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Joltout

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Everything posted by Joltout

  1. Ok, so I just got into low orbit around Ike and... Ike's totally vanished O_o I mean, the gravity is still there, and when I fly into high orbit I can see Ike, but low orbit kinda just makes Ike Invisible? Any idea what's causing this bug?
  2. That did the trick, I must've goofed somewhere along the line then. Thanks for the help! Again, beautiful work
  3. So I just installed this and I adore it! Eve is probably my favourite body right now! Though I do have 2 rather small problems. Both Duna and Jool are completely white. Duna: Jool: Any ideas on how to fix this?
  4. Was playing career mode again, decided to practice making and flying SSTOs with the tech I had and I took a few snaps of the "evolution" of the design I used for some space tourism missions (passengers are in the cargo bay).
  5. If stock ksp let me do that, I'd have so much fun creating a minmus scrap yard base. But for now, I just try to leave my debris on a sub-orbital trajectory and delete what I can't. I'm not the best at the game, nor at math (calculating dV and such), so my ships look pretty ordinary for the most part with mostly one mission/function in mind. Leaving a trail of debris behind at worst, is just a by product of my laziness and lack of design skills
  6. Jeb forgot to put on the handbrake when he went and planted the flag. Though how the ship managed to fall up the hill, I have no idea...
  7. More dumping, the result of me playing around with skybox lighting and reentry visual mods (during a new career mode) It's pretty damn blue so I might change it but I quite like how it looks at times
  8. Just going to dump some screenshots here I thought looked nice when I took em. Using a bunch of visual enhancement mods, otherwise I only play stock.
  9. Nothing to do with mods, since I just use scatterer, SVE and such, but I did notice it worked after a relog so I guess it was just a tiny bug.
  10. No no, aerodynamics are fine (in fact it handles like a dream), I've just found out that I needed to disable the pitch, yaw and roll of all but the wing tip surfaces, being used for rolling only (with the inner surfaces being used as airbrakes/flaps). The only issues aside from the whole CoM dictating which way the surfaces pull with the original design, was the CoT, which was fixed by raising the wing engines up. And for some reason when it hit 30-40kms alt, if the intakes were still open the plane would hard yaw to one side as if it wasn't getting lift on one of the wings (despite perfect symmetry). The SSTO can get into orbit quite easily after some modifications and designing it like a proper plane vs an SSTO design. In short, problem solved
  11. Tried this, doesn't work. The designs I try to make with this problem in mind don't generally have canards either, but the COM is behind the main wings instead and it doesn't matter if I invert the controls, the control surfaces just act in the one direction, the one that pushes against the tail controls and denies what should be a smooth/easy take off. An example of one of the designs I tried to make was the Me-262 HG-2. I had to put 4 full small ore tanks in the nose to push the COM forward enough to make them behave correctly, despite everything being perfectly fine otherwise. Me-262 HG2:
  12. The ability to change how control surfaces react regardless of the position of the COM. For example, putting the elevators at the front of the SSTO/Plane instead of always having to have them at the back. And of course, more parts and more missions/challenges to do. Kinda gets boring when the same stuff repeats over and over while having everything already unlocked. I'd probably ask for the science tree to be re-balanced and more planets/moons, but I'm sure many have also asked for it.
  13. I haven't set up a full network on every planet yet, but I have found that sending 3-4 relays to a planet in varied distant orbits works best for me (since my keo-stationary orbits desynced so much over the years). Usually I position them 5 million km's apart with 2 being on an equatorial orbit (one on the 90 degree vector, the other, 270) and the other 2 (or 1) on a polar orbit set up (similarly, 360/0 vector vs 180). So far all my relays look the same but I haven't found a reason to make them more powerful yet (probably will come Jool/Eeloo). Current network set up: What all the relays look like:
  14. I played a tonne of the ratchet and clank series as a young teen on the ps2, and that gave me this sense of awe and magnificence to the universe and more specifically, how diverse planets can be. I also grew up being pumped full of star wars and played the ace combat series of games religiously (especially 3) and played quite a lot of the Wip3out racing game series as well. I guess I just have an affinity/interest in sci-fi, space and planet stuff as a result (as well as a hell of a love for aviation) so yea. Ksp is another one of those games that trigger that sense of awe I get when I gaze up at the stars or just read/think about other worlds out there. Hell, I still find staring up at the moon on a clear night to be fun and relaxing, just thinking about how it's an entirely different world up there in full view.
  15. So new Laythe/Jool rock, and I'm quite happy with all the new textures for the planets!... Except Eve. I quite liked the old Eve look, and wouldn't mind changing back to that. How would I go about changing Eve but none of the other planets?
  16. After binging on the internet looking at those 4 glorious moons around Jupiter, I thought the same thing. Since I use SVE as well, it's very convincing to compare the 2 with all those geysers going off on its surface and that faint white glow around it. It'd be interesting to explore the inside as well to find out what's going on, just like Europa Kinda wish ksp had a Ganymede and Io as well now xD
  17. Only mods I use are visual ones. Though I think the only one I have installed right now is 'Stock Visual Enhancements', I'm pretty sure I've thrown some smaller ones in there somewhere. But I refuse to use any other mod of any type. I just quite like my game vanilla, less of a hassle when a new patch rolls up and invalidates a whole cluster of mods.
  18. Well if this is guna be seen eventually by the devs, I may as well throw out my support/thanks to them as well. Loving the game, 230+ hours in and hanging out for the future plans/updates (and I've only just started toying with SSTOs!) I mean, I always did want a reason to set up a satellite network around the Kerbol system, now I can make all the satellites I want thanks to 1.2 (I need to find more excuses to use xenon gas!)
  19. I'm not sure what it was on this list that did it, but you fixed it and made me an SSTO pilot, thanks! I did everything you suggested and I'm willing to bet that the pre-coolers drag + whatever magic I did with the cargo bay in the first place was the cause of my problems.
  20. Thanks for the help! I left the mono-tanks outside because I wasn't exactly sure how much room I had for the part I was going to be grabbing. After testing out the pre-coolers as well just now, I thought they had to be openly exposed from the front to gain as much intake air as possible. As for the quad thrusters, i didn't know they caused drag actually. I thought the smaller parts didn't cause drag, just added weight to the object they were connected too O_o. Not sure where to put more oxidiser tho, but i think it's safe to that assume weight isn't the problem?
  21. (This is in career mode) So I decided to finally tackle trying SSTO's out instead of regular old rockets. Spent all day building them, flying them and for the most part enjoying myself. Until I tried getting them to space. I recently accepted a mission to grab a 2.5m/2.5m/1.5m object in low Kerbin orbit and bring it back to the surface. Not a problem. Except every design I make for an SSTO i can't get above 14kms The highest/most advanced SSTO engine I have unlocked is the Ramjet (Whiplash) and despite watching tutorials and builds all day long to try and figure out whats wrong, I just can't get my finger on it. It doesn't seem to be weight distribution, doesn't seem to be a shifting COM problem, aerodynamics seem perfectly fine, yet the plane can't go above 350ish m/s and above 10kms alt becomes impossible to control if I so much as touch WASDQE. So what am I doing wrong? Dropbox link for the .craft file (tell me if it doesn't work): https://www.dropbox.com/s/7mf1gvq6jntsf4r/Whitebird EXP.craft?dl=0
  22. So as much as I love the look of Eve's glorious clouds from afar, I just don't like the idea of blindly trying to land on that wet purple rock with those blocking my landings. What files do I need to move to get rid of the clouds on Eve? I'd disable the entire mod for a while, or delete the files for Eve, but I love this mod too much. I just want a temporary fix while I get used to flying to/from Eve (still a newbie).
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