![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
king of nowhere
Members-
Posts
2,548 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by king of nowhere
-
After spending one day assembling my huge mothership in orbit - a beast with 1300 parts and over a dozen deatcheable smaller ships - I discovered that I forgot to put in a clamp-o-tron jr. Had to scrap it all and start back from scratch
-
i found one from Mun today while assembling my ship, and i realized it was the first time
-
Part 3: False starts No matter how extensive the testing, upon actually performing a mission you will always realize you were missing something. Here I reach Eve, Gilly, Moho before realizing I have to reload all the way to the beginning. DREAM BIG performs nicely, but the flight plan is faulty. The DREAM BIG is about to explode during an overly optimistic attempt to aerobrake at Duna Eventually, instead of trying to salvage the mission, I decided to go back to the very beginning and fix all those small problems I discovered along the way. Some may say that I should not have jumped straight away for the big target, that I should have learned the mod gradually. I'd reply that I learned it much better by going for the big target.
- 52 replies
-
- 11
-
-
I have another question: what happens when the stress level reach 100%? For every other indicator, the kerbal dies immediately. Stress doesn't kill immediately. On th eother hand, with the other parameters you are fine until you reach 100%, with stress you can get stress-induced accidents already from the very first day. is 100% stress simply a higher chance of accidents, or does something more drastic happens?
-
I can indeed confirm that ships not under direct control seem to not suffer anything bad. no radiations, no stress.
-
The Ultimate Jool 5 Challenge Continued
king of nowhere replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
nobody checks which kerbonauts land on which moon. there is no requirement for anyone to land everywhere. only that every moon is visited by a kerbal -
After I split off the Moho stage while the main ship remained at Eve, the main ship was hit by no less than 3 solar storms. nothing happened to the moho stage. I wonder, is that coincidence, or the mod has some bias for giving more storms to the ship you're actually controlling?
-
I have a question, though: do i have a simple way to shut it off? now that i'm rejoining those vehicles with the mother ship, I don't want those shuttles to start chemical processes randomly. and i'd rather not manually set each one of them again
-
ok, i got the hang of it, and i now set up my 4 mining vehicles properly to mine while they have energy, then shut down everything and activate fuel cells when they are low. i m not having any problem with dumping resources, the settings are saved. it took me a while to figure out how to do this. first i set cycles based on day and night, and i had interruptions i couldn't figure out, until i realized at a specific angle of the sun, my solar panels would shade each other. and i was just about to ask how to stop the continuous messages, when i discovered finally how to block them. i congratulate with the mod builders on this part
-
That damn runway! [VTOL SSTO Issues]
king of nowhere replied to jjmartin's topic in KSP1 Gameplay Questions and Tutorials
while this microbouncing problem is common, it is not normal that it is so persistent. generally with good landing gear you can stop it. -
I've reached the point where this challenge is not particularly interesting to me alone. it's basically a matter of bringing isru equipment and refueling at every moon, or of bringing enough drop tanks. Unless there is something extra to spice it up I have then decided to try this challenge with kerbalism installed. I will have to partake in this multi-year mission while dealing with life support, radiation damage, mechanical failures. To provide life support and redundancies, my main ship is 3600 tons and 1200 parts. I am reporting my progress So far, I'm dealing very well with life support and failures, but it sems solar storms are frequent enough that the mission cannot be stretched over a few years, even with the best mitigation techniques available. crew stress is rising even faster, even though i provided them with a flying luxury resort. I wonder, in case I have to send my crew back and replace it with another, if i can get some honorary mention anyway
-
I don't have programming skills. but i can provide feedback. So, I have my spaceship that run out of power. I'm trying to figure out why, it has 4 packs of fuel cells running and i disabled everything that i found, anyway, that's the downside of having a 1200 parts ship. problem is, kerbonauts died of cold. After 5 minutes! It would take far more than that for a spacecraft to cool down, especially a large one. kerbonauts dead because the ship was unpowered for 5 minutes is way too harsh
-
oh, i see. But no, no, no need to install any mod! I didn't even knew there was a dedicated mod (though, if i ever thought about it, i'd have guessed yes, because this game has a mod for everything) One can always open the transfer window planner tool on the internet browser. which, if you're playing from play station, you can do on your mobile phone. Granted, that bunch of data about ejection inclination and angle isn't very easy to replicate. but it at least gives some good indication on when you should make your launch, and what kind of deltaV cost you can expect. and you already know more or less in which direction to launch, so it's all about fiddling afterwards
-
that would be very explicative, if I had any idea what is twp. Anyway, i didn't say that the OP should use that. I said that perhaps you were supposed to. I suggested multiple ways, more or less accurate, in which one can find a transfer window. Perhaps nobody bothered to implement some calculator in the stock game because they said, there are so many methods available, those that reach that far will find something
-
I think you're supposed to mostly eyeball them. in most cases, they are large enough that launching a bit earlier or later won't make a big difference. that's why they are called transfer windows and not transfer pinholes. moho is a bit of an exception because it has a fast, eccentric, inclined orbit. or perhaps you are meant to look online at the various tools available. or to use mechjeb.
-
A couple of additional remarks: - the conditions to run experiments are hard to come by. I have deployed a scanner and tried a BEEP experiment, but it says invalid conditions. Except it does not say why those conditions are invalid and what should I do to make them good. A popup message stating "you need an orbit with such and such characteristics" would be helpful - now that the stock game implemented EVA repairs and repair kits, it would be nice to tie the kerbalism maintenance to them. Have the engineer need an eva repair kit to perform maintenance on the engines and such - i tested a ship around moho, and it never needed heat radiators. it should - battery power isn't enough to sustain my life support during occultation, so during the night i am turning on some fuel cells. by day i use electrolysis to get back the hydrogen and get ready for the next night. Every day i have to activate manually the electrolysis and shut down the fuel cells, and viceversa every night. is there a way to make this whole process authomatically? - pressurized tanks used for xenon are vastly more efficient than the stock xenon tanks. perhaps they should be equalized?
-
So, I actually went and completed the spaceship to try and make a grand tour with this mod. It has 1200 parts for 3600 tons. We'll see if it really is impossible to do complex, long term manned missions with this mod, or if it just takes an inordinate amount of effort. I think it will also be interesting for the mod builders, if they are considering some balance fixes. To see what happens when one tries really hard to overcome the obstacles set by this mod. So far (I am around Eve, though I only update the report in chunks), stress and radiations are growing much faster than anticipated. I went to Eve in 200 days, and I took already 10% radiation damage on the crew - despite max shielding and a whooping 9 active shields. It seems there are solar storms every week! I actually didn't knew to stay inside a planet's magnetosphere, and anyway I have some deltaV issues on going to Eve and back, but I may be able to manage with shorter flight times. What's surprising so far is stress! All my crew members are between 15 and 30% stress level. Despite living in a friggin flying luxury resort! I gave them every single comfort available. Even more than needed, actually. according to the VAB, they should last for 20 years. And yet, they are all very stressed already. Heck, jeb smashed a radiator in the very first day! (it could be fixed by an engineer). I have no idea what happens when I reach 100% stress, perhaps the mission can still continue. But I think stress should be toned down, at least if one has the level of luxury accomodations I have. And I haven't had a single malfunction yet. Ok, every critical component is high quality, and I send an engineer to inspect the engines after every use, but I'd still expect that with 64 solar panels, one or two should have some accidents already. It looks like I will probably have to send all the crew back home at some point and get some fresh kerbonauts to continue the trip, with the same ship. Which I would count as "partial success".
-
Ever since I learned about the kerbalism mod, I knew I wanted to try my hand at it after I’d be good enough at the stock game. And I wanted to create a big, self-sustaining spaceship. Always in the stock game I would have liked to make things elaborate, but had no reason for it. An external crew pod seat and an engine is already enough for a grand tour. I give my kerbals more luxurious accomodations, but aside from that, why bother? Kerbalism gives me exactly the excuse to do what I was looking for: make something big and majestic. And not just by adding parts that look good, but in a way that would have a purpose. First I experimented a bit with a career, but I soon got bored. Making routine missions in all safety is just not for me. Making a Mun landing with just a food canister and a couple oxygen tanks is not really different or more entertaining that playing the stock game. I need challenges. So I skipped directly to the prize. The mission purpose is to build a majestic spaceship called DREAM BIG and perform a grand tour with the kerbalism rules. There is one exception: I will use the stock ISRU functionality, but I will only refuel at Duna. I will liberally use save scumming to protect myself from failed manuevers (as I keep saying, I have no patience for making everything just so), but I will never use it to revert a malfunction. Or, if I do, I will admit the defeat. A spacewalk around the final version of the ship Well, that's one more reason to try. To make my mission reports easier to navigate, I'll try to organize stuff into collapsible chapters. 0) Why refueling only at Duna? Considerations on Kerbalism ISRU Part 1: Projecting the DREAM BIG 1.1) Home mothership 1.2) Dolphin escape pods 1.3) Digger mining vehicles 1.4) The Can lander 1.5) FU Eve lander 1.6) Trucker Moho transfer stage 1.7) Wing reconnaissance probes 1.8) DREAM BIG, fully assembled (and musing on realism) 1.9) Analysis: reliability and redundancies 1.10) Mission plan 1.11) Goals and success Outstanding success! Grand tour is completed successfully; DREAM BIG returns to Kerbin and it’s mostly in good conditions, ready to make the trip again with minimal resupplying. Complete success! Grand tour is completed successfully, and all the crew returns home in some way. Partial success! Grand tour is mostly completed, but one or two planets are skipped. Some inconvenience forces me to cut the mission short. All kerbins are safely returned home. Example: Time and malfunctions force me to skip Eeloo and Dres. Mixed success One or two kerbal die on the mission. The mission still reaches most of its objectives, though. Example: FU Eve explodes during reentry, killing a kerbonaut and forcing me to skip Eve and Laythe landing, but the rest of the mission goes fine. Mixed failure As mixed success, but with more casualties and/or more planets skipped. Example: FU Eve explodes, and I also have to skip Eeloo. Partial failure Several things go wrong; many kerbonauts die, and/or the tour fails to reach even half of its intended targets. Still there are some highlights to justify this not being a complete failure. I must at least reach Duna to qualify for this. Complete failure The tour doesn’t even come close to completion, and/or there are lots of casualties. To make an ass of myself I lose all the crew without even going far towards completing the objectives This is the first time I perform a challenge I'm not sure I can succeed at. Heck, I'm not even sure it can be succeeded in the first place. How well will I fare?
- 52 replies
-
- 13
-
-
Are ships inside a planet's magnetopause protected from solar storms?
-
Dealing with very large ships
king of nowhere replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
well, the report will be long and wordy and will wait tomorrow, but I can share some pics This is Home in all its illogic glory In more detail, the fuel tanks and shuttles greenhouses and various amenities the eve lander A perspective to fully appreciate the number and variety of service ships but i didn't really realize how goddamn BIG this thing is until I came to this last perspective: an EVA kerbonaut went to repair the engines, and upon coming back, it was faced by a wall of spaceship 1191 parts. 3662 tons when full For a moment it was even bigger, I sent a special fuel tank to replenish it, to start the voyage with full tanks. it's 400 tons of tanks, but it's dwarfed by the colossal ship