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KSP2 Release Notes
Everything posted by Cavscout74
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That looks like the big brother to my Mun outpost in my abandoned 1.11 career - all was good till I tried to surface attach a light to the base. Hopefully you will have better luck!! Even looks like we took the same approach to land it.....
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More tinkering with my 1.10 JNSQ build - actually adding more mods. How did I never install FASA before? It's Atlas put a Mk1 pod into LKO in JNSQ with just under 100 m/s to spare. I really need to look at modifying a tech tree to my liking and get my career restarted. Booster separation Not only does the Atlas have enough dV to put the pod in orbit, I added a pair of Sepratrons to push the core down to a 54km Pe after pod separation so it would reenter & not litter LKO Jettisoning retro-rocket pack after deorbit burn. I also fired up a Near Future open-cycle nuclear engine at the pad to see what the exhaust looked like. For an added bonus, the highly irradiated pad now saves thousands of funds a year as it no longer requires electric lighting at night.
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That is just a beautiful shot!!!
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Same here At one time, I thought the mission builder might be useful for testing designs - specifically Eve craft - rather than launching a mission & hoping it all went well. I found it too much of a bother. Instead, it's easier to just use sandbox & cheat a risky design to wherever you want it & test it before killing your kerbals in a no-quickload/no-revert/permadeath career. I use the moveable parts a little, and tinkered with helicopters a very little, but attempts at a prop plane have yet to accomplish anything useful.
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Got a few things done in my soon-to-be-abandoned JSNQ career, including the first space station around Kerbin, a better Mun impactor for the passive seismometer (56% of total science in one hit compared to 0.5% last time) and the first crew launched in a Mk1-3, heading for the station. Skylab-1 in orbit. It features a full set of scientific instruments, a small (1.875m) lab plus quarters for 3, and both a standard and junior size clamp-o-tron for docking. I should have found a better place for the dish antennas - they clip with the solar panels. That will probably be the engineer's first job when the crew arrives. Mun Heavy Impactor heading for its target.... Impact was about 2400m from Mun Outpost Alpha, with a velocity over 1000 m/s Girroc MPV-1 entering orbit. Launch was poorly timed, so it will be just over 8 hours before the crew performs their first maneuver to rendezvous with the station Oh, and a reworked design to be able to use the Pomegranate pod on Mun returns - uses a 1.875m heatshield for the initial reentry, then will stage the pod away after going through the worst of the heating. Currently passing its Ap, just past Mun's orbit, and starting back for its reentry test. I also cheated a new Mun Outpost Alpha into position (and destroyed the old one) to fix the problem of it losing all its surface attached parts
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You would ask that after I shut down my gaming computer!! IIRC it was the Leonov launch center (and I only figured that much from going to the github for JNSQ & digging through it)
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After remembering to install Kopernicus, my 1.10 JNSQ install works so much better. I also got to mess with some of the extra launch sites since I installed Kerbal Konstructs as well. I didn't really do anything serious, just working on getting mods set up how I want & messing around in sandbox. Not sure how the kerbals built that on top of a mountain, but it sure is convenient for polar launches: With this in polar orbit (100km x 175000km), I shouldn't have problems keeping signal to anywhere: SRB-only first stage pushed a Mk2 pod out of the atmosphere. Got a bit warm on the way.... But the fairing kept Bob nice & cool
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I don't know when or why KSP started hating me so much, but I attempted to get a JNSQ install set up in 1.10.1 after all the headaches I encountered in 1.11. For reasons as yet unknown, JNSQ doesn't change anything - stock Kerbin is still loaded in a new save. It DOES add to the patch count when loading KSP, but doesn't appear to be doing anything else. I'm totally baffled - other JNSQ installs I've had encountered no issues like this. I'm on a different computer than my usual one, so I can't compare installs, but this just makes no sense. Initially I thought it was some problem with Kerbal Konstructs (i've never used it before) but deleting KK (and deleting & reinstalling JNSQ) made no difference Edit: I am so dumb - I forgot Kopernicus. I bet it will work a lot better once that is installed!!!
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It does already have the steam vents, so both of those would be very fitting. Some kind of vegetation would be nice too. Heck, even without vegetation just having a few different shades of brown terrain would be great.
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The only way that would really work (for probe control) would be a stock KOS-like programmed autopilot. And not a lot of people want to learn a programing language to play. KSP1 already has <20% of players making it to a Mun landing or something like that? How many more would be lost if you had to learn KoS just to launch a probe? For transmitting science - however KSP2 ends up doing it - IMO, not crazy about it either: Do you really want to wait 2 or 3 years game time for that amazing discovery you just made on Rusk to be sent back to KSC at the speed of light? Which is not to say I wouldn't consider using signal delay if it was an option, but I'm not sure it would be a good use of dev's resources.
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I gave 1.11 one more good try, but today was the final straw - trying to add a light to the exterior of my Mun outpost caused every surface attached part to fall off. Actually, the whole Mun shook for a moment, and afterwards I realized my lights were gone, then realized everything else was too because it was night. Solar panels, science experiments, life support cans, ladders, other lights - all ended up in a pile on the ground. Everything but the landing gear. I'm stopping this career & will be starting fresh in 1.10, gonna call it Out of the Sands 2.7B
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Today, I watched as my Mun outpost fell apart while trying to add a light to the exterior. The world shook a little , then every surface attached part just fell off the outpost - science experiments, solar panels, ladders, other lights. All laying in a pile on the ground. I guess the 1.11 construction system still needs work. That is the last straw, time to restart my JNSQ career from the beginning in 1.10.
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I got a good bit more done today in my JNSQ career - first Mun outpost landed (near a rock arch), another probe to Eve departed, successful abort test of a new 3-kerbal Mun-direct lander (ie launch from KSC straight to a Mun landing & return without any docking or crew transfers required) then the first manned flight of the lander to bring a crew to the outpost. Eve-Pathfinder departing LKO Abort test of the Mun-Direct Lander Launch of Mun Outpost Alpha. One of the uglier launch vehicles I've made due to the need to cover the very un-aerodynamic outpost while retaining the radial landing engines The outpost is actually lighter & smaller than the lander to carry the crew back & forth Mun-Direct Lander departing LKO Flag planting after a safe landing. Jeb landed between the outpost & arch With the science experiments deployed, the crew settle in for their 30 day stay. The water purifier better work as advertised, because the base only has 25 days worth of fresh water
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I've done similar before, they were quite fun - mine didn't dock with the base though, just had some form of landing legs & had to be refueled with KAS fuel lines Also, I finally got my laptop back & opened up my JNSQ career. Didn't get much done and it really convinced me to roll back to 1.10 & start over. I did finish my cursed Mun rover contract finally, then got a probe launched for a Moho fly-by. It's only a few thousand m/s short to get into Moho orbit. And I performed an abort test of the newly researched Mk1-3 pod Moho-Pathfinder departing LKO The abort test used a 1.875m SRB to cheaply launch the pod for the test
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This ^ Once you leave Kerbin's SoI on the way to Jool, find a spot to do a course correction to try to set your Pe around Jool to ~60,000km. Once you are just inside Jool's SoI, set up a maneuver to get a Tylo intercept and it will handle a big chunk of your orbital insertion dV for free. If you're timing is really good, you might even leave Tylo's straight into a Vall or Laythe intercept. Like others have said, its a great place to get experience with gravity assists.
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Anyone else worried that KSP 2 will be bad?
Cavscout74 replied to Omni122's topic in Prelaunch KSP2 Discussion
I really hope it will be great, but I keep seeing things that bother me in the limited info that has come out which makes me wonder how much I'm not going to like. Even more than wondering if the game will be great, I wonder if it will be great for me. I've encountered several games recently that should have been good, but I just couldn't enjoy that much and ended up deleting after a few hours. -
I'm still doing nothing as well, still waiting to get my laptop back from getting the screen replaced. Apparently the unobtainium ore has to be mined & processed, then shipped by some guy on foot to the screen manufacturer before the screen can be made & shipped out. I actually bought another laptop to use that was decent but not quite as good, so I haven't tried making a new JNSQ install. Sadly, after getting used to the extra challenge in my JNSQ career, I'm kinda bored with the stock scale install. Edit: Just got a call from the repair shop. Apparently the first screen arrived from the manufacturer looking like it had been keyed by an angry girlfriend - deep scratches all over the surface. They had to return it & get another new one sent. This was the entire reason I took it to a shop in the first place. I've changed laptop screens before, but this one I spent over an hour trying to figure out which replacement I needed and hadn't even isolated which connector it used - one online store indicated MSI used a mix of 30 & 40 pin connectors on this model. I thought a pro would have better luck finding the correct screen, but he had as bad a time as I was having.
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At least he retired. Had one of my coworkers die a few years ago and the company posted his job before they told anyone he had passed away. But that is still pretty crappy with your buddy. In other news, I had to put down one of my dogs this morning. He was a rescue that we inherited from my mother-in-law - she passed 8 years ago, so he was pretty high up there in years. He hated just about everyone & everything except for me & my wife's dog. He was also a fighter - he was a yorkie mix and weighed <10lbs, but I've seen him get loose & chase a large pitbull two blocks up the street. Sad to see him go
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Seeing other planets from VERY far away!
Cavscout74 replied to Wizard Kerbal's topic in KSP1 Discussion
I believe this is what you are thinking of: -
One or more of the Wild Blue Industries mods (MOLE, Deep Space Exploration Vessels, Buffalo) by @Angel-125 EDIT: Specifically, the subfolder "Wild Blue Tools" that all the WBI mods use adds that resource
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They've previously said (and no I don't remember where, but it was posted on here somewhere) the main game mode would be more like science than career mode, so unless that was incorrect, it implies no funds or contracts, and therefore no reason to launch tourists. It's actually the first thing I saw that shifted my opinion of KSP2 from "buy it the day it releases" to "I'll wait & see"
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Still don't have my laptop back - turns out the screen is made of unobtainium and requires 6 months to build from scratch and is only available from the computer manufacturer - but I bought a cheaper laptop while I'm waiting that will at least allow me to play KSP even if I don't have my JNSQ save. Launched (and crashed) a base to Mun.... After jettisoning the transfer stage, I was doing ~400 m/s and the fuel for the braking motors amounted to a little over 300 m/s. Maybe next time.... then I test flew a small jet & crashed it as well. At least I'm consistent. Happily this was sandbox not a no-revert career
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Launch pad weight issue.
Cavscout74 replied to Martininez_1's topic in KSP1 Technical Support (PC, modded installs)
I haven't seen this particular issue, but I've seen reports by others of similar problems with VAB/SPH limiting part count in sandbox, such as this: I don't know, but it seems like it could be related -
Stuck on loading screen.
Cavscout74 replied to User_1234's topic in KSP1 Technical Support (PC, unmodded installs)
For anyone to help, you will need to post logs. See this post for details: If you have the Steam version, you can verify the installed game files via Steam which should fix anything missing or corrupted and would hopefully fix your problem.