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Everything posted by Serenity
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My bad, i though it was that since i cant reproduce it in my save anymore.
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I think the fix was for that weird long effect and not for the transparency.
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Menu is blocked by DLC popup
Serenity replied to jakesto's topic in KSP1 Technical Support (PC, unmodded installs)
Are you on steam?Verifying doesnt endanger your save files, its just a checkup not an install. If yes, go to Steam Library, right click on Kerbal --->Properties-->Local Files-->Verify Integrity of Game Files You can also click there the Browse Local Files---> Gamedata folder has your mods and saves folder has your saves. You can backup those two folders and do a clean install without fear(if the verify doesn't fix it). -
At the end why you are worried how fast you can warp and how long you can go without electricity running out? You can just go to the tracking station and warp as fast as you want(no matter if the vessel is on ground or at any orbit) and as long as you need. No matter how ineffective the vessel is, it wont take more than few days to fill up and its systems wont need any manual input if you are on the tracking station. And even if it takes a few weeks more, its Duna, time is not as precious there(Since the transfer windows take so long). Ofcourse i understand the end goal to make a better and more sustainable system so there is always that. Very interesting topic , made me discover some important things that i wouldn't otherwise or at least not so fast. Quote ''You lost me again. When an ISRU overheats it also stops working. At 1000x warp nothing stops.'' Quote It stops until it cooldowns, giving enough time for batteries to fill(since there is no consumption). This makes the radiators to start working again hence going in the same loop i said before. But everything goes so fast you just see the end result, overall more energy procuded than used(cause ISRUs keep overheating when batteries flatline). Welp at least thats what i think its happening.
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Ok i did some testing: First and most important(and you might know this, i totally didn't), you can time warp as fast you want from the tracking station to produce the fuel and mine the ore. Secondly when the battery ends, your radiators stop working, causing the ISRU efficiency to drop and reduce its electric consumption(and fuel production) by a great margin. Thats propably why you generate more electricty than you consume compared to when they are in full capacity.
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I am gonna have to do some testing, maybe there is something to help with such high warp speeds that bypass the normal electrical production, you got my curiosity. As for the orbital fuel production i meant its good since you can avoid those weird kraken strikes that attack high part/multiple ground vessels but it has the disavantage that you add the extra step of bringing ore to orbit.
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Menu is blocked by DLC popup
Serenity replied to jakesto's topic in KSP1 Technical Support (PC, unmodded installs)
Did you try to do a clean install/verify files? Try hitting enter or escape, maybe there is an ok button somewhere and it wont pop up again, such a weird problem . -
Can you give some more info that might help? Are you on 64 bit or 32?And are you launching the correct one? Steam?Did you do a clean install or verify files?(if you are on steam) Are you starting the game as administrator?Did you start a new save or an old one? I hope you find the solution, maybe someone with more expertise can pinpoint the problem.
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I think whats happening is when the energy runs out everything shuts off and batteries recharge. But everything goes so fast that by the time the mining equipment restarts the electricity is already full and it just keeps going. Still not sure, maybe there is a different/correct answer. I agree that keeping them in orbit is a good idea although you get to battle with the task of building extra infrastructure.
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Ops i misread his post . I though rigid attachment makes the craft easier to break the moment force is applied. I never considered it as a helping addition to the wobbling stations, i have to try it, tnx for the info. @Victor3 Sounds good, i think it will be a lot better. Just note that you cant toggle rigid after launching the vessel(If there is a way pls tell). Also maybe try adding a grandparent one in the connector.The Hubmax in the middle.
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Looks like your issue might be NOT using autostruts haha . Turn them on, see how rigid the station will become(speaking of rigid i hope you had it off when you were building it, it usually messes things up). I am sure the lack of them was the problem. Remove any struts you have placed from EVA or from building it, except if you like them for the design. You will also see fps improvement. Attach them mostly on heaviest part and try avoiding putting them to docking ports or putting too many on. See how it goes, i am sure you will be surprised from the results. Grandparent and heaviest part balance is the key when you play with autostruts.
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https://forum.kerbalspaceprogram.com/index.php?/topic/148015-auto-struts/ You right click to a part at anytime and select where it will ''strut''. They work the same way as the struts except at least four things, 1) You can change where they attach at any point, even after launch 2) You cant see them visually(except when you change where they attach or enable from debug menu the autostrut visualization) 3) They dont add to part count 4) And finnally you have limited options to where they attach.
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Read what bewing said, you cant see autostruts like the ones you have(that helps a ton cause they dont add in part count). You can see where they attach when you change their target. You need to turn them on the advanced tweakables on settings then right click to a part to autostrut(you can autostrut even after the launch). Um except if you meant the debug option to visualize autostruts.
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I learned by streams that having a large full fuel tank in the station makes it that all the heavy auto struts get directed to it and the station becomes structurally very strong. Its literally like having an anchor, helps a lot to stabilize it.(The ''anchor'' must be the heaviest part of the station) I use it to my latest designs and i haven't had any major problems. Of course as the others said, keeping the auto struts to minimum helps the most.
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How do I build a Space shuttle
Serenity replied to TurboBilder's topic in KSP1 Gameplay Questions and Tutorials
If you can fix the links you only need to post the https://imgur.com/oAveHiZ part. Looks like a good start but i have to say you need to fix those wings, i think the rest is fine but you definitely need to rework on them. Are you using autostruts as well? (Also neat logo ) -
You run out of energy in 1000x as well but time goes so fast that you cant see when the batteries flatline and it looks like the solar panels can keep up(i am assuming you have panels). I think thats the reason, been a little rusty on mining stuff.
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I am really not sure if it used to be like that. When you decouple a flying vessel you can switch btw the new vessels even at 23km distance. I am just curious if it was always there cause my mind was stuck to the usual safe distance when in ground or in orbit(2.5 km). Example https://imgur.com/a/qrjYVia
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Looks fine here, maybe a mod is the problem?
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Thank you for this important update, sometimes we get impatient but we always appreciate the good work you do! I wish the best to everyone that is involved in making this great game.
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Vessel with way too much delta V?
Serenity replied to Serenity's topic in KSP1 Gameplay Questions and Tutorials
I was just testing the drag numbers with different skins in the fuel tank when i realized the crazy delta v that vessel has, it wasn't meant for anything. Thankfully the skins didn't have any difference. -
Hey everyone, just wonder if this is considered ''normal'' I felt like it had too much delta V so i am really curious if its not that much, that orbit is with a single burn from launch. https://imgur.com/a/7A51JBX