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Posts posted by papuchalk
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i cannot activate the Cooper engines..
i managed to hack the bottom engine as you said with updating Power.cfg
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Amazing mod, i am thrilled. Is there a manual how to fly Ranger ?? I dont seem to get it, there is probably need to know TAC? But also how to manage electric charge. I am trying to fly on Kerbin but power goes off in a few seconds
Alright, reading a few posts higher, there is the problem.
Also i think that game is removing parts from the ship, my rear engines in Ranger were missing and i had to place them manually.. weird.
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10 hours ago, papuchalk said:
Yes i was landing rover on Duna. For the very first mission outside the Kerbin system, i recieved a mission to land a rover on a specific site on Duna, and after landing the rover, i will be recieving further updates for ongoing rover mission. What a surprise! For a first Duna mission, something so entertaining? No fly-by-Duna, no science from around Duna, no satellite in specific position of Duna... just go there streight with rover!
Here is rover after landing, i gave him deployable solar panels (on hinges) so that we can adjust the angle of panels, and also to have the chance to put them aside completely for the scanning arm to have the full range of movement
Here the panels are in deployed position, with Ike
Playing with Kerbalism - reviewing list of science that the rover gathered. Sending Blueberries analysis back to Kerbin takes even 39 minutes..
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ksp 1.9.1
which planet i landed a rover on today ?
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the first one who taught me how to play ksp was Scott Manley, thank you Scott, without your channel i would not make it to Mun. ( But retrospectively, he showed me mainly how to get as much science as possible, and how to build reeeally basic ships. But his ship designs are rather weak, only for beginners)
Then i discovered Matt Lowne, his channel is here
https://www.youtube.com/channel/UCiW7-IEQCTqS9l7223whHZA
and that is completely different level, it is definitely channel for advanced players. I learned so much from him, even after i finished first career. He is very entertaining, funny, but very advanced player who has very clever a functional ship designs. I am always suprised how long and difficult missions he can do with relatively small and under-engineered ships. He is true master and big inspiration for me
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3 hours ago, Chequers said:
I know it's elementary for most of you guys, but today, I finally managed a manned Mun landing and return, without quicksaves or reverts (I'm playing with those options switched off).
In the end, I did the mission in two parts, the first to send a science probe to establish an ideal landing site, and get the scientific equipment on the surface. Then a second manned mission successfully saw Jebediah land on the surface, collect the science data from the probe, and launch.
It really helped not having to lug the science equipment on the manned lander. It's made me realise that even slightly increasing the weight of a craft can add up to pretty major impact on delta-v. By focusing on creating a lander that just needed to carry Jeb, I could maximise efficiency.
sounds logical, but you might spend extra fuel to land exactly at previously landed probe with science. based on you skill, the fuel consumption for exact landing site could be enormous. then, it does not matter if you spend delta v because your ship is heavier due to taking lots of science devices , or because you do lot of correction burns. But i agree that especially Materials bay is enormously large, and it usually does not fit to any of my manned landers...
btw where the fun begins is with life support mods. I personaly pla ywith Kerbalism last weeks. All life support devices add another enormous weight to crafts, besides food and water, also the presurized tanks with o2, hydrogen, nitrogen, chemical process devices (mainly water and o2 recycling), more electricity capacity and generators -- more living space for longer missions - and most of all the shielding against radiation. all add weight and need for more delta v
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I am using greenhouse for the first time with one kerbal on board.
It seems he cannot create enough CO2 for greenhouse. I am running out of it, and ammonia too. I will bring second kerbal on board but then i might find another resource will be limited or lacking..
Did you find a set up for greenhouse with recycling chemical processes, which gives you "unlimited" resources for greenhouse and crew too? besides food of course
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On 3/6/2020 at 10:43 PM, Sir Mortimer said:
I think it disables the stock survey contracts (take measurement over location X below altitude Y contracts), but nothing else.
I think stock KSP offers only one "progression type" contract at any point (Return to Kerbin from orbit of X), maybe you still have one open?In mid-game I usually go to places that have launch windows available, and pick up the matching contracts later if I get them.
i dont know whats wrong, i had one mission opened which seemed like progression type - dock around Kerbin. But i finished it , and still no progress in game.
Instead, in available missions I recieved another potential progression mission - dock around Mun. But i had not accepted it yet, and it is weird that this mission cannot be declined.. red cross button is greyed out..
i have not encountered such weird behavior of ksp before. I am stuck
list of my active missions
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Does Kerbalism influence type of missions which are offered to me in Career mode?
It seems like game is stuck. I landed on Mun and Minmus, i finished other science missions on both planets, i made big progress in tech tree, so i should be already recieving Duna missions. But no Duna missions.. still only Mun and Minmus
I already opened space exploring modules, like greenhouse, hitchhikers modules, etc.
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7 hours ago, Dan Kerman said:
Upgraded to KSP 1.9.1 and then upgraded mods and then some UI adjustments that didn't transfer over. Test run and my Minmus lander doesn't leap off the surface anymore. Yippee!!! Seems to run smoother.. the stutter every 5 seconds is gone too!
yees 1.9.1. is amazing, it runs smooth and much nicer graphics
what do you mean your lander doesnt leap off surface anymore?? my modules still jump after timewarping - both on Mun and Minmus
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BIGGEST KSP SIN IS
that I cheat with satellites missions, and when setting up relay network around planets. In career mode ofcourse.
I just dont have the time to fly them all the way up from Kerbin. I use Alt+F12 cheat to get them around target planet, and them I fly them to designated orbit. Mission done in 10 minutes
My precious time in KSP must be saved for more entertaining missions. But without satellites and relays, there is no easy life in ksp career.. they are a must have
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12 minutes ago, Ivanlol151 said:
i think that is that thanks!
yes is this
hehe you will need huuge amount of delta v to turn around : D
but i think everyone made that mistake at least once.
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1 minute ago, Ivanlol151 said:
I was in my career mode. I accepted a mission to make a satellite to a dune that said I had to carry some science modules that would carry lights that would complete it but I couldn't make a request for a specific orbit but when I did it I didn't say that I had completed that requirement and I couldn't finish the mission
Images:
https://photos.google.com/photo/AF1QipN0bnTwLd_J7IAibKqfyVLNyiFCgF1WlYvt4S01
be carefull to have required tajectory. not only shape of orbit, but also direction of flight must be clockwise / anticlockwise
also there are other causes why contract has not been evaluated as finished. maybe you didnt have required module on it, with proper settings.
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I found a Mun Arch, it is around 120 meters high. Tiny lander below
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2 hours ago, XLjedi said:
@Fierce Wolf@papuchalk I have my career "Pro-Stock" challenge posted now... the link is in my signature. If you've run a number of careers, it may be of interest. It is deceptively difficult though; requires a lot of redesign, careful planning, and hangar/craft optimization.
hey i started Kerbalism career, and i am addicted to it .. craaazy how ksp is entertaining me again
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Finally, i did docking of L.E.M. and command module the only right way..
EDIT: "controll from here" button didnt work, thats why i struggled with docking little bit
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Hey guys, i have an idea how to make maneuver nodes more "realistic", and it could be part of Kerbalism mode. Maneuver nodes were calculated by real people at times of Apollo (maybe they are up today?) So it always takes time to calculate it, and also to check if the calculations were correct.
When setting up a maneuver nodes, it could take several seconds before they are fully displayed to you with line of trajectory.
Longer burns, for example from kerbin to Mun or Minmus, could take around 10-15 seconds to calculate exactly. Small corrections of that course could be much faster - between 2-3 seconds.
I know it would drive some people nuts to have such long delay between setting up maneuver node and seeing where it actually aims - but i would appreciate to have that kind of realism. It would make you think more about your planned trajectories and how to save time when calculating them.
Also, the line showing you maneuver nodes could be showing you slightly different result than you will do in reality. Calculations are never so perfect, right? I find myself doing too exact burns in ksp, so i would welcome some margin of error
On 2/28/2020 at 12:48 PM, Drew Kerman said:getting to know this new science system, read the wiki, watched the whole video on it and was chasing down what I thought was a bug but turned out to be poor communication from the mod. See here:
I had a capsule with an "always on" antenna and starting the crew report I saw it generating data but not being stored, it would just stay blank. I brought out just the Mk1 pod without the antenna and started the experiment and saw data being stored. Then I tried a retractable antenna and with it retracted I could see data being stored but then when I extended it I saw the data decrease back to blank and that's when I finally understood it was being transmitted by default. I think I was misled also by the capsule having a default 5km antenna but still storing data - I guess it's not a transmission antenna.
Anyways my point here is that the "Data:" field should really be saying something like "Data Transmission Active" or something once the data hits 0 instead of just being blank
actually, i recommend reading Kerbalism manual, which might be a little outdated today, but basic stuff like antenas are still the same. Read page 25 - only external antenas are useful for transmitting data, also only these give your crew comfort bonus for Call home
https://readthedocs.org/projects/kerbalism/downloads/pdf/latest/
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Today i landed on MUn for the first time in new careeer with Kerbalism Life support mod.
Enjoying new graphics of the game in 1.9.1
and.. enjoying the Kerbalism mod so much!, It is a whole new experience from the game, in fact it is like a different game. Many mistakes early in the career, cause I am learning new gameplay mechanics, especially science is tricky, and also there are so many attributes on the ship that you need to manualy configure before the launch. I AM LOVING IT! KSP is again entertaining me with this Kerbalism mod !
Approach
Landing in Twin Crates biome
First science happening on right table - showing remaining time to complete - it takes minutes, it takes energy, it takes harddrive space..
Picking up Mun stone, and taking surface sample and EVA report - electric energy needed even for those
Moving only 800 meters sideways, and there is another biome. Perfect landing for more science
Science review before going home. And Nitrogen depleted - NO MORE EVAs possible So i cannot manually take data from Mystery goo. Another lesson from realism
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My quirky habit is always trying to merge more career contracts into one flight, one mission, one multipurpose ship.
Usually i fulfill 3-4 contracts - manned landings, probes, relays, satellites, ionization scans etc.
Bring to space everything i can with one ship!
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omg my mistake. I had ship combining MK-1 command module and KV-1 command module (from making history expansion).
I separated both command modules after 30days on orbit, and i forgot that KV-1 command module does not have any torque. So the ship became uncontrollable.
Nooby mistake
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My ship became totally uncontrollable, when pilot reached 33% of stress. I could not turn it, or do burns.
Is that OK? I mean, it was only 23 days in space for the pilot(or so), and he became completely crippled : )
Is it a bug, or a correct realism settings ?
I though that only after reaching 100% there could be some "reliability issues"
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i found this mod a few days ago, it is by far the best mod in KSP. thanks to this mod ksp is again entertaining me !!
however i would appreciate more detailed and explanatory manual. i have seen some videos of gameplay on youtube, but even those guys making the videos dont know exactly what they are doing sometimes : /
is there any more detailed manual or youtube channel that i missed? for example how to combine command modules and habitable modules together, how to set them up to provide best possible conditions but least consuming the resources? For example at early stage of game i am struggling to combine MK1 command pod and MK1 crew cabin for just one kerbal.
I am learning by mistakes, but very slowly. For example i didnt know that nitrogen is not consumed for making the pressure in cabin. Nitrogen is depleted only when kerbal goes on EVA? i am missing those small explanatory information how it all works
anyways, i am so hooked up on ksp again. thank very much to whoever is responsible for this mod to exist
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actualy, i have been watching Kerbalism videos on youtube last few days, and it highly attracts me. Though it requires completely new career to be started, and i remember how painful are those real beginnings
[1.11.x] Endurance (from Interstellar) Continued... (V1.13) 20th Feb 2021
in KSP1 Mod Releases
Posted
The ship file must be corrupted, or the game is changing the Cooper engines somehow. I have to manually remove them from ship, and place new ones. Then i can active them in game.
Then i tried a flight, but oxidizer is gone very quickly, somehow the ratio 0,1 is not correct. Should i change it to 0,01 in order to make the oxidizer disappear less quickly??