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Geonovast

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Everything posted by Geonovast

  1. This is why, whenever I do a game where I have to build the tech tree, my first priority is always unlocking the first solar panel. Glad you got home!
  2. My computer started whimpering just looking at that, and while it's no super gaming machine, it's probably on the better end of the spectrum for KSP.
  3. Here's my submission! First challenge submission at that. Biggest project I've even attempted, and everything went... mostly ok. (Once I got this problem figured out)
  4. This is mainly for a submission for @SpaceplaneAddict's Dres Awareness challenge. This is pretty screenshot heavy, so I'm going to put the bulk of them in spoilers for your viewing inconvenience. Mission: Occupy Dres with a single landing base station, space station, 8 satellite network, and 4 Tetra class ISRU Rover/Landers. The Tetra class Rovander will be capable of returning to the station and biome hopping. Mission completion to be done with two launches from Kerbin using convertible Washburn class ships. Mission Flag: Meet The Ships! Tetra Class Rovander: Equipped with 4 LT-1 landing struts, dual aerospikes, SP-G solar panels, Drill-O-Matic Jrs, and a RefineOre Y-600 Mini ISRU converter. This docking-stackable Rovander is capable of endless Station-Surface-Station trips. Connecting Living Space complient... sorta. If you stretch a bit. Holds one Kerbal. Lance Relay Satellite: I'm sure you've never see a relay satellite before! Washburn Class "IDT Maya": The IDT Maya sports copious amounts of living space, research center, science array, and deep space communication/relay abilities. It also features 8 LT-37L landing struts, as Maya's mission finale is a research base landed on Dres. Core is comprised of 6 Large Advanced Reaction Wheels to minimize RCS usage. Payload is 8 satellites. 6 Comm/relay, 1 Survey Scanner, and 1 Narrow-Band Sat. Bottom piece is a detachable-before-launch Kerbal loading system. Also CLS complient if you tweak your imagination a bit. Crew is 6 Kerbals, you'll meet them below. Washburn Class "IDT TinyTina": The IDT TinyTina is very similar to her sister ship, Maya. Differences include additional decouplers to completely detach the 4 engine nacelles. TinyTina's mission finale is a Rovander Waystation / Science station in low orbit around Dres. Other main difference is the payload, of 4 Tetra rovanders. Ship will launch with a crew of 10. Standard 6 positions as the Maya, with an addition 4 rover pilots. Phase 1.1: Loading Maya: Phase 1.2: Launching Maya: Phase 2.1: Loading TinyTina: Phase 2.2: Launching TinyTina: Phase 3: Satellite Distribution: Phase 4: Rover Relocation: Phase 5: Maya Landing: Phase 6 Rovander Landings: ~6.1: Raysel - Random Spot ~6.2: Josen - Trench ~6.3: Leeford - Maya Base ~6.4: Maubert - North Pole Mission Summary (AKA TL;DR) IDT Maya brought a full 8 satellite network, then touched down on the surface for a permanent base. IDT TinyTina brought 4 Rovanders to Dres. The ship became a space station. The rovers all landed at various parts of the surface, including the north pole, Dres trench, and Maya Base. *** A few notes: Yes I know the bright pink visors are annoying. I probably should have gotten that fixed before I did this, but I was too excited about this mission. (As of writing this, I realized I should have just removed TextureReplacerReplaced after the ships were launched, as I only use it for no helmets in atmosphere.) I probably did it incredibly inefficiently. I know it would have been better to stagger operations more, but meh. Probably would have cut a good two years, at least. I hope you enjoyed reading!
  5. I don't know the math for you, but since I started using this, my interplanetary stuff has gotten easier... just have to plan for while you're there!
  6. I can really only blame this on a glitch... since it all started with a wheel exploding inside a fairing on launch. Final prep work. 10 crew, six in the main core, one in each arm connecting the nacelles to the core. First 1/3rd of second after launch is fine.. Then one of the stowed, unloaded wheels gets all "stressed out" and explodes. This almost looks on purpose. He's probably fine.. Nope. Dunno where that one ended up, maybe he got to space? I think Verfry has issues. 6 out of the 10 crew survived, the ones in the core. Way more than I'd expected. Was pretty fun to watch though. Managed to fix it by launching with the brakes on.
  7. But why would it show up with the drills retracted and before I touched down? I think I was still a few km above the surface when it showed up. I suppose it really doesn't matter, I'm just curious.
  8. Well today is becoming interesting. Been working on two monsterous, 800+ part, ~4,000 ton ships, for a detail report to submit for this challenge. Thought I would be fancy and actually drive the kerbonauts to the launchpad instead of just boarding them in the VAB. Everything going good, except framerate because of an 800+ ship in physics range, so lagging with a 13 part van.. Closer to the IDT Maya... When I get close enough, the launchpad just up and EXPLODES. Burned for a good while.. The ship itself is fine. Luckily I overdid the ladder to load the kerbals up.
  9. Had an interesting "Physics Easing" failure... Too bad Val didn't survive to enjoy the improvised carnival ride.
  10. Yeah that could be it. There are two drills on it, although I'm not sure how they could have activated. Neither deployed and they aren't attached to any action groups... Here's a direct link to the picture if you wanted to still check it out. http://u.cubeupload.com/Geonovast/screenshot506.png
  11. I just had this message pop up while landing this lander/rover on Dres. I've never seen in before, and no idea what it's referring to. I've got 2 dozen mods or so. Is this stock? From a mod? What does it all mean?! Landed fine. Engines didn't quit on me or anything.
  12. You may have by now, if it autosaved since your little blip. If you do it again, go to Load Game and load the persistent file to load the last autosave. Better than starting at the beginning.
  13. Awesome! I can't say KSP has been life changing for me, other than now NewEgg is boosting my credit score.. Hopefully learning how real rockets work won't affect your love for the game! As always, there's a relevant xkcd. https://xkcd.com/1356/
  14. I saw a similar thread awhile back, and one of the suggestions was to change SAS to "Radial Out" just before touchdown. I'll frequently hold 'N' with RCS on as well to help keep it against the ground until I settles.
  15. Right along how this game has made me appreciate SciFi TV/Movies a little less... Every SciFi Show/Movie, pretty much ever: Ship in orbit, tootling along. Ship's engines cut out. "OMG WE'RE PLUMMETING TO THE GROUND WE'RE ALL GONNA DIE." Granted, I already knew how silly that was, but my suspension of disbelief is now pretty much gone.
  16. I'll have to remember to link to this next time someone exclaims that separatrons are not boosters.
  17. I'm still on 1.3. Video taken with only SXT, Module Manager 2.8.0 and Firespitter installed (Everything that comes with the Spacedock download link) My main mod install has MM 2.8.1 and it happens there too. I'll remove Firespitter and try again. Update: Game will not load without Firespitter. Just sits on here.
  18. On Linux it's Right Shift + F12 in case that's what you're running.
  19. I'm having an issue with the FL-S3 Petal Adapter... exploding whenever I decouple. Replicated with only SXT and its bundled dependencies included in the Spacedock link installed. (video) KSP 1.3, ModuleManager 2.8.0 All parts on the example craft stock except the FL-S3. ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Here Example Video. Triggering manually, with staging, or in action groups makes no difference. Setting force percent to 0 also makes no difference. If I put another coupler inside the adapter, it doesn't explode, but the two halves are flung apart very quickly, around 1,000 m/s instantly. As best I can recall, I haven't had any issues with any other SXT parts. I have no problem messing with config files. Are there any changes I could try to get it to work?
  20. It's probably a good thing the GoG version doesn't track this. Galaxy might, but I'm not using it. I really don't want to know what that number is...
  21. Today I finally decided to take off and land a plane without leaving cockpit view. It went swimmingly.
  22. I haven't spent too much time on space stations, but it could be neat trying to mimic a movie. Thanks for the reminder that I wanted to see that! (I don't really know what you're talking about - yet. No spoilers!)
  23. There's nothing "almost" about my addiction to this game.
  24. Don't think it's necessary. If they try to post, one of the mods will have to approve it first, which I'm sure will get them caught and banned. If they PM you, just alert one of the mods.
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