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MythicalHeFF

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Everything posted by MythicalHeFF

  1. A bit late for this now, but during my Kerbin circumnavigations, I found that saving and reloading the game frequently seemed to greatly accelerate the rate of the distortion. Although it can be hard to do, keeping quicksave loading to a minimum can greatly reduce propeller blade distortion. Another thing I found is that stopping and activating regular time warp automatically resets the positions of all parts, which can be helpful in preventing propeller blades from moving out of position.
  2. For my Last Hurrah (and my YouTube 100 subscriber special), I decided to go all out and send 100 kerbals to Tylo, which is way more kerbals than I've ever had on any mission, let alone a mission to Tylo. The craft shown here, when combined with the 100 ton rover I added onto it, has almost 900 parts, and has a mass approaching 1,000 tons when it is fully fueled. Because of how many parts it has, combined with the fact that adding dozens of Kerbals to a craft seems to really lower framerates, I decided to launch it in three separate parts: - The crew module and landing system. - The "Odyssey Evolved" rover, a callback to my magnum opus of KSP 1. - The "AtomTug" transfer stage, which will haul this beast all the way to Jool. I could refuel the lander using its ISRU systems and return the crew to Kerbin if I really wanted to, but this mission has already taken so long to put together, and even longer to edit, so I decided to just end the video on Tylo.
  3. Charcoal gray as a base, and dark blue as an accent/stripe color.
  4. To Infinity and Beyond! - Reach escape velocity from Kerbin Let Me Play Among the Stars- Enter interstellar space I Didn’t Need Frames Anyway- Launch a craft with more than 1,000 parts Masochist- Launch a craft with more than 2,500 parts Houston, We Have a Problem- Run out of snacks Open Pod Bay Doors- Perform the Materials Study experiment in space around Jool Yep. Looks like dirt.- Take a surface sample while landed at Kerbin One Small Step for Kerbal..- Go on EVA while landed at the Mun. Tourist Trap- Get a Tourist kerbal stranded on another celestial body. PR Disaster- Lose a Tourist kerbal. Chaotic Evil- Destroy another player’s vessel in Multiplayer. Stop Hitting Yourself!- Destroy one of your own KSC facilities. Madman- Descend to an altitude of less than 100 km on Jool.. and return to space. Anomaly Hunter- Find any easter egg. Dark Side of the Mun- Pass behind the Mun. Dark Side of the Mun II- Land on the Mun at night. Spider-Jeb- Using a rover, climb up a slope of 75 degrees or more. Atomic Age- Unlock the LV-N NERV Atomic Rocket Motor. Road Trip- Drive a total of 1,000 km by rover.
  5. I investigated the Mun in the brand new patch, as apparently they've "added something"...
  6. Just last night, I was scrolling through my Steam library, when I noticed that a new update for KSP was available- version 1.12.5, which had no changelog to speak of other than one thing.. Something had been "added to the Mun". Immediately, I assumed that this must be a new easter egg of some sort, and, although I probably could have flown a mission there to investigate, it was already getting very late and I decided to wait until the next day. That brings us to today, when I decided to begin the search by booting up an old save on my gaming laptop (which has FINALLY been fixed after being broken for way too long). Luckily, I already had existing infrastructure around the Mun in this save game, and immediately switched to the MAD (Munar Anomaly Detector) satellite and began searching for new anomalies. Before too long, I managed to find one that I had not seen before, an anomaly located at the approximate coordinates of 57°N, 87°E. Having located a potential new anomaly, I then fueled up one of the landers on board the Regulus asteroid space station and sent it down to investigate. Upon landing, however, I was rather disappointed to find that I had only managed to find another monolith- albeit one I had never seen before, in a pretty cool location to boot. Also, since the lander I was using was only designed to land on the Mun from low, equatorial orbit, Hadsey and Jedlan Kerman were stuck there. Having failed the first time, and after locating another potentially new anomaly near the south pole, I launched a new mission to go investigate, this time with a small rover to aid in locating the anomaly. Upon landing, however, the story was much the same; it just turned out to be another monolith, this one likely being the green monolith. I'll never know for sure, though, as I never actually saw the monolith; I just saw the message and reloaded to back when I was still in orbit. After two failed attempts to find any new anomalies, I began to wonder if there was even a new anomaly at all, or if maybe one of the existing easter eggs had been changed. Luckily, as previously mentioned, I already had quite a bit of infrastructure built up on the Mun in this save, which included flags located at a monolith, the Neil Armstrong memorial, and two of the Mun Arches. all left by the crew of my Elcano circumnavigation from almost a year ago. Searching the Armstrong memorial and the first Mun Arch (Beaski's Arch) yielded nothing, but what I saw next was truly something to behold... Further investigation will be needed to determine what exactly this arch is and where it came from... perhaps an elaborate research facility could be assembled.. but that's a job for another time.
  7. I feel that, like the moon defines months in our calendar, the Mun would define months in a Kerbal calendar. However, the Mun orbits Kerbin roughly every 6.5 Kerbal days, meaning that each month would only be 6-7 days long. This works out to there being about 65 months in a year, which is definitely too many. Also of note is the fact that Kerbin doesn’t orbit Kerbol exactly every 426 days, instead, an orbit takes roughly 426 days and 32 minutes, meaning that there would have to be a leap year roughly every twelve years or so to keep up.
  8. On the 18th day of Christmas Jebediah gave to me: 18 rovers a-flipped over, 17 17 page essays on the pluses of using only srbs for my rocket,16 rcs blocks, 15 KNR tours, 14 pickles ,13 headaches, 12 entire kerbins, 11 Gigantor Solar Panels, 10 crashed rockets, 9 days of work, 8 Deep Space Networks, 7 trips under the KSC bridge, 6 nuclear pulse rockets, 5 stars that are collapsing themselves, 4 mammoth engines, 3 modded installs of KSP, 2 kraken doves, and a rocket made of pear trees
  9. I feel like adding rudder(s) to a boat might also help with the sliding around, but it would likely come at a cost to your vessel’s top speed on water because of the way KSP’s aerodynamics work.
  10. Just managed to get to Minmus in 1 hour, 55 minutes, and 56 seconds (01:55:56). Jeb is certainly quite a bit more comfortable this time than he was during my last run, in which I crashed into Minmus at over 3,000 m/s and somehow he survived. Vehicle & Run: Jeb surviving a crash at 3.7 km/s:
  11. Welp, that just about does it. The game just crashed again twice, once while I had not made any maneuver node whatsoever, and another time when I had already entered an extremely high, but closed orbit around Gememma, which was my last resort. In other words, in order to have any chance of continuing the mission, I'd have to do the entire rest of it without using maneuver nodes, which, given that my current orbit is highly eccentric AND retrograde, would be next to impossible. Quite frankly, I've also been getting pretty tired of this mission anyways. After almost giving up, I then decided to install KSP Community Fixes at the recommendation of @WarriorSabe, and got the same result. Mission suspended indefinitely.
  12. Yeah right, you couldn’t even get an “encounter” with “it” if you tried.
  13. I just tried reducing the conic patch limit to 2 and time-warping all the way to the Gememma encouter at the Space Center, and, while that worked, and I was even able to control the ship and do science in Gememma's outer SOI, once I tried to create a maneuver node to enter orbit, the game immediately crashed again. If there's no way around this besides save file editing, I might have to end the mission here.
  14. Didn't work. I had actually already had "Always Show Closest Approach" disabled, and decreasing the conic patch limit from 6 to 3 didn't do anything to prevent another crash. However, since the game has yet to crash during time warp, I'm wondering if I should just time warp straight into Gememma's sphere of influence and bite the bullet in terms of the delta-V requirements in getting to Mandrake.
  15. Update: I'm having some technical troubles in that the game keeps crashing whenever I try to set up a trajectory to get to Gememma. The first time it happened, I had already done the transfer burn, and had installed the Better Time Warp mod in order to make the transfer not take literally hours, and, of course, I thought the mod may have been causing the issue, so I uninstalled it after trying again and having the same thing happen, eliminating the possibility of a coincidence. I then tried again without the Better Time Warp mod, and got the same result: the game crashed whenever I made a maneuver node around Gememma. After this, I then thought the issue might have had to do with the way the trajectory was strangely flickering in and out of having an encounter, and so I reloaded a save game to before I had conducted the transfer burn, and yet the game still crashed after I set up a maneuver node. I then tried validating the game files, and nothing changed. I've never had these kinds of issues with Whirligig World or the Better Time Warp Mod before, and none of the crashes occurred when I didn't have any sort of trajectory intersecting Gememma's sphere of influence.
  16. I've now put the reports into spoilers, as well as added a table of contents on the original post to make finding things a bit easier.
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