Jump to content

mistergoblin

Members
  • Posts

    28
  • Joined

  • Last visited

Posts posted by mistergoblin

  1. Trying out JNSQ for the first time, and absolutely loving it! As someone else said, it's like a whole new game. I'm too early in my career game to have ascent guidance, so just figuring out a successful launch profile is a fun challenge, learning the ropes with the scaled-up system. The contract pack also really adds a lot to the early stages of a career game. I've only sent one probe to the mun so far, and actually enjoying grinding around Kerbin, taking spysat contracts and launching lots of scientific probes and satellites. Amazing work all around!

  2. On 2/25/2023 at 1:23 PM, Saturn1234 said:

    Have any of you done a manned mission to Mars with BDB?

    Not Mars yet (haven't built an RO install yet since the latest BDB parts came out) but Duna currently in progress:

    The Zenith Duna mission is my current game's first crewed Duna mission (we separately had an Eve orbital mission). The Zenith is all Saturn/Sarnus and Skylab/Hokulani parts with a Block 3 CSM and 5 crew aboard.

    Separately, a large SSTO crew lander, supplied by the Koviets, was launched to Duna and rendezvous'd with the Zenith.  Finally, a large rover was landed on a LEM-Truck and went to meet the crew of 3 that landed before heading off to set up ground stations and take scientific samples in various biomes.

    The Zenith itself uses 3 LVN-2 Redwood NTR's and has enough dV to do its trans-Duna injection, capture burn at Duna, and burn back home with fuel to spare.

    QGtUIRM.png

     

    v2WGNyI.png

     

    kMtn7Yx.png

     

    ALSqyw6.png

     

    PBrljVs.png

     

    hwYGatz.png

     

    OSAOGWb.png

     

     

  3. I tend to do mass mod dumps from CKAN so I'm not always sure what comes from which mod.

    In previous installs, I had a mod that would add digital Multi Functional Displays to the stock aircraft cockpits. I could then use the JSI mod's external camera, and then view it from menus in the mFD's in IVA mode.

    For some reason, I had it in my head that it may have come from Custom Barn Kit mod, but upon looking into it, I'm not so sure.

    Does this ring any bells for anyone? I'd love to have that functionality in my current install.

  4. 2 hours ago, CDSlice said:

    Heat Control is a useful mod but those radiators won't come close to cooling the crazier engines in this mod. Luckily FFT/HeatControl comes with really advanced radiators so you shouldn't need to worry about having the right parts for cooling these monsters.

    I must be missing something then, I didn't see any new radiator parts under the heat tab, just the heat exchanger and cooling tanks.

     

    EDIT:  me no smart, i found them all. now to fly :D

  5. Excitedly digging into this, as my current career save is getting to where I'm using NTRs and VASIMRs and want the next steps on deck.

    I need to get some better radiators, and need your recommendations. Is Nertea's Heat Control the best thing going? Adequate for torch ships?

    Now if only we had microwave beamed power outside of KSPIE, kopernicus, and GPP, then I'd never leave my computer.

  6. I'd like to see some kind of overhauled landing UI. Zoom farther in on map mode, maybe a KER-style predicted landing point indicator, and maybe more landing legs/skids/accessories like mentioned above.

    Expanded station parts + station science, along with OPM or any Kerbol system addons would make a nice DLC I think.

     

  7. Made more progress on my science career in Galileo planet pack. Following the success of Wallaroo-2 (second flight overall and first orbital flight with mk1 pod), Wallaroo-3 was launched atop a brand new launcher. Galileo Gaelan took the spacecraft to an elliptical 140x320 km orbit, collecting our first science data from high space. 

    OHktwcH.png  gSuvuV4.png

    Next, one of our commercial partners tested their Falcon-1 rocket, launching Stayputnik-1, our first automated satellite. 

    RJ4FTrA.pngZoLFCT2.png

    Deorbiting the upper stage:

    TZCW1cV.png

    Not pictured, but the Falcon-1 was quickly flown again to launch our first scansat to a 78* inclination orbit. Soon we'll have orbital data to check our awful hand-drawn maps against. 

    With the unlocked science, our engineers and commercial partners are hard at work implementing significant advances in rocketry and electronics. Due to intense online interest from Kerbals everywhere, we'll be having a presentation this week to go over the current state of our space program, and announce and outline our upcoming exploration program beyond LGO. (editor's note: the presentation has been postponed until mid-September)

  8. Started a fresh install with Galileo planet pack, and started a science career. Did the standard mk1 pod/flea first flight with Jeb's counterpart Galileo, and got a ribbon for a dangerous EVA to get some science at its apogee. 

    Here, Val's counterpart (Poo or something?) is ready for launch in the Wallaroo-1 spacecraft from Rook's Glory. I'm trying out the new updated Alpha Mensae launch pads and having tons of fun. This is a mix of stock, Tantares and of course alpha mensae parts, but in-game we're saying this is a space launcher cobbled together from different ICBM' stages those crazy Gaelans finally stopped using on each other. 

     

    TuHPUkm.png

    If successful, this should unlock enough parts to gather even more science and start scanning Gael and its moons in earnest. 

  9. 19 hours ago, damonvv said:

    Never seen this before. .craft files come with parachutes and they worked as intended. Are you using a mod that effects chutes?

    Yes actually, I grabbed a bunch of new mods at once on ckan so I'm not sure what's what, but something definitely has changed my parachutes. I'll try again with non-stock chutes and see if it works.

  10. First, I love love love this mod, thank you!

    Small issue: I couldn't find if this has been addressed, but I'm having trouble attaching parachutes to the Rodan capsule. In both the provided craft files, and ones I've made myself, the parachutes start swinging around, like an elliptical orbit around the craft's centre. In some cases I can get them steady with autostrut to grandparent part, but then doing anything (like decoupling a launch pad part) causes them to fly around again. Has anyone encountered this issue? 

     

     

  11. 3 minutes ago, JH4C said:

    Like the majority of parts packages, this mostly works regardless of which version of KSP you install it in. I've been playing with it installed and it seems fine, if you're worried then only the cameras make use of external .dll files so you could just delete or ignore them.

    Sounds good! Just in time to head home and try it out :D

  12. I played Orbiter first, and learned some of the basics of getting to orbit, and some docking and maneuvering (but not rendezvous) but I was still in over my head.

    I actually held off of trying Kerbal for a long time, thinking it was dumb and goofy, and wrote it off in favour of orbiter (even though I couldn't do anything in orbiter) I thought that since I hate minions, I'd hate the little green kerbals.

    But I stumlbed across a scott manley career mode playthrough on youtube and that got me to give ksp another try, and then it's consumed my life ever since.

    But knowing what I know now, I'd be into trying orbiter again and seeing how much I can use its wealth of avionics. 

  13. I'm fine with the mechanics of it, but would love to see more and more varied science experiments.

    Like a radial-mount Science Jr like SSTU has. Maybe some lower-profile goo experiment part also.

    Add radiation sensors to the list of basic rerunnable experiments.

    Or some later-in-the-tech-tree part that contains all the basic rerunnable experiments.

    Or something kerbal-deployable you can bring along and leave on the surface, which accrues science over time like a mini lab.

    Some smaller atmospheric sensors that you can mount on smaller probes, and get smaller amounts of data to transmit from smaller antennae.

    Maybe an option for a mission-long experiment running in the background, like a kerbal wearing a med sensor and you get science points at the end for the med data gathered.

    Maybe even some imaging parts where you can frame, zoom, and shoot amazing in-game photos, transmit them back, and get science points, and also sell the images to the press or something for money and reputation points. Their value can decrease, so the first close-up image of Duna will be super valuable, then decrease with each subsequent image, maybe per biome. 

    Maybe have the planets in tracking station be basic sphere geo without the proper planet model, which is only revealed when you actually get a craft to fly by, orbit, or land.

    I could go on, but this is just a wish list. I've been enjoying the science system as-is personally.

  14. 17 hours ago, Theysen said:

    This is actually needed as KSP doesn't support axial tilt, so RSS tilts all planets around Earth to maintain proper inclinations. 

    Principia implements axial tilt, by the way but it also implements n-body physics.

    Ah, perfect. Thank you!

    Next challenge for me: achieve orbit!

  15. I just downloaded RSS and RO for the first time on a fresh install of 1.3.1

     

    Just opened it to poke around the new solar system in the tacking station, and everything seems to work except I'm seeing all orbits heavily inclined to their parent bodies. I'm not sure if the mod is meant to be this way, but after a bunch of wikipedia searches of various planets' and moons' inclinations, I'm at least certain the actual solar system shouldn't be like this.

    The moon is in a heavily-inclined orbit around Earth, the four Galilean moons are in the same plane as each other but heavily inclined around Jupiter (extra evident ith Jupiter's horizontal cloud bands) and all planets in the same heavy inclination relative to the sun. 

    Is this a known issue? If not, I can provide more info as needed.

  16. Adding to the 'be sure to have the specified parts', alway click the little plus signs '+' to expand each parameter and be sure you aren't missing anything :)

    I've had issues using add-on parts that sometimes get recognized for contracts, sometimes not. I'll often test fly and Alt+F12 as needed to be sure the parts and craft work for the contract before proceeding for real. 

×
×
  • Create New...