which would explain why some of the controls stop working. Would also explain corrupted saves and the general corruption of various records within the game (e.g. missions vanishing when the memory array is corrupted)
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