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Everything posted by Cavscout74
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Finally got Kerbals back on Laythe in my newest career. Set the modified Star Ranger (by XLJedi) down right next my 3-man outpost/fuel station (< 1 km after I managed to stop) Then dropped my Laythe floating base with attached 6-seat pontoon boat into the nearest sheltered bay. It did manage to straighten out before splashdown THEN I realized what I forgot this time: A rover to run from the fuel station & landing site the 30km to shore to get picked up by the pontoon boat. Oh well. I guess this batch of explorers will just have to hop back up to the space station & wait until the seaplane arrives in a year and half. I don't even have another Jool window for another half a year to send them a rover.
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I had one that didn't want to complete and it was something like this. Was quite a while ago, but IIRC I transferred the ore from my existing Minmus mining facility to an ore tanker that I built for the contract. Ended up building a fresh ship with its own drills & sent it to complete the contract without going near my old mining rig.
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I don't know how I missed this mod till now, but I'm glad I finally got it. Just installed & only been able to experiment for a few minutes, but my first impression is WOW!!! Great job!
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Do you remember your first exposure to KSP?
Cavscout74 replied to drhay53's topic in KSP1 Discussion
It was a revelation for me too - was watching some video on youtube & the next suggested video was something like "What KSP doesn't teach about xxxx." I don't even remember exactly what the video was - something about hybrid rockets maybe. Anyway, it was interesting but also got me wondering "What in the world is Kerbal Space Program?" A quick google search, then watching a few videos & off I went to download the demo, followed by the full version the next day. Not quite a 32 hour day, but my wife sure got annoyed quickly. -
After sending off fleets to both Eve & Jool, had time to collect science from Mun for a contract & caught a nice sunset over Kerbin & Mun:
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Sadly, I had to scrap my current career because something got messed up with the save while placing a remote lander & relay satellite around Vall. I have no idea what happened & I've spent all my free time today trying to save it - to the point of loading a previous version, deleting the offending vessel & alt-F12'ing a replacement into orbit of Vall. Everything seems to go fine right up until I try to switch vessels away from the lander - the screen flickers a bit & then remains on the lander. I've tried switching vessels via Kerbal Alarm Clock & map view. I've tried switching to different vessels, no luck. So off we go from scratch again.
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I've decided I have to launch an investigation into how these subcontractors keep losing kerbals around planets I've just barely sent my first kerbals too. I'll put Jeb & company on it once they get back from Duna. In the meantime, I successfully rendezvoused with Mitmung's debris in retrograde orbit of Moho - and thank goodness I noticed that retrograde tidbit before I got into orbit or I'd probably have 2 ships stuck. Successful docking: Re-circularizing after dropping the debris onto Moho: Now Mitmung gets to sit in the lander can for the next few months considering the trouble he put me through before he gets to come home. By pure dumb luck, I also just so happened to have an exploration contract to transfer crew between vessels in orbit of Moho so I guess it did work out in the end.
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I mostly just performed the mid-course correction burns for a fleet of probes heading for Jool, then tinkered with a mostly-SRB version of my expendable 4-seat LKO tourist rocket. Suffice it to say it was good that I tested it empty. I "think" the last tweak I did will make it usable, but at a cost savings of only 1500 from the original LFO version, I'm not sure it's worth the headache. At least the testing was pretty, with all the fireworks in the sky.
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After a RUD of my laptop a week & a half ago, I've actually got it working except for a cracked screen. It wasn't bad enough to prevent me loading up KSP & I just did a quick orbital tourist contract. Amazing how much fun that was after not playing KSP for nearly two weeks. I even brought them back in one piece this time.
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Funny seeing "Space bar of death" today after I executed a load of tourists this morning after some minor tinkering with a fairly standard orbital tour ship caused a Tac Self-destruct charge to get placed as the very first stage followed by the engines in the next stage. I actually managed to stage enough times to separate the "victims" capsules & deploy parachutes, but they didn't open far enough to slow the pod as it fell into the ensuing fireball. In an odd turn of events, due to the reputation loss of killing 8 tourists from 3 different contracts, I now have MORE tourist contracts being offered.
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While I had a recovery claw enroute to pick up a stranded kerbal around Minmus, I was offered a SECOND contract to grab another one. Much to my surprise, only one required recovery of the stranded module also. Due to not having changed my design since a unique mission a few days ago, I had an extra seat on the recovery vehicle & managed to finish both contracts with a single launch: Recovery #1: After grabbing it & transferring the passenger, I gave it a good fling & released the claw to get ready for recovery #2: After some simple maneuvering, caught the second module & headed back home:
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Cavscout74 replied to Angelo Kerman's topic in KSP1 Mod Releases
First I want to say I really enjoy your MOLE mod, especially now that I'm doing a harder career & I'm using the lower tech parts for much longer. I was wondering though, has anyone seen this on the Fulcrum engines: It looks like the exhaust plume is starting above the nozzle instead of just below the mouth of the nozzle like the adjacent stock engines. -
So after maxing out the tech tree on my second career after barely leaving Kerbin's SOI, I started a new career on higher difficulty. No reverting & buying parts after unlocking the science nodes is quite a bit more of a challenge - and more fun. This morning, I had both my first launch abort & my first time nursing a damaged rocket to orbit. Launch 1: A lander intended for Mun with 1 freshly added kerbonaut & 3 tourists aboard. The launch vehicle was a new 2.5m body with 4x1.25m Fulcrum engines from MOLE along with 2 short radial 2.5m boosters with Skippers. The radial boosters had stock radial decouplers & a SpaceY seperatron nose cone for staging. Unfortunately, the nose cone imparted so much spin on staging, the skippers caught 2 of the 4 main engines. I had the thought that if only 1 was hit I might have still made orbit, but with 2 gone my TWR was down to ~0.7. Much to my surprise, the abort worked flawlessly & all kerbals survived for round 2. Launch 2: Same design, same victims er passengers. I just set the nose seperatron thrust limiter to 50% & moved the decoupler down a little. Launched again & discovered that my redesign wasn't quite enough as one of the main engines was still destroyed. On the plus side, I was right about being able to make orbit on the remaining 3 & managed to complete the missions. Except for actually planting a flag on the Mun. Maybe 3rd time will be the charm, just need some more volunteers.
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My Tylo remote science lander finally arrived in orbit in my new career. After dropping off a relay sat, I started down to the surface with the transfer stage. Then accidentally staged it (with several hundred dV remaining) leaving only the landing probe with no recent quicksave. Much to my surprise, it seemed like I still had enough dV left to land successfully. The second surprise of the landing came ~50m above the surface when I discovered that no, I didn't really have enough dV for the landing. On the plus side, the antenna, RTG, sciency stuff & one solar panel survived, so it was still a success. I didn't really need the engine or fuel tank any more anyway. The landing legs & solar panel pieces scattered across the terrain just give a little more variety to the scenery.
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Finally had the triumphant return of my DSEV-04, bringing back 10 kerbals from taking the first steps on Eeloo. Jeb was too good for the automated crew shuttle though, so had to fly himself down on the only remaining interface vehicle - a tiny spaceplane, the Laythe by Xyphos from KerbalX. Pictures will go up later, forgot to upload them earlier & I'm on a different computer now. And apparently I didn't get any shots of Jeb's reentry, just of the crew shuttle leaving the powered down DSEV-04: A big thanks to Angel125 for the DSEV mod.
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Went back to my first career & as the Jool return window is getting close, it was time to send home the crew of my Sagan floating base after several years researching Laythe: The Sagan base with pontoon boat: One of the engineers inspected the floats one last time before leaving: Low pass over their home away from home using the Star Ranger from KerbalX by XLJedi: Heading for rendezvous with the Laythe transfer vehicle to swap crews:
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Started a new career a few days ago & accepted a poorly read contract to recover Adeny and debris from the surface of Mun. Oops. So the following mess was born from my fevered imaginings. Launched upside down for added fun, with a low altitude flip over after dropping the transfer stage to attempt to land the claw on the debris. I managed to fall over on landing ~100m from the debris, and then the debris rolled itself into the claw without my input. Popped the gear back out & managed to get more or less upright & launched to Mun orbit. Reentry back at Kerbin was.... messy. The heatshield & both skycranes blew up, but my periapsis was low enough for aerobraking - only took 3 orbits to land. Somehow the chutes all survived.
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[Min KSP: 1.12.2] Mark One Laboratory Extensions (M.O.L.E.)
Cavscout74 replied to Angelo Kerman's topic in KSP1 Mod Releases
I recently added MOLE after using Buffalo for a while & I kept getting offered research contracts I couldn't finish. I really like the MOLE mod but I've been having issues with contracts not completing and/or not removing the completed contract from my list of current contracts. The first two MOLE science contract I completed I received credit for completing, got paid, got the game mail about finishing them, then still had the contract - with every item checked off as complete - listed as an open contract. Then I had several work normally, so I figured it was just a fluke. This weekend I brought back a lab from Moho with 4 completed experiments for 4 contracts and had nothing but problems. First landing, only one contract completed, the other 3 showed everything done but the last step (land/splash down on Kerbin). So I reloaded my quicksave & tried again. This time, none completed. Tried again - same. After six tries, made a new lab, alt-F12'd it into Moho orbit, did the experiments & alt-F12'd it back to Kerbin orbit & landed. Same thing - everything checked off except land/splash down on kerbin & no credit for the contract. Has anyone else run into this? At this point, I'm hesitant to take any more research contracts, especially since I lost about half my reputation cancelling the 4 that wouldn't complete. Thanks for any help