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SpaceYorkie

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Posts posted by SpaceYorkie

  1. I'm going to hope, that 1.3 will see a graphics update. As beautiful as stock KSP is sometimes, its quite annoying that I have to rely on mods (that don't always work for me, no idea why) to treat myself to some eye candy. If they made, say, Galileo's SVE and STE stock, then I'd play my heart out of KSP just because it looks so appealing. I'd want to visit a world that looks interesting, and at the moment KSP planets as interesting as they are on the surface, from above they look incredibly dull.

    I'd also like to see life support, and/or reasons to go interplanetary, and/or have space stations other than for a couple of minutes worth of science and refuelling. Maybe habitat modules, greenhouses, laboratories, snacks and whatnot. Coupled with that planetary base mod, building planetary base stations would be so much more rewarding and interesting to do. Perhaps space telescopes could be added too, that'd be pretty wizard.

    Something else I'd like to see is a new planet. An ice giant, more specifically, an analogy of Uranus or Neptune, with a couple of moons. Perhaps one could be an analogy of Triton, the Neptunian moon in retrograde orbit, and the second moon could be Eeloo, or another.

     

  2. Just now, Galacticvoyager said:

    Thats not a pentagram. You failed the mission.

    I updated the OP to make it easier on the player (and myself). OP now says three satellites instead of five.*

    *I know, this challenge is confusing and badly thought out. Thus, I have requested it's deletion, so you don't need to bother doing this poorly-explained challenge anyway.

  3. Not to worry!

    1. I updated the mission to make sure it was possible without cheating, which is good. I also allowed the use of 1 mod, the Mark IV Spaceplane Parts mod (optional) just to make it that little bit more easy.

    2. I did the challenge for myself, at last, having re-read the rules of the challenge posting thing (thanks for the tip-off, Foxster). 

    Now I am sure you are all wondering; "Yorkie, you dim-witted, half-minded Kerbonaut? Did you succeed?"

    Sort of.

    d9PRogU.png

    The satellites were around 2000m+ above the goal height, and... they don't really form a triangle, do they? Maybe if you squint your eyes. Not to mention, the orbital survey equipment they are supposed to carry isn't functional at that altitude, and its not in the right orbit. Great. I completely forgot (or didn't know at all) that orbital survey scanners don't work on sort-of-equatorial orbits.

    As for the SSTO? I decided to use the Mark IV Spaceplane Parts mod (listed as allowed in the updated, now slightly-possible rules). How did it do, though? It did better. By better, I mean completely overshot the runway because the parachutes were deployed too late, and an airbrake burned off. One of them survived, so there's that. It is now splashed down a few hundred metres away from the runway, still somewhat intact. Kinda.

    q8Rc8Nn.png

    I hope Jeb, Val, Bill and Bob know how to swim, because as buoyant as this plane is, it's not a boat.

    Good luck, more successful Kerbonauts! I'm certain you'll do better than I did. Anybody can do better than I did. Right?

  4. 29 minutes ago, smurphy34 said:

    Looks like it's missing from the Mark_IV_Spaceplane_System-2.3.4.zip from Spacedock.

     Directory of C:\Mark_IV_Spaceplane_System-2.3.4\GameData

    01/23/2017  01:40 PM    <DIR>          .
    01/23/2017  01:40 PM    <DIR>          ..
    12/09/2016  04:09 AM    <DIR>          B9PartSwitch
    01/03/2017  01:11 PM    <DIR>          CommunityResourcePack
    02/11/2016  10:03 AM    <DIR>          DeployableEngines
    01/23/2017  01:40 PM    <DIR>          Firespitter
    01/23/2017  12:25 PM    <DIR>          MarkIVSystem
    01/04/2016  03:45 PM    <DIR>          NearFutureProps
                   0 File(s)              0 bytes

    And SpaceDock is where I got it from! No wonder it didn't work

  5. 6 minutes ago, smurphy34 said:

    Can you upload your log?  The instructions on how to do so are in the "How to get support for modded installs" post I linked.

    It sounds like you are installing the mod incorrectly, nothing should stay zipped and nothing should go in the root of KSP's install location.  I know the readme says "To install, place the GameData folder inside your Kerbal Space Program folder" but since you are having problems you should do it a little bit more hands-on.  Also, make sure you are doing a clean copy, delete the old folders for the mod from (your KSP folder)/GameData/ and then copy the new ones over, just copying over the top of old files can lead to issues.  Also, this mod has dependencies, are you installing those as well?

    Here is how I update my mods, I open the Zip file and look to see if it has a GameData folder, if it does (like this mod does) I open it and look at the files and folders it contains (which are the mod and its dependencies).  I then go to my (KSP folder)/GameData/ and delete all the files and folders that are listed in the Zip file.  I then copy all the files and folders from the Zips GameData to (KSP folder)/GameData/ .

    Hope this helps, if not upload your log, please.

    https://www.dropbox.com/s/mtirq1skhl4lrs5/output_log.txt?dl=0

    Here you are, mate. The dependencies in question have been installed, and I completely removed the Mark IV mod the first time round before trying again.

  6. O5XAgIY.png

    Mission Accomplished!

    The X-13 Greyhound II Spaceplane (shown above) made it into orbit ten minutes after I accepted this challenge, which is rather fast for a tiny (16.7T)  plane. Although it was piloted by Jebediah and Valentina Kerman, the spaceplane didn't crash, which means I don't have to sweep the runway for hours, cleaning up after whatever's left of Jeb and Val's mess. Lucky me.

  7. Having a Planetary Base module at my disposal, you'd think I'd be able to colonise anything - I haven't. Other than driving a habitat module into the sea. The problem is they weigh a fair bit, and aren't very aerodynamic, so neither rockets nor SSTOs are an option, yet. I'd use the Mark IV parts (I could fit a whole colony inside those things) but due to technical difficulties, I can't, so colonising will have to wait. Should I get the Mark IV parts to work, I will be colonising the Mun first.

  8. aDZfz9F.png

    Mission Briefing 

    JoolSatTM (Werner said we needed the TM to make us sound more serious, and not ludicrously stupid with this mission) is a mission about placing orbital surveying satellites around Jool, because the moons weren't enough. Call it overkill, I sure did, but in this mission three satellites must be consecutively launched. Without refuelling. From an SSTO. And the satellites must form a pentagonal shape because here at the KSC we have OCD, and a variety of other acronyms we pass off as qualifications to make us sound more... qualified.

    Mission Objectives

    Build an SSTO capable of holding 5 satellites that can perform orbital surveillance. Or at least try, we don't really mind.

    Take off, and survive the ol' spinning-out-at-25000-meters-and-crashing scenario, or avoid it completely. The latter is a better choice, I guess.

    Reach Kerbin orbit. From here you can go anywhere, but we want you to go to Jool. Or die trying. (We aren't responsible for any deaths).

    Go to Jool, and reach low Jool orbit. Avoiding the thick, hot atmosphere of Jool is advised. We don't want the SSTO returning home half melted, or not returning at all.

    Deploy the satellites, all three of them, in the shape of a triangle. (Summoning the Kraken is optional, the shape is a gift, he won't mind. I think).

    Return home, and land at KSC or the airfield next to it on that island I can't reach with my helicopter.

    If possible, post an image or a video of it. This is optional too, Jool is camera-shy sometimes, and so am I.

    The Rules

    The only mod you may use to assist you is the Mark 4 Spaceplane mod. Nothing else. Reason being, the Mark IV Spaceplane parts are BIG and have BIG engines. Really nice.

    The height of the satellites in relation to Jool should be 300,000m high. 

    All three satellites must be in working order. We'll try our best on the ground to build them that way.

    You may make good use of gravity assists. Or die trying.

    No cheats allowed. That upsets Werner.

    How do I win?

    Get your satellites as close to Jool as possible (300,000m above the surface to be precise), and as circular in orbit as possible. Should you succeed, post your apoapsis and periapsis with a screenshot (or video, those are fancy). There are two leaderboards, one for the most circular orbit, and another for how close your satellites are to the target. Good luck, and try not to blow anything up!

     

    JoolSatTM Leaderboard for Most Circular Satellite Orbit

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    5.

     

    JoolSatTM Leaderboard for Closest Satellite Orbit to Target (300,000m)

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    5.

     

     

  9. I had downloaded the Mark IV Parts Mod yesterday, and dragged and dropped the MarkIVSystem folder into the GameData folder of KSP's root directory. Some of the parts were missing. I was redirected to this forum to explain my issue but instead I found a solution in one of the download links provided. I removed the MarkIVSystem from my computer and downloaded again.

    Following the instruction of the install, which was to drag the zipped-up GameData folder into the KSP root directory, and not changing any folder names, I was expecting the missing parts to come back. They didn't. 

    Could somebody who has installed this mod explain how to make these missing parts return to my game, and what I did wrong?

  10. To be honest, I haven't the foggiest of ideas. Given that the only sign of civilisation is the KSC itself, and that airfield on the island near it, and the seemingly endless supply of Kerbals, the only logical explaination I can offer is that Squad didn't have that in mind. The good thing is though, with a couple of mods, we can build and drop civilisations anywhere on Kerbin and beyond, and create a global or nation-based star system ourselves. Though, Kerbals do seem rather peaceful, curious and inherently stupid, so perhaps nation states aren't really in their interests.

  11. It would be great if I could use this mod to it's full potential, but sadly more than half of the items included are missing, for example; fuel tanks, fuselages, et cetera.

    Screenshots of whatever made it into my game: http://i.imgur.com/vG1tQbF.png , http://i.imgur.com/3IvHMsS.png , http://i.imgur.com/eroGvgZ.png , http://i.imgur.com/GIm3JXG.png

    Edit: After some digital digging, I've found the problem I was looking for, and the solution to it.

    Edit 2: After following the instructions for the solution (placing the zipped GameData folder into KSP's Root Directory), the missing parts remain missing.

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