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Hoody

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Everything posted by Hoody

  1. Hello kerbalnauts. Two things: 1. I LOVE this mod. 2. My engine sounds and some other sounds (e.g. explosions nearby) are muted once I visit another celestial body (e.g. when I get to Minmus my engines are silent and remain silent until I launch another mission). Any ideas what might cause this? I only have a few other mods installed: KER, Scansat, ReStock, etc.
  2. I have Scatterer installed on my mac and it makes negligible difference to the load times. Weirdly, I have the same set-up (same mods, same release) installed on bootcamp windows 10 on the same machine, and Kerbal takes about 5x as long to load on that.
  3. Can confirm. Once I started the passenger missions the dreaded Kerbals 200m in the air bug kicked in. If I stick to the plane building missions and milestones it all works, but passenger ones are messed up big time. Is this pack still under active development? I had a feeling I'd read that the developer was done with it? Such a useful addition.
  4. I've checked it on 1.3. Basic stuff seems to be working fine but the barnstorming mission requiring props doesn't work. I accept it, and the prop turns up, but the contract is not listed in "active" contracts. Other than that, no problems so far and Ive completed maybe 30 missions.
  5. I recently installed a huge number of mods to play along with Scott Manley's Galileo Conquest Let's Play. In the VAB and SPH, even if I am in "place parts" mode, a "move" tool (the green red and blue arrow thing) will show up. If I select another part, multiple move tools will show up until there's a dozen of them floating in space. I know it's a conflict but before I start uninstalling mods one by one, I thought I'd check to see if this is a known issue to save me time! Modlist and image below. http://imgur.com/a/qugUU Modlist:
  6. Solve the dispute by adding a "Stock only" category and give it the most prestige seeing as it's harder — job done.
  7. Right click and "save as" (I checked and it works for me) — if that doesn't work, here's a zipped version: https://dl.dropboxusercontent.com/u/234955/Docking Gym.craft.zip
  8. Congrats Eidahlil. Nice video too. I'll look into changing the action groups and re-upload the station. I swear I tried undock only and it still didn't work, but I'll try again. EDIT: I updated the craft file. The craft will now undock with "1" from all nodes. I also re-rooted to the docking ship so that it defaults focus when you undock — I was having to manually press ] every time... Thanks for the tips.
  9. Title says "Solar Speed Challenge" — pretty clear implication
  10. And just for the record, Dman979, here's the timer concept working with ant engines. Six minute timer in 12 increments of 30 seconds. A bit noisy even at 21.3 thrust limiter. Ions would have been perfect! Seems like a rudimentary idea to me, but if you think the spacecraft exchange folks will like it I'll send it over. "Clock" on the launchpad In space. Thrust neutral and thirty seconds passed Only one minute left!
  11. Great idea Dman979. I added your suggestion to the rules.
  12. I just designed an elaborate clock-face using ion drives as countdown indicators. My plan was to use decouplers with crossfeed disabled and xenon gas containers of decreasing amounts to produce a timer. Then I discovered that xenon gas does not respect crossfeed rules, like monopropellant and electricity! The only way my timer design can work is using liquid fuel engines, but this is very noisy. Darnit! Back to the drawing board.
  13. Right, but the timer feature. I guess I could adjust it to "finish the map with the most monopropellant remaining" instead of making it a timed challenge, but this is also easily cheatable — not that that's a huge concern here. One timing idea I came up with was a series of ion drives that are all triggered by "1" when you undock. Each has various levels of xenon gas, which makes them burn out at certain intervals (say 30 seconds each). Their thrust cancels each other out (I have them facing each other) so it doesn't effect the station's rotation. So the challenge is to complete the map while as many of them are still burning. This is also cheatable, however, as it requires you to start with full thrust, an someone could easily tone it down and appear to have finished much more quickly. Not a huge concern — but I was interested in making the most intuitive, easiest, hard-to-cheat, and visually appealing solution possible, and I didn't quite get there. OK How would I change it so that the action groups work consistently for all ports? I tried the conventional way, but it doesn't work in practice. I might re-upload if I can fix this, as it won't really effect the rest of the challenge, especially as no-one has entered a time yet. I'll work on a timing mechanism too and see if I can put it all together in one re-upload. Thanks for helping me out man.
  14. One more thing you guys can do to help. When designing this gym I tried to use action groups to make all of the docking ports undockable using "1". However, this only works on the first docking port. Even if I set all the ports to undock and decouple using a hotkey, they won't work once the little tug has disconnected once. Is there a way to bind undock to the docking port on the tug to one key, or to all the other docking ports on the station without using mods? This was one major frustration. As it is you have to manually undock by clicking the relevant port, which can be a bit fiddly on two of the tighter ports in this challenge (the orange and the purple), which is compounded when you factor in the irritating camera pan that occurs every time you dock!
  15. Thanks Dman979, and everyone else who gave some thoughtful feedback. My original intention was to feature a tug with all three docking ports on it and a much more complicated gym, but I thought "why not do a simple one first off and see if anyone actually plays with it before you spend too much time on it" — you dig? If this gets much of a following, I'll happily design another one, which will be much more challenging and feature some fun ideas I have thought up. If anyone has any ideas how to make this more easily measurable as a form of competition, I'm all ears. Right now I see it more as a fun challenge than something people can compete on, as most people lack the ability/will to make videos and upload to confirm their times. I've completed the course in about six minutes, but without really focussing. I'll try and upload a video of my bumbling efforts, perhaps that'll get the ball rolling. Cheers!
  16. Challenge The Docking Gym is a space station with eight docking ports which you must dock with in sequence. You must complete the course as quickly as possible using the ship that is already docked to the start. The provided ship has a useful green LED (a clipped battery) on the dorsal side for easy visual maneuvering. 0. The starting dock — Press 1 to undock and start the challenge. 1. Yellow "The Gimme" — A simple docking port. 2. Orange "The Fat Socket" — A port in a recessed socket 3. Red "The Cage" — Negotiate the iron bars 4. Purple "The Pipe" — A tight-fitting pipe 5. Blue "The Dentist Mirror" — An inverted port 6. Green "The Obstacle Course" — Avoid the spikes and dummy ports — only the illuminated green one counts! 7. White "The Shower Head" — An awkwardly angled port 8. Back to the starting dock — you're done. Instructions 1. Download* the craft file ( https://dl.dropboxusercontent.com/u/234955/Docking Gym.craft ) and put it into the "VAB" in the "Ships" folder in your save file. 2. Launch the ship and use the cheat menu (alt-f12) to put it in orbit (choose the "orbit" tab and select the celestial body and orbit of your choice) 3. Make sure your timer is visible and is on minutes and seconds mode (MET in top left corner), and take a screenshot, then immediately go to next step: 4. Press "1" to undock the first node and away you go. (Note: Pressing "1" will also undock from all other nodes.) 5. Press F1 to take a screenshot at every port you dock at, and at the last port. Make sure the timer is visible in each shot. 6. Post your time and screenshots. Two screenshots is enough (start and finish) to show you completed the challenge, but all eight are preferable and required for verified leaderboard times! *If link gives you a screen of text, try right-clicking and "save-as" or try this zipped version (your system might not like .craft files) https://dl.dropboxusercontent.com/u/234955/Docking Gym.craft.zip Leaderboards A-Class — No assists or navball (finish the course with no instruments) 1. 3m 58s — Eidahlil 2. 3. 4. 5. B-Class — Navball and other docking port tools allowed 1. 2. 3. 4. 5. C-Class — Bring your own ship (use a docking ship of your choice instead of the provided one) 1. 2. 3. 4. 5. Good luck! Enjoy the challenge. This will make you a better docker. It will also frustrate your pants off.
  17. Thanks guys. I found a happy medium: I get my plane to 60,000m, decouple the rocket and cruise it to 70 with an apo of 100 or so and a peri of 50. Then I can switch to the plane and land it in time to get the rocket before it hits the atmosphere, which isn't in itself completely necessary because if not active, I've found that objects with an orbit below 70 don't de-orbit when not focussed in any case (judging by the amount of "de-orbited" debris I have cluttering my 50,000m mark... This seems to work just fine for my small air-to-orbit launcher. Thanks for the ideas.
  18. I have been experimenting with launching small rockets from the back of aircraft in-atmosphere (around 45000m) as a way of making a fully recoverable program in early-mid career. I am running into a problem. Once launched, I can switch to my rocket probe and fly it into orbit, but I cannot switch vessel back to my plane because KSP won't let me switch vessels while in-atmosphere. By the time my rocket is in orbit, my plane has disappeared (read: crashed). Are there any tricks for handling this scenario? I don't necessarily want a space-plane so please don't suggest that. I want to make in-atmosphere air-to-launch possible. I'd really appreciate any input. Usual disclaimer: searched forums, didn't find what I was looking for; apologies if this is a repost.
  19. Thanks a lot for clearing up the bug guys. I thought I'd gone mad. I learned early on to get into the f5-f9 habit, especially for bugs like this. Thanks for the KIS and KAS suggestions. I've heard of those mods but not delved in. I only have Engineer and a few visual mods installed currently. I'm committed to doing everything in stock in my first career mode, which has resulted in some hilarious cobbled-together, ugly-as-sin creations to perform simple tasks. You should see some of the awful contraptions I've devised for surface rescue and multi-contract missions. But I will definitely pursue some choice mods once I've exhausted my curiosity with the limited base parts. In the meantime, I'll be looking out for raining payload.
  20. radonek, no that's the thing — the contract was to retrieve from the surface of the mun. After my first failure, I left the kerbal and the cabin on the surface pretty much where I found them. On my return, I found the kerbal but no craft. Once I landed, the cabin materialized in mid air. I spotted it just as I was maneuvering around trying to dock with the kerbal on the ground (by getting her to jump up into the armed klaw). It fell on my ship and exploded it. So weird.
  21. Thanks Scotius. I take contracts for the challenge rather than the cash. Although I went back to that contract and combined it with two "retrieve component from orbit" contracts and it was pretty profitable in the end. I think my ship cost about 240k and it netted upward of half a million. I was just confused as to how the cabin would end up 1000s of meters in the air directly above my landing site!
  22. Hi. First post here. I've been playing for a month and I absolutely love this game and the community. Just wanted to share a weird experience/bug. I had one of those "rescue kerbal and their ship" from the Mun missions. The ship turned out to be a Mk1 crew cabin. My first attempt to retrieve it with an advanced grabbing unit failed when I ran out of gas trying to land on it. So I trashed that ship and redesigned a better grabber. I returned to the Mun, but I find the kerbal standing there all by herself — no crew cabin in sight. This is terrible news because I planned to use the cabin to bring her home. I decide to attempt to "dock a kerbal" when suddenly I become aware of an object in the sky. It's the Mk1 crew cabin falling at high velocity from the sky for no discernible reason. Direct hit on my newly designed rescue ship. Totalled it. Why!? How? Hilarious.
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