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Cataclism

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  1. I´ll play a little bit on the configuration screen, maybe I´m missing (or messing!) something and haven´t noticed. I bring the screenshots, maybe someone has got it already. After reinstalling Scatterer and EVE.... the Kerbol system´s planets work fine. But the atmosphere on Traverse bodies comes in almost 90% opacity, I believe. And it´s all-white from the surface. As I see, the config files are all loaded correctly. Again, not a real problem, in fact. .......... By the way, in the near future, if you think is a good time to get the finished version to other languages, count me in for brazilian-portuguese. ;-) (y)
  2. Landing over the mysterious "Sector#1" biome.... O.ô .......... ...... The new, custom-made SSTU-parts SpaceStation (6 kerbonauts at main capsule, 3scientists at the 1,000 scienceLAB and 50 pax space on the deployable and rotatory station)
  3. I am LOVING this mod! Not only good-looking, but its low-parts´ cost allows me to get a lot of KAS/KIS items on containers. Thank you for keeping it up to date!
  4. You know, I believe I´ve made it perfectly clear how astonished I was regarding this mod - its numbers, creativity, visuals, well-written and complete information, etc... But I´m even more surprised now that I´ve started to perform science on the various biomes on every celestial body that the Shimals or the probes visit. The ideas for the biome´s names are awesome! These people put some serious brains on it; GREAT! One could, I believe, greatly improve their brain capacity on trying to memorize every single name of the biomes they explore. ;-D Crannel has some shallow waters. Can´t wait to send manned vessels down there! ...................................... The Interstellar_Expedition_Delta was sent to Overture. The exploration of Overture´s surroundings was exhaustive! Lesser orbited than Shima, Overture seems to me like a more selfish planet: it takes good care in a closer look of its orbiting moon(s). Beautiful, awesome! No changes on that. But a misplaced burn to its neighborhoods may be... unadvised. First things first: I believe the system "Overture-> Collide-> Parallel-> Tack" is the most prettiest ans funniest mess of orbital bodies I´ve ever seen! While I was wondering why would one of the moons be called "Collide", my probe suddenly explodes during the autowarp, just at the time it reached Collide´s high space! After two retries (quickload), I realized the problem was the same as is many of other "strange" happenings in my gameplays: a bloody-moron for pilot. Collide´s showed me a very cool-badass way to explain its name: its moon, "Parallel" (yeah! Parallel is a moon of Collide [which is already a moon], but has ALSO its own moon, named "Tack"!!!), its moon has an extremely huge chance to hit unaware vessels or even probes that get capture by Collide´s SOI. Maybe is that, or maybe it´s just some kind of bug if you timewarp too fast into there. The truth is: be cautious, be patient, or be blown. My first successful attempt to reach Collide´s SOI made me feel like I was a Hydrogen atom inside a nuclear reactor: surrounded by possibilities of crashing and smashing everywhere \o/ ! Well, the Interstellar_Expedition_Gamma has arrived at "Rin", the second to last moon of the planet "Sora". Beautiful! Beautiful planet, beautiful moon, as usual for this mod *.* . The kind of unusual thing that I didn´t expect about this celestial body is its incredible low space diameter: 8,000Km. As I maneuvered the adjustments burn to planning on stop my timewarp and circularize at a 3,000Km periapsis - where I expected to perform some high space science -, I still haven´t studied Rin´s high orbit. A big area to perform all kinds of science and S.C.A.N. maneuvers, though. Cool! Time to land at Rin, a small gas moon (cool!!!). In better words, time to DIVE in Rin (somehow like Jool, thru which I´ve never sent down a suicide probe). The planet has a violent and heavy atmosphere. I let the probe going down by its own willing (after it has opened the parachutes), but at the 600meters high, I decided to cut the chutes and leave it at a free fall, ´cause the speed was bellow 2m/s. The pressure was tremendous (almost 12ATM [more than 1,100KPa]). You can somehow follow its descent thru the screenshots. Thank krakeness for the infinite propellent! An inclination change from 99 to 0 degrees at Sora´s vicinity (495Km high [the atmosphere begins at 100Km]) would take more than 6,200Dv! The burn would take too long due to my engine mount (a 'Skipper' in the middle and four 'Skiffs' surrounding it), so I´ve decided first raise the apoapsis and just then change the inclination (to allow me to travel around Sora´s space). . . . . A quick exploration thru the three moons of Rin: "Mabel" (the inner-atmospheric one), "Ranco" and "Ori, both small and with a nice silver/shinning-white surface. As they´ve said in the moon´s description: you HAVE to bring sunglasses! ......................... ................ So, I´ve reached Sora´s inner moon, "Mabel". A small, Kerbin-alike atmospheric celestial body, with all those kinds of natural enviroments known back there, in Kerbin. I´ve paused my play at Mabel, for now. After I perform a little more explorations on Sora´s moons, I hope to bring and "set camp" my new space station, built almost entirely with SSTU (low-parts cost) and specially for this use. As my "new-Kerbin" is the planet Shima, the sp.station´s already orbiting it, in a circumference outside all its moons, waiting for the chosen target. Mabel is probably my best choice: with friendly 10Km atmosphere - and 1ATM gravity -, easy to reach and easy to travel from. It seems to me just like Minmus, but with a Kerbin-alike enviroment. ................. Both Interstellar_Explorers - Delta and Gamma - are on their way back to Shima Space Station (a few hundred days of travel ahead). Time for the crew to take a break and study all that accumulated science that wasn´t able to be transmited back. Explorer_Kappa is still a few dozens days of reaching its destination, the planet "Amaterasu". In the meanwhile, I need to retire the current set for these explorers. I need a more effective design, which is not only both faster AND quicker, but can also carry at least six landing and S.C.A.N. probes within.
  5. Thank you, @TheProtagonists , for the visuals tip. I´ve missed that call, now I got it! (I hadn´t installed any kind of visual enhancements before) Regarding to the SCANsat map issue, I was about to write it down to its developers, ´cause maybe the mod didn´t support more than three tiers (let´s say -> star-> planet-> moon). But then I´ve realized that the map Overlay (on the 'M' map view) DOES work on TWB, but not on the SCANsat map. Oh, by the way, it also happened on the other "4-tier-or-more" moons, like Parallel+Tack (at Overture-> Collide), Ori+Ranco+Mabel (at Sora-> Rin). Those are the only I´ve had time to explore so far. Thank you for your time. (y) Hello, @Eaten by Black Hole I´ve been playing on a notepad with 8GB-RAM + 2GB on 3D, and Traverse System runs quite all right! I just panicked the first time, ´cause the loading use to take more than six or seven minutes, and a little long black "loading" screen before the main menu, but it runs fine!
  6. Hello! Two small details that I´ve noticed yesterday: ... 1.)It seems to exist a small issue regarding "Perry", the moon (Traverse System -> Shima -> Young - > Perry). It works perfectly for fly by, orbit, science, etc. But it does NOT appear on the S.C.A.N. sat celestial bodies map´s list. I mean, I can study it using the altimeter scans, but the moon does not exist to chose on the SCAN sat list. It´s the only "moon of a moon" that I´ve visited so far, so I cannot say if there is the same problem on any others. I´ve deleted and reinstalled both SCANsat and TWB, but the same still occurs. It´s not such a a big deal, anyway. I´ll post the screen for my mods folder bellow. ............. 2.)This one is probably due to my low-set configuration in the graphics options, still.... I´ve installed the enhanced visuals pack; It works all right on EVE, but when using Scatter, there is a very dense fog around Traverse´s celestial bodies´ atmosphere. Once landed, the sky almost disappears and get all white. My setup is for only 2x antialiasing and half-quality res textures, but still works fine on stock planets. Not in the playing computer now, so I´ll apply to get a screenshot later, as soon as I reinstall Scatterer. ..............
  7. If anyone is interested, I´ve just created a thread on the MOD´s discussion session, showing my first experiences on Traverse system. No, IT IS NOT a review, in any way, but a chance to show a little more of this to other people, especially like me, who didn´t even knew about it a few weeks ago.
  8. Hello, guys! No, this is NOT a review and, even if the developers of the mod hadn´t said it´s not yet for a review, I wouldn´t dare to create one. I just felt like sharing such a fun experience I´ve had, now that I´ve finally been able to try "TheWorld Beyond" on KSP 1.5.1. I lived it!, and I still haven´t tried the advanced textures pack. I believe this is the right place to post, so I won´t mess the MOD thread, as well as don´t mess the "What did you do in KSP today". Here´s is the small, first report. ........................... Oh, I forgot to say: despite the fact I ALWAYS use infinite propellent when I travel beyond Duna/Eve (mostly due to lack of a better computer for bigger vessels), before the first travel I´ve only cheated a couple of probes to Dawn, just to simulate how would a stock probe/small vessel perform in that system. My first expedition has just been launched to Traverse system (I liked everything I´ve red about this system on the tracking station´s information!), with a few kerbonauts and a dozen kind of probes to eject towards several planets. And I´ve finally noticed that Dawn system actually DOES appear both in Eng.Redux and Alarm Clock - that´s great! The transfer window seems to happen twice an year. I had stabilished a space station in the outer orbit of Jool, to use it as a preparation-and-jump point to Dawn/Traverse, but I don´t think was a good idea: the burns I´ve been doing end up to be cheaper AND quicker startin from a high orbit on Kerbin. Maybe it would be better to set a space station around the sun itself, so the inclination would not change at the burning time, which use to be a problem when one leaves a planet´s Sphere Of Influence. Bellow are my numbers (approximately), thus far. Expedition to Traverse System (the official and first; there are two others already burning away from Kerbol by now). -Kerbin orbit: ~300Km; -First interstellar burn: ~7,600m/s (a single transfer burn, no Oberth, calculated with help of Porkchop selection by MechJeb, at the suggested transfer window [Alarm clock AND Engineer redux], which was 140 days away); -First adjustment burn to Dawn: ~600m/s (250 days later, at 31.5MKm from Kerbol [looking from above, it would be just at Dres circumference, but 42degrees inclined {the relative inclination of Dawn}]); - -40 years (yeah, FORTY YEARS!) later... --Another correction burn: ~2,250m/s(Prograde 1315Dv, Normal 1770Dv, Anti-Radial 435Dv [-ish]) ---This last burn (which I haven´t reached yet) is supposed to give me a Dawn encounter in 124 years and, if I don´t perform any other burn, a Traverse encounter 10 years later, which will took me to a 138MKm Traverse-periapsis half year later. A lot of time for snacks, books and 'schnaps'. Let´s wait and have fun! (As I don´t use any kind of survivabillity mods, I HOPE no one dies - nor get crazy and try to eat each other - during the journey) ............................... A few real-time hours later.... Well, I´ve spent more than SIX HOURS dedicated to time warping and adjusting maneuvers.... and still hadn´t reached the first Dawn Periapsis, after which I´d still need ten years-ish traveling towards Traverse. But, I´ve got it! Considering the exhaustive process, the Kerbonauts - whom had everything they needed stocked on the big ship, enough to survive for several years, decided to start a new home on the Traverse System - specially considering the extreme difficulty on traveling from Kerbal´s sun to Dawn´s systems. The first planet they visited - the gorgeous Shima! - has many moons, as at least one of them - Pooh - has the conditions for sustaining their lives. As I believe the Kerbals do not need any kind of... "interaction" to reproduce, due to their original main looks, and maybe they just replicate themselves, something like the amoebas :-D , they´re now, officially, a new-breed-to-be, which should be known as the "Shimals" (or "Shimalings"). As the Shima´s moons SOIs seem not to allow a stationary orbit, I´ll let a complete space station on the highest circumference as possible, and MAYBE a ground station. So, every time I need to carry science back or upgrade the kerbals.... sorry, the shimals´ experience (not only thru the LAB), I´ll bring´em to the Pooh´s orbit, then cheat-orbit to Kerbin, land, upgrade/research and, when they need to fly again, lift-off from Kerbin and cheat-rendezvous them back to Shima. If you guys don´t mind, I´ll try and keep this updated every week, so to encourage people on Earth (and Kerbal!) to discover those beyond systems. ..............................
  9. @siklidkid I´ve downloaded and installed the Texture Replacer the same day it was updated for KSP 1.5.1, and it works fine (that goes for the new heads, faces AND reflexions ). Sometimes, you just need to close the game, completely delete the installed folder and reinstall it. I won´t say i´ve actually CHANGED the textures, ´cause those automatically replaced ones look are cool enough for me.
  10. Hello! @The-Doctor I´ve installed the updated version for KSP 1.5.1 just a few days ago, and only the core+Traverse+Well systems.... Using only stock and alike vessels, you´d better not even try to interstellar travel to there. The best traveling time I´ve simulated so far, with a few Rhino or Vector boosters is beyond HUNDREDS of years... (these worlds are a LOT beyond - so cool!) ................ I know it isn´t something beautiful to say, but... I´ve been having a lot of fun just "cheating" the vessels to there, after a few simulated steps. A little role-playing: launch your vessel into Kerbin orbit, make the "plane-match" with Dawn System once you´ve reached Kerbol´s orbit, than burn until you pass beyond Eeloo´s orbit. Once you´re there, circularize and, only after your vessel have completed an entire orbit around Kerbol, cheat-orbit it to some axis very far around Dawn or any other. That, in MY POINT OF VIEW, is one of the closest ways to simulate such a great TWB´s enterprise on stock parts. And I´m pretty sure stock vessels behave very well once they´re there. I hope the developers don´t mind I´ve posted it here, but I believe it´s a way to encourage people to try and have a lot a fun with such a beautiful mod, with no other mod-dependencies for those who don´t want them. ;-) @ProtoJeb21 Excuse me, but have you tried only one or two of the smallest systems? The mod used to NOT run well in my notepad 8GB ram + 2GB NVidia) but, after the latter release, it has working fine with only core+Traverse+Well systems. It takes a while to load the game, yeah!, but it works. ;-)
  11. How is the dog? No indigestion? Well... Canadian ZinmxxX´s avatar is a cat; there is The Cat in Space; and the GitHub logo is some kind of feline... no wonder the dog have eaten the draft. Do NOT blame the dog!... (this time).
  12. Hello, guys! I know the debug/cheat tool is more like a dev.-tool, instead a player-supported tool. Still, as I ALWAYS (and only :-D ) use infinite propellant.... (it´s on the 1.5.1. version, for win10 64bits) You may have noticed, but when you click "Infinite Propellant", the electricity goes infinite as well. Despite it does NOT become activated on the F12 mark, once you´ve clicked the propellant, all the vehicles stop consuming electricity as well. It does not work the same on the vice-versa, which means once you click "infinite electricity", the propellant still goes down as you use it. Maybe it´s deliberated, ´cause I saw it happening since my first gameplays (1.4.5 + Making History). Could it be "rearranged" for future upgrades? I know, "I´m a cheater!", but that goes for the fuel; I´d love to still have to keep an eye on the electricity even when inifinit propellant is selected. ;-) I did a small search on the .cfg files and also try to figure it out from the console debug lines, but I don´t have a clue about where those codes are. Thank you!
  13. I´ve just "discovered" this mod, as I´m relatively new to KSP and have seen it on the updates list on CurseForge. THANK you for it! Itá amazing (and you´ve also included tips about the eventually accumulated science! :-D )
  14. Hello! Just for information, I´ve just manually downloaded all the systems, one-by-one, except for the visuals (right from the 1.1.1 link on gitub), and the download rate was very fast.
  15. I´ve just remembered an on-line mechwarrior game from several years ago... I don´t remember if you could actually play or just set the mechwarrior´s desired skills to develop. Then, you could let the things save on the server and reconnect a few hours or days later, and see the progress - and perform some other decisions. .... The first "style" that comes to my mind when I think about a multiplayer for Kerbal, is something like Tribal Wars. Let´s say, you meet and join other players at a previous combined time, play together as long as the team wishes, and then discuss about and agree the next steps of the mission (or whatever) for some fixed new time. Maybe, the server could have an option where it would either authorize one player to play that session alone OR it would require at least a minimum of those previous authorized players to join the mission, so to avoid someone or any other player to log in and screw everything up, just as a prankster. That way, there woould be no need to kill any kind of long, tedious extraplanetary transfers. The log-off could be some kind of pre-estabilished medium-long sleep for the crew (just like Insterstellar´s Endurance crew did until reach Saturn). ... Still, for me, the best thing that could happen in a KSP multiplayer would be something like playing Tribes 2 or Op.Flashpoint on-line, where some could take care of the piloting, while other players could EVA and perform science and engineering stuff, without the necessity of any kind of probes or unmanned technology. Take me as a bad example: I´ve veen playing KSP fro several weeks, but my piloting skills have killed the crew almost every time I turn MechJeb2.0 off :-D . It was the same when I used to pilot Helicopters in OFP or warships on Tribes 2.... In the other hand, I´ve been turning into a ninja-master for the engineering stuff to repack a LOT of chutes as fast as the gravity pull requires! :-D
  16. Hellos, guys. I believe this is the right place to this subject. I´ve been searching and reading a lot of nice forum topics from years ago, and still would like to highlight some of them, specially those I thing would improve a lot the gameplay. But, as many as I´ve been reading and learning about modding and programming here, I don´t know if these wishes could be easily added or even possible. I´ve already started a new career on 1.5.1 (which is great!), and my opinions comes from this gameplay as well. .............. -You may have notice, but the necessary distance for a scientist to reach a mistery goo or science jr. (for data collecting or restoring) seems to be almost twice as far as the distance for data storing or collecting in an experiment container. It would be nice if the ladder one was used for both. -Regarding the parachutes repacking, I´ve realized no one has been able to make a mod for, somehow, "repack all chutes" in an action or button from an engineer. Would that be possible in an official upgrade/patch? -Could we create or select some kind of "kerbonauts lance", whether in astronaut complex or SPH/VAB, so we would not need to reconfigure or re-add the desired crew list, every time, for every ship? No, there is no problem in doing that manually but, when your staff goes beyond 100 kerbals and many of your "star-buses" have place for more than 20 people, things get a little complicated.... -Whether in space station or science archives (R&D), to add some "filter" button feature, so we could choose to see and select only the information/vessel related, lets say, for THAT celestial body. Thank you for your time. ;-)
  17. Hey, guys... I LOVED the update and the changes you´ve done to the KSP 1.5.1 compatibility. Most of all, those little changes on the maneuver planner. Great! Thank you for the efforts!
  18. I´m having a lot of fun with the new "paintings", specially the "dark" option on the fuel tanks. Man, those are cool! -The changes on the trails on the Map Screen are pretty cool, as well. -And now Valentina is happy at the mais screen! :-D -I can´t say the new faces are beautiful, but personally I like them most than the previous "all-the-same". -In my opinion, both the new and the old suits are very nice, but I´m VERY happy that the "original four" kerbonauts can actually dress their orange suit on atmospheric EVA. ........... -Finally, besides all the good changes (that didn´t seem to slow down the game on my notepad), the other good part on these updates is that, for relative new players like me (I´ve started in Kerbal only in july/18), if one filters by "last update" the mod on the mais page, is easy to get to know other cool mods just as they maintainers uptdate them. Thank you Squad and thank you modders!
  19. Oh, I appreciate all those nice observations and comments. I´ll sure post a proper reply for every subject, as soon as I reach a place with a decent internet connection. Thank you! (y)
  20. Cheat-roleplay suggestions for weaker CPUs. Hello, everyone! Here comes a LOT of words, so if you wish to skip the tedious-personal note crap, please feel free to scroll down to “here goes the role-play”. First things first: THANK YOU! REALLY! Thank you, developers, for this lovely game; thank you guys in the forums, for such a bunch of good-will for many elucidative answers; and thank the “heroes from the first versions” videos (Scott Manley, Matt Lowne, Chris Pryor, Raiz Space/EBD, Marcus House, Hazardish [the ones whose vídeos I use to watch]). I´ve just discovered KSP a few months ago (no, I have NOT been living in a cave – enviromental laws wouldn´t allow me to do so...) and even before I´ve bought the game, even before I´ve bought a new computer, I´m pretty sure I´ve spent more than 150 HOURS (Earth-time) reading and watching tutorials and creative ideas´ vídeos. I can honestly say that, if it wasn´t for these, I would not even try the game (no way I could master the traveling skills on myself). As an old HO scale-railroad modeller since many time, I remember we use to “divide” us in two groups: those who like to plan/model/build and then watch the things work for theirselves, and those who prefer to actually pilot and control their own creations; I´m part of the prior group, and still haven´t got enought ability (and patience) to proper pilot my ships - so I allways use MechJeb. Well, regarding to the FPS and lag issues due to an average or weak CPU, everyone should know their own pockets and finances, so it´s not worth – nor polite- to get into questions like “why don´t you just go and buy a better computer?”. It doesn´t matter and, honestly, nobody cares. I´ve brought this subject awake ´cause, even nowadays, I see a lot of players still having difficulties do deal with the lack of vídeo-FPS when trying more massive, 3D-complex spaceships. And I´m one of them. It doesn´t matter which strategy I try, it has been very hard for my computer to handle maned vessels which could actually takeoff, travel, land and return let´s say, from Kerbin to Duna and Eve – and it get´s worse as more fuel/more boosters/more 3D objects are needed. In my case, it´s still my first playtrough ever, straight for a carreer mode on level hard, EXCEPT for the Science and Money earnings, which I´ve set do 300%/700% (I´m sorry, but real life already gives me enought problems regarding to money...). So, what´ve happened so far, after more than two game-time years, more than 70 rescued Kerbalnauts avaiable for missions (man, MechJeb´s got HUNDREDS of rendezvous-maneuvers´ days performed!), a fully unlocked tech-tree and more than 500Milion credits in the account (yeah, a lot of small tourists, Science and rescue missions to Mun and Minmus – two or three at the same time), I´ve decided to go and dispach my Kerbals past Minmus and set a hole bunch of commSats around Kerbol System. But – always a ‘but’ -, in my notebook, the most “awesomengly gigantic” thing I can build and play is a ship properly capable of take up to seven Kerbals to Duna and Ike, or Eve and Gilly, and come back. If I decide to add cool stuff like, maned landers, hotshot-sci probes or a few commSats - to use the same travel costs to estabilish a distant network -, the game will have a big lag, right at the editor, when all the rockets-and-everything-else come togheter. At the time I´ve wrote this, I was not using any kind of heavy-changes mod, like suvival time and that stuff. This was wrote for version 1.4.5 + Making History, and I had installed Mech Jeb, Maneuver Node, Eng.Redoux, Alarm Clock, KAS+KIS, Buffalo and Kolonization (which seemed to not be working properly for 1.4.5). Play-styles which consider the time and resources for survival may have some problems with these tips bellow. So, my intention here is to present a few suggestions, concerning the way I´ve been playing since my first atempts to extraplanetary maned travels in KSP. YES, IT DOES USE ONE OR TWO OF THE MAIN CHEATS but, if you apply on them a little bit of creativity AND some old role-playing spirit, I believe you can live with your cheater-dark side and still have a lot o fun. The “main cheats”? Which ones? (Hit [Alf+F12] – debug tool) HERE GOES THE ROLE-PLAY -Infinite propelent, which you could use as some kind of overkiller type of overdeveloped nuclear fuel from Kerbals (there is that pink-matter stuff harnessed by the Darels, on Matt Lowne´s “Eve Expedition music vídeo”, that maybe would do the trick); -Instant orbit, which could easily pass for some kind of FTL driver or even a more effective type of quark-teletransport (like those hillarious things we used to watch on Star Trek). I would NOT recommend instant rendezvous, nor the rendezvous itself (despite the fact that it´s a LOT of fun!), because depending on the lag problems you´re having in the engine-burn, with the stoped built ship itself, or even in the building process in the editor, these problems will persist and lag or even crash your game at the time you rendezvous your stages on space. I dare to say it all depends on which kind of problems you have been dealing with: 1.) You still cannot build a ship with the proper balance/structure to get into orbit; 2.) You´ve mastered the step above, but your computer CANNOT handle the necessary memory to couple several parts of a massive-three (or more) stages spaceship; 3.) You don´t have the issues above, but the lag comes and the FPS hang when you start to perform a burn with several boosters/rockets. Please note that I haven´t included further heavy-graphic problems or glitches that may appear due to visual enhancements (unfortunately, they happen to me). Well, you may prefer diferent strategies depending on the kind of games you use to play. As a non-massive RTS lover, I´m used to give those commands like “build THIS and act like THAT!” – but I´ve left this side of mine in a long-term stand by since I´ve started to play KSP. Here are my suggestions on how to “fix” that, in the same computer you´ve been (trying to) playing so far: 1.) The fisrt issue is the most direct and easy to solve: build your craft the darn way you want, hit [Alt+F12 -> Infinite stuff -> set Orbit], have fun and be happy! Specially because you are the MANAGER and COMMANDER of the Space Center – the engineering, building and piloting skills should be other kerbals´ problems, not yours. All that you know is what MUST be done and, like most of the good RTS´s, HOW it is going to be done is not up to you. 2.) -Plan/draw you ship in any other place but the editor. - Once you have your finished idea, build a separated ship/file for each one of the stages (DON´T forget to build the huge-lifter as well!), as they were actually ships for different missions but, for the sake of “reality”, don´t forget to add the decouplers/docking doors that would have attached the stages to each other in a regular ship. It´s very likely they won´t be able to takeoff, due to unbalancing, lack of deltaV, thrust and all that stuff, so take them to the launchpad and hit Instant Orbit to KERBIN. -Hit the initial value and, once in the space, Quicksave and play a little bit with those numbers until you get the feeling. The “696969” will set your ship around the 90Km orbit. Indulgently burn a little prograde, so the game won´t show those little blinking glitches on the map view. As you must take your building to the launchpad to be allowed to instant obrit, the necessary money/resources for the current endeavour are actually deduced from your account, so after you´ve completely “launched” all your separated stages to orbit, it will be just like you´ve spent the same amounts of a sigle launch – and it may help you to feel more “real”... . -Right now, depending on your hardware limitations, you may try to rendezvous all of your stages in a single interplanetary vessel, after ejecting and discarding what could have been the fuel tanks necessary for the takeoff and complete orbit – as for now they would be empty -, unless you´ve planned a craft which would have to wait for a refueling process around Kerbin before the trip. In this last case, you could use the same role-play process: build the refueler, take it to the launchpad, instant orbit, and then rendez-vous or just consider the original lifter as refueled from this moment. -You could advance time a few days, specially if you have Kerbals in your ships, not only for eventually wait for a transfer window, but that way the ship and the crew would gain some “MET” time away, just like simulating that they have had a proper launch and orbit process. -And finally comes the time to burn for outer space. If you can´t get your complete vessel coupled togheter for the burn, you could dispatch only what would be the “freighter”, per se, into an extraplanetary trip – but only if it doesn NOT gives you unbalancing problems due to the thrust burn, which is very usual in an unfinished vessel -, roughtly saying, you send only the “middle” (the after-orbit) stage away. If you wish to perform any kind of science experiments during the trip, you should remember to add´em to this stage, because, in fact, it´s the only on who will be actually passing through the sun´s (Kerbol) SOI. -At this moment, if you wanna be honest to yourself, let ALONE and UNTOUCHED the other stages/vessels that should be part of this journey, but could not have been atached. Remember that, from now on, they ARE traveling away, and no longer belong tho the Kerbin´s initial orbit. You could have not “launched” them yet, and waited for the time your freighter arrives at the destiny, but in that case they would not gain the same “MET” time. Think like this: it would be nice if, for this moment, we could storage the other vessels in a box, and let them there until the objective completes, just like they´re traveling along with the freighter. -When your freighter/middle stage reaches its destination, you may perform the additional necessary maneuvers to set its right orbit, transfer for a moon and all that stuff. After you´re satisfied with the point you´ve reached, you may finally “cheat-bring” the other vessels to the same point. Again, if you have FPS problems due to the amount of ships and parts, DO NOT perform any kind of rendez-vous – select instant orbit instead, for every other ship of this same mission, but try diferent values on the “major-axis” field (don´t forget to change the celestial body to the one your freighter is currently orbiting). That way, you will have all your “stages” in a similar orbit, but far away from one another, enought to don´t screw your FPS. If you intend to transfer crew or even smaller parts, like an Apollo-style decoupling lander, for instance, you may want to EVA every Kerbal, or separate every small-vessel, and then perform a manual or cheat-rendezvous just for THAT controlled unit, so that you won´t need to overcharge your computer´s memory banks. -EVA, detach, land, perform Science, plant a flag, reorbit, rendez-vous and use the same process for the returning journey. 3.) Here comes the part that may actually make a difference on your feelings about the way you wish to have fun – and use more cheats. If your lag problems happen even with a burn of the necessary bunch of boosters for the freighter alone, we could conclude that your computer will not handle the effects for many rockets, it doesn´t matter if you have a lot of stuff and stages attached to it or not – it just won´t happen. -In that case, you can still have ALL the fun of a regular trip, unless the part of performing the actual trip, as long as any kind of Science that you could do while orbiting the sun. -In this case, you could use the same hole process above (item 2): build separated or integral ships and cheat-orbit them to Kerbin´s space. -When the transfer window or your desired departure time comes, instead of actually performing the burn, create the maneuver node, find your desired encounters and take the notes for the necessary time for the entire travel. But, again, do NOT perform de burn. -Now, you can either create and alarm using “Kerbal Alarm Clock” for that specific moment that your ship would be arriving in a legal burn, or simply adding the unused node to create the alarm itself. -Just like the item 2, from now on and until your ship WOULD be finishing its trip, DO NOT perform anything with any of the pieces that are part of this mission – remember, they “are not” there, but travelling away. -Warp time or just go and perform other missions in the meanwhile and, when the arrival time comes, you close the alarm and cheat-orbit your freighter and/or other vessesls to the desired celestial body, just like explained above (item 2). Which means, they´ve been hanging in Kerbin all this time, simulating the travel-MET, and now they ARE orbiting the objective. -Enjoy, have fun and all, and do the same to your trip back. Well, that´s it. I´m pretty sure there isn´t anything really new in my tips, but I believe they´ll help with some ideas the people who could not enjoy the huge fun and potential of this game due to some weaker computers. They may, of course, “loose” the fun of the interplanetary travel, with all those miscaculations and emergency maneuvers, as well as be denied the evolving of some piloting skills, but all of that may be practicized in many other ways – including using some cheats to make “impossible” ships encountering “impossible” situations. I hope it was worth reading, and my non-native english have been good enought for understanding – without much laughing.
  21. I´ll use it A LOT! Thank yu for the download links. It´s a great work!!
  22. Regarding to translation and saying THANKS! ............. Hello, there! As I haven´t found any appliance for translating MJeb2 to portuguese.... and as a new user I am not allowed -yet-to send you (Sarbian) a private message, I´d like to say I´m interested in translating it to that language (brazilian PT). If you will, please let me know. THANK YOU! for MechJeb! I wouldn´t keep going on Kerbal if it wasn´t thru it. .................... P.S.: I´m new (three weeks by now) to KSP, but MechJeb has worked very well so far in latest 1.4.5. version.
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