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mystik

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Everything posted by mystik

  1. Update: Going through files, I found something, I have not seen it in the release notes: minidrill.cfg 155. MaxCoolant = 100 //Maximum amount of radiator capacity we can consume - 50 = 1 small 148. MaxCoolant = 50 //Maximum amount of radiator capacity we can consume - 50 = 1 small radialdrill.cfg 154. MaxCoolant = 200 //Maximum amount of radiator capacity we can consume - 50 = 1 small 142. MaxCoolant = 100 //Maximum amount of radiator capacity we can consume - 50 = 1 small Whatever these numbers mean, they simply have halved the efficiency of the radiators, making the ISRU unusable.
  2. I did some extra reseach, looking at the 1.3.1 file vs the 1.2.2 file for the mini ISRU The following differences were observed 1.3.1/1.2.2 50. TemperatureModifier 50. TemperatureModifier 51. { 51. { 52. key = 0 50000 0 0 52. key = 0 50000 53. key = 750 25000 0 0 53. key = 750 25000 54. key = 1000 5000 0 0 54. key = 1000 5000 55. key = 1250 2500 0 0 55. key = 1250 2500 56. key = 2000 2500 0 0 56. key = 2000 2500 57. key = 4000 0 0 0 57. key = 4000 0 UseSpecialistHeatBonus = true (missing in 1.2.2) SpecialistHeatFactor = 0.1 (missing in 1.2.2) Does anybody know what these differences do? I used to be able to cool the damn thing before easily without problems with 6 small radiators. Nothing has changed since. https://kerbalspaceprogram.com/api/class_base_converter.html Explains: float BaseConverter.SpecialistHeatFactor = 0.1f How much each level of the specified ExperienceEffect will reduce heat But this still does not explain why now the thing overheats more than it used to.
  3. Before, I could use one convert o tron 125 and 6x small radiators (the extendable ones). Now, it barely works if I add an extra 2 huge radiators. The ones that are insanely big. What happened? It is ridiculous. It makes my SSTO unworkable if I cannot cool it. Is this a bug or something changed? I currently have a ship in space and have been playing since this summer on a grand tour and now it looks like it is stranded. How many radiators do you use to cool down the 125?
  4. Just do a small ship with ISRU to go from biome to biome. I use a space plane for this. Once it is done it returns to the main ship and travels to other places.
  5. And how would multiplayer work with time acceleration? Or do you get to play only real time? Good luck ever reaching Eeloo playing like that. Your grandkids will be the ones flying the rocket back. Not all games should have multiplayer. This request is not realistic and childish. Plus, how many people would have the time to play when someone else has time, how do you go back if you decide to reload?
  6. My first ever Mun landing, crashed the ship, ended up on one side. Made a new ship, with a claw underneath and wide space between the edges, had to tilt the rescue ship on one side, then slowly rotated the crashed module into the claw of the recovery ship, retilted the ship back to horizontal, then sailed back. Unstable as fck. Still, did enter the atmosphere, had to do it a half throttle because it would wobble terribly during flight. Since then I never attempted Mun landings on rockets and used only SSTO ships. I have returned to the Mun in my Arrow ship and did biome jumps to collect all the data. I have not used a rocket ever since I made this ship because it takes away the stress of managing your fuel too carefully. You'd imagine a ship that can go to Moho and return without breaking a sweat is way more pleasant to play than crashing a rocket on the Mun because you run out of fuel during the Mun approach and crash the thing into the ground.
  7. Ike is the creepiest place for me. It is too dark and it not comfortable. The loneliest moment was the time when I first landed on the Mun with Jeb, Val and Bob and got stranded until I sent a recovery ship that managed to grab the tilted over ship with the crew and flew the entire thing back. It was out of balance so I could not thrust 100%. It was a slow takeoff and a slow trip back. But that's not all, an autonomous control unit was located just below the first ship when it hit the Mun, it broke off during the crash, so it stood there for almost 10 years on the Mun, in hibernation. It was made out of one 800 tank, a control unit (the one that has 1000 power) and 2 small solar panels. Using the bay doors I could flip it into a position that would allow light to power it up. Eventually I send a modified version of my Arrow ship (with a claw instead of a docking port at the front) and landed, recovered it, took off and landed it perfectly at KSP. The whole thing was unbalanced reentering the atmosphere. The recovered part is now placed in the middle of KSC, there is a spot between the buildings that looks like a small park. Besides the "monument" use of it as a rememberance of the first time I landed on the Mun, I also use it as a guidance when returning to base because it is close enough to the landing strip to be of use. So, the loneliest moment was the 10 years of that being stranded on the Mun. The current Arrow (basically my interplanetary go anywhere ship) that I use now will also be retired one day, when it completes the Grand Tour, but that is a long time away. It still needs to finish Dres, Jool, Eeloo and dip its feet in the Eve atmosphere, before landing it back at the base, where it will say farewell to the Bow, which will be going to Minmus for refuel, to be used in future missions. The new Arrow will feature new improvements based on the gathered data by flying the current Arrow. Will that be another lonely moment? I will drain all the fuel out of it, so I don't accidentally try flying a museum piece again. Wrote too much.
  8. The Grand Tour in pictures: Kerbin - Minmus - Eve - Gilly - Moho (part 1 of 5)
  9. Update. I have not played in a while, but have gone the path of Kerbin - Minmus - Gilly - Moho - Gilly - Eve (low orbit, no landing) - Gilly and have reached Kerbin again, going to explore Mun, refuel at Minmus again then continue to Duna. I will also unload the science accumulated via a small SSTO to cash in the over 10.000 science and add it to the already existing 15.000 points (I know, I have unlocked everything and there is nothing else to research, but I still do science for the the sake of gathering science). I will post pictures when I have some time. I have visited Duna before, but didn't actually land on it with a crew before (except for testing) so it should be interesting. After that, back to Kerbin, and then forward to Dres, because Duna to Dres transfer is very hard and is easier to just go back and then go to Dres (as per the window transfer data). After that one, time for Jool system and finally to Eeloo to complete the tour and back to Kerbin to land and claim all the science I ever wanted, after which I will have to work on a lander for Eve to visit everything in the system. From there I will probably test the ship in Galileo space mod and create a model specific for that system if needed, but I have to see.
  10. SVE - Because I like the game to have some personality isntead of blank planets with no atmosphere effects. You'd think clouds would be a thing. Guess Squad thought it would be too revolutionary for our time. Chatterer (+ extension pack) - Because a game without ambiance looses a lot and I quite like to hear things. Maybe Squad wanted to make the game more for those with hearing issues. So they chose to put as little sound in it as possible. Transfer window planner - Yeah, because not even real space programs operate without something of this kind, so the fact that it is missing is rather poor. Alarm smth smth I forgot the name - Because I like to have multiple ships in space and would not want to forget to adjust their orbits when I get to do other things. Kerbal Engineer - Because having fuel units and weight displayed without more details about how a ship will perform is stupid. Either you go full science and math about it or you simplify your game. Making your game half math, half guesswork sucks, hopefully they can see that. I miss one mod, called RCS Build, which allowed you to switch between COM full vs empty so that you didn't have to empty 20 tanks like a complete retard every time you added or tweaked your space plane. Why this isn't a default, I don't understand. Again, half math, half guesswork. So to sum up why I use mods? Because the developers forget important details. And don't seem to be interested in implementing them either. Also, Squad, please, can you please, fix your wings already? Create actual wings, with lift, don't go half math, half nonsense with everything. And allow them to be tweaked in size so that you don't need to add so many parts to make something useful.
  11. I think it is at http://bugs.kerbalspaceprogram.com/issues/15410. Is this the bug? Or is it something else you're talking about?
  12. Download links (updated 11.03.2018) Q: Which files do I need to download? A: You need to download the latest version of Arrow and Bow + Archer craft files. This is because the ship is made out of two craft files. Q: Why do you use two craft files? A: It would not make any sense to launch with the Arrow attached at the top due to high drag. Q: What happened with the Bow craft file that was available as a separate download? A: Since you can just remove the Archer from the bottom of the Bow + Arrow ship there was no point in adding an additional file. Downloads: Arrow V3.0 -> https://kerbalx.com/mystik/Arrow-V30 - Recommended download (Upload date 21.12.2017) Bow + Archer V3.2 -> https://kerbalx.com/mystik/Bow-+-Archer-V32 - Recommended download (Upload date 11.03.2018) Arrow Bow Archer Captain Handbook v1.2 -> http://www.mediafire.com/file/zgm5a4fy1wns381/Arrow_Bow_Archer_Captain_Handbook_v1.2.doc - Recommended download (Upload date 20.01.2018) Bonus Eve Lander for Eve expedition for those that want to also visit Eve: Dart V3.1 -> https://kerbalx.com/mystik/Dart-V31-Eve-Lander-with-Rover-and-return-Pod-to-Eve-orbit- Optional download (Upload date 11.03.2018)
  13. I hear you. I did it last night and got it working. But I had to google a bit for where the package mod goes and stuff. I guess I've just gotten too old for patience. I used to love thinkering in my 20's, but now I hate even having to reinstall windows once every few years even if it's much easier than back in the Windows 98 era, so can you blame me for wanting the easy way?
  14. People are debating whether this is good for the game and all I can do is sit here and think "That girl in the middle looks good". HERP DERP! Whatever is in the future for KSP I am happy with what I payed for so far so even if the game development stops I still get to play the game.
  15. There is a bug reported here for this http://bugs.kerbalspaceprogram.com/issues/15410. I am thinking that this is only a temporary issue regarding the parts since there is one dev that is handling this. However, the ship files may need the field set to true instead of delete, to not break the file with future updates.
  16. Neat. I tried a bit yesterday but ended up editing the wrong stuff. Now it's a bit more clear. I do have one question. Would editing the ship file and instead of deleting the active = False replacing it with active = True have the same effect? The thing is I rather play safe because I have a public ship released and I wish to update it to 1.3 but not break it for future patches in case the line you are deleting becomes mandatory and the lack of it breaks the code. Does that sound crazy? I admit I am not much of a programmer or even code editor and it shows.
  17. I got away with editing the displayActions = true (instead of delete) and the option is back in game, including for any new ships I launch (even if they are from 1.2). However I have issues editing ships already in space. Can you explain a bit better how to edit saved ships?
  18. Hey man, any idea when you will update this mod on ckan? I mean, I can download it from here, but so many files that go everywhere is just a mess. In my younger years I would play around but right now I can't stand this stuff anymore.
  19. I completed my first Dual SSTO hybrid, enabling you to go anywhere and land anywhere (except for Eve), so I thought I should shill this creation here as well. It works by coupling the two parts in space. One acts as a lander, the other as a tug, please see the manual for additional details. You can find all the relevant details at: Is it big? Check! Is it insane? Check! Is it easy to fly? Check!* Is it awesome? Check! Is it so, like, non-mainstream, like, you know, like? Like, check! *It may not be that easy to fly as advertised. Please see the manual if something isn't working right. BATTERIES INCLUDED! See the commercial made especially for this. Lol, KEK.
  20. Hello, I present to you the Arrow Bow Archer Dual SSTO, my first ship able to visit the entire solar system and return. It can land on Moho, Tylo, Laythe. Only Eve landing is not possible. I will be uploading the manual to this thing since it explains how this ship works. Here's what you can do: Object Can it reach this orbit? Can it land on it? Which part can land? How difficult is it? Kerbol Yes (fly by only) No N/A Very hard Moho Yes Yes Both Hard Eve Yes No N/A Impossible* Gilly Yes Yes Both Easy Kerbin Yes Yes Arrow only Medium Mun Yes Yes Both Easy Minmus Yes Yes Both Easy Duna Yes Yes Arrow only Medium Ike Yes Yes Both Easy Dres Yes Yes Both Hard Jool Yes (fly by only) No N/A Medium Laythe Yes Yes Arrow only Medium Vall Yes Yes Both Medium Tylo Yes Yes Arrow only Very hard Pol Yes Yes Both Easy Bop Yes Yes Both Easy Eeloo Yes Yes Both Medium Asteroids Yes (near) Yes* Bow (V3.0+)* Medium *Technically you can land on Eve, but you can never go back, since the Arrow lacks the high dv required for Eve, please use the Dart ship to perform this task, but use caution as the task is difficult. *Asteroids can not be landed on, but can be docked to using the Bow with the claw, a feature that has been added on Bow V3.0 and above. Essentially it is the result of over 6 months of designing and testing. As it is this enables you to travel to anywhere. No hacks, all stock, pure SSTO design built from zero. Additional pictures are available in the thread under the spoilers!!! Comes with its own science bay, resource scanners, mining equipment (7 crew, but max 6 crew recommended, see the manual). Can function indefinitely. No solar panels. Lots of controls. It's one giant exploration lab, ship and base. Because some of the functions are more complex I made a beginner friendly guide as well. Read it, skip it, your decision. Tell me what you think and if you find any bugs. Old Links kept only for archiving purposes (please see the post below for the latest version)
  21. Hello, Work on my multi part space exploration ship is nearing completion. Some minor bugs left to correct and extensive tests to landing on Tylo are all that remain. I know the ship can reach and land on Moho as I have performed this test already. I know that it can also land on Tylo as I have tested from a cheat orbit to land just the Arrow (main lander ship). I will test and confim that this works also by reaching there from Kerbin, refueling at Duna, then Pol, then Tylo landing, just to be sure. One of the bugs is that the tail touches the ground before the landing struts but this is just a minor adjustment. Fully capable of performing science, full RTG + fuel cell power (no solar panels), refueling. I am also working on a guide with details on how to fly the ship correctly and example flights for Moho, Tylo and other difficult objects. While the ship starts as a separate space plane (Arrow) and a two part Bow-Archer rocket, the actual usable parts are the Arrow and the Bow, as the Archer is only a recoverable launch platform for reaching higher Kerbin suborbit. The ship will be available soon. I will most likely create a separate post for it since it is neither a SSTO, nor a SSTA, but rather a DHIS (Dual Hybrid Interplanetary Ship)... Yes, I made that up. Album is here: http://imgur.com/a/xBxy1
  22. This is good for local SSTO, but if you want to go build a SSTA you cannot use RAPIERS as they are a lot of weight to carry around. I found that a ship can go to space using a combination of RAPIERS and a single Vector engine. My ship is about 300t and I can fly it with 6 rapiers and 1 Vector. It can successfully land on Tylo. Tested. It can reach Moho. It is part of a two stage ship. The lander (which is a space plane) and a space tug, that it docks to and travels to places. It could not do the distance with rapiers alone. They are heavy and not that efficient if you want to go far. So, I kept them to a minimum, then burn the Vector until it reaches 400m/s then shut it down and so I get past the 400m/s barrier without needing to use all exclusive rapier setup. The reason why my ship uses no nukes is that you cannot rely on nukes to land on Tylo. It just does not work. The tug uses nukes because it only needs to land on low gravity objects to refuel, but the real workhorse is the lander spaceplane, and the hardest place to land on is Tylo. It is very stressful to not overdo it and get the landing right with only a few hundred m/s left before touchdown. I have been lazy recently but I am looking to post my ship and thus enable full exploration of the KSP solar system. Rapiers are great for local travel. Long distance they kinda add weight and reduce the DV you can store without ending up with a gigantic ship. I have made a SSTO that weighs very little with one rapier and it works. But as you can tell, it is for one crew transfer to the space station and back, or for returning astronauts from rescue missions.
  23. If there is a better LEGAL alternative to the stuff then you really have no case. It's SQUAD's business to provide a better experience through this payed DLC than the free mods can. If the same stuff can be provided for free by mods, then SQUAD's work isn't really worth that much, is it? I am not interested in this DLC nor am I interested in mods related to this DLC theme. In general I am not interested in mods that alter the gameplay too much. However, if SQUAD cannot provide something worth buying, then people shouldn't buy the stuff. I am generally interested in SQUAD making the game as good as it can be and I will buy worthwhile content if it seems reasonably priced and has a purpose that is interesting for me and enhances the game. However, if SQUAD fails to deliver something worthwhile, I don't buy it and even if the company goes under, I will be disappointed, but won't care too much. If the game dies, it will be because SQUAD failed to deliver, not because I didn't throw money at a company that does not deliver content I am interested in. I buy games because they're fun, not because companies need to exist. I like this game, I have no beef with the company, however I will pay for quality and not for charity.
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