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TheJollyDodger

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Everything posted by TheJollyDodger

  1. Well today I decided to start the beginnings of my Iota base. So I figured the first thing to do was get my relay comms network set up. I managed to get everything working perfectly, until my payload ship decided to run out of electrical charge rendering it useless (had nothing to do with me forgetting batteries and panels) So I sent up good 'ol Bill in a service craft to install the batteries and panels to allow it to launch the last satellite! Back in business, currently have my first payload with the first colony section aboard en route to Iota. Tomorrow should be a fun day! Need to send out a couple more satellites to Iota to allow it to actually deliver the payload ('cause of course I forgot to do that first lol)
  2. This is the second attempt (mostly successful) at launching my trio of relay satellites around Gael My first attempt proved what happens when your satellites clip together inside the payload fairing (An incredible amount of parts get blown everywhere the moment they are decoupled haha. I was pretty happy that I managed to get them into a decent orbit eventually... until I realized my antennas were nowhere near powerful enough to be used as relays....
  3. Well, decided to get some much needed science from Iota today, did a surface flyby and these are some of the shots from the orbit and return to Gael. On another note I also attempted to put the first module of my space station into orbit after performing a few Kerbal rescues (How do they get themselves into these situations anyways?) It ended in abject failure (predictably so) I managed to get the payload into orbit, but when I went to perform some adjustments with my tug, I fired the main engines and catapulted myself straight into the new station module, shearing off the solar panels, batteries and antennas..... lol So I guess that will be tomorrows project (clean up and start over) Sometimes you just have to stop and enjoy the sights.... Fly dangerous! The Dodger
  4. @kerbinorbiterYep that's exactly what it was. @cratercracker
  5. Well, first time heading to the moon today! Actually managed a landing and a return flight to Kerbin safe and sound. Haha, lessons learned though: First, bring an engine with more TWR and a little more fuel for getting back, And secondly, make sure your lander legs are lower than your engine cowling (makes for tough landings if its not lol) Finally made it! Doing a little exploration... Sketchy landing but it worked! This was the closest I've ever been to running out of fuel without actually getting stranded! I had to resort to using my two little rcs thrusters to re-insert into Kerbin orbit! Talk about stressful! Thank goodness for aero braking, otherwise poor Jeb would be waiting on a rescue mission right now! Fly dangerous! The Dodger
  6. So not really sure why, but I removed remote tech and the Ground Construction part of the UKI Koloniztion mod and then started with a new save and everything works fine again o.O oh well.
  7. Yeah I have that. I was just so excited I figured out how to get to orbit reliably that I plumb forgot about the need for the extra seat (Or to make an unmanned pod) haha
  8. So I'm pretty new to KSP and the whole modding thing, but after picking it up last week I'm hooked! I've been playing around with different mod combinations and found a set that I like. I did a clean install and then installed all my chosen mods. After playing for a while I decided that I would rather have commnet instead of Remote Tech so I removed Remote Tech from my GameData folder. Now when I launch a rocket and cycle through the stages using the space bar to drop my boosters or to fire the upper stage engines, it "hangs up" for a few seconds every time I stage. I can hear the sound of the decouplers firing but the screen just freezes while that happens. Then suddenly it starts playing smoothly as if nothing happened.... until I stage again... Any Ideas? The problem goes away if I re-install Remote Tech so I'm not really sure what's going on. Hopefully someone a little wiser in the ways of modding KSP can point me in the right direction.
  9. Well pretty new to KSP, so today I finally managed to get the whole orbiting Kerbin thing figured out and I thought to myself "self, you're so good at this now you should try a rescue mission" I managed to get to a decent rendezvous on my third try (yay!) I was so pleased with myself. Right up until I realized I forgot to build a rescue craft with enough seats for poor Jeb plus the rescuee..... poo
  10. Hi everyone! Ive just started getting into KSP recently (picked it up on steam) and of course, now I'm hooked! Started getting into mods and one thing led to another and here I am. I hope to help out in this great community and try not to ask too many ridiculous questions (Complete noob when it comes to KSP) Haha. Anyways, I've been a long time PC player and have a soft spot for simulation games and pretty much any game with good modding support/community! Fly Dangerous! -The Dodger
  11. I'm having a strange problem (not sure really what it means) I am using the USI Kolonization mod that has GC built in. I was redirected here to ask my question from that forum, hopefully someone can help me! When I display certain objects in the vab or if I am flying and either crash, decouple a booster or pretty much do anything that involves collisions or physics etc. I get a log display on my screen (I turned this capability on through the debug menu) that reads: Coroutine couldn't be started because the the game object 'Tundra.Workshop250' is inactive! Coroutine couldn't be started because the the game object 'Tundra.AssemblyPlant' is inactive! Coroutine couldn't be started because the the game object 'Ranger.Workshop' is inactive! I have also noticed that the objects mentioned (ranger.workshop/tundra.workshop/tundra.assemblyplant} are nowhere to be seen in the tech tree or vab. I'm not really sure what this means hopefully someone can point me in the right direction...
  12. First off thx for the immediate response! hadnt expected that! Secondly, pardon my extreme noobishness but what do u mean by ping allista? haha srry. and whats GC?
  13. Im having a strange problem (not sure really what it means) but when i display certain objects in the vab or if i am flying and either crash, decouple a booster or pretty much do anything that involves collisions or physics etc. i get a log display on my screen (i turned this capability on through the debug menu) that reads: Coroutine couldn't be started because the the game object 'Tundra.Workshop250' is inactive! Coroutine couldn't be started because the the game object 'Tundra.AssemblyPlant' is inactive! Coroutine couldn't be started because the the game object 'Ranger.Workshop' is inactive! I have also noticed that the objects mentioned (ranger.workshop/tundra.workshop/tundra.assemblyplant} are nowhere to be seen in the tech tree or vab. I'm not really sure what this means hopefully someone can point me in the right direction...
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