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KSP2 Release Notes
Everything posted by IncompetentSpacer
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Got little time to play today (only an hour in the early morning and now 15 minutes to post this). Moved my RP-1 carrier forward by fulfilling two contracts (navigation and weather) together and adding small science satellite of mine own. 1200 kg of payload plus additional gear in a slightly more expensive Earth orbit was delivered by adding additional liquid fuel boosters (IRL favored by SSSR, while US went solid booster path) to the earlier design I posted about here in the thread. Picture below shows the moment of separation of the liquid boosters (sharp eyed will notice that this was post fact run - simulation part in RP ). The original "Koralev cross" was perfect...
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Got some time to play Kerbal today too. Continuing my RP-1 career, I am taking on First Weather Satellite mission. This one is easy compared to the rest of the satellite missions which are obviously balanced around people using Mechjeb (nothing wrong about it - I just prefer not to do that). This is same rocket as the one used for Sputnik mission, just that I added half of the Korolev cross configuration with two RD-101 engines acting as liquid boosters. Middle stage is highly unreliable S2-253 engine (Scud rocket engine) with final stage being powered by single Airbee engine. I am looking forward to the more modern engines which can be throttled AND turned on and off more than once.
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With certain mods, the visuals in this game (provided you don't look too closely) can give many modern games run for their money.
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Well after earlier disaster that ruined the bank account of the space program (no revert, ironman save mode) which almost put the end of my RP-1 carrier, finally success: First man-made object is about to be put in the space (in 1956 in this alternative reality): Putting stuff in orbit around Kerbin is a child's play - this lady is powered by ancient tech where you never know how much dv you will get out of the engine before it seizes up.
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Earlier that day on the press conference before the announced launch of the worlds first satellite: "The last decade progress in the automation and rocket science allows for synergy between the two, opening for new and exciting opportunities in space exploration, totally safe for Kerbals" Later that same evening. "800 casualties and climbing as one of the the rocket's four booster engine failed and rocket slammed into the VAB factory instead of going to the stars...."
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May I say that this game has been the best buck for the money game in my life? If you measure "dollar per hour played" at least. Today, I attempted the 3000 km range rocket milestone in my RP-1 career. Below we are seeing 3 stage rocket with first stage booster provided by Soviet era RD-101 rocket engines being run beyond its stated runtime and two spin-stabilized upper stages being powered by US Aerobee engines. Despite fearing of having too little speed and finally losing control of the last stage, the tumbling warhead reached 3000 km milestone:
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First casualty in RP-1 carrier (part of Realism Overhaul mod)... Jimmy Walker was knocked out due to high-g maneuvering under high speeds. RD-100 (improved copy of V-2's A-4) was powerful enough to push the rocket above rated height of the X-1 cockpit . RIP....
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What to do in Kerbal when you have done all in stock version? After short foray into Kerbalism mod, I restarted the game with realism overhaul mod with newest RP-1 express install (https://github.com/KSP-RO/RP-0/wiki/RO-&-RP-1-Express-Installation-for-1.12.3). I also ignored all the established knowledge about mix-maxing early sounding rocket - This is 380 km AP capable rocket (in Earth atmosphere) powered by early 1950 tech RD-100 with 400 L cargo with 3 internal science experiments integrated) with 148 days building time (after 2 points invested in VAB build times). Earned 60 000 on the very first flight. Is this impressive in KSP? - nope. Am I still immensely proud after my first foray in RP-1? Yes, I am...
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You make Eve landing and ascent capable spacecraft capable of bringing 3 kerbals + science equipment from Kerbal to Eve and back. Due to clipping issues between ladders which are too narrowly placed and your lack of testing of exactly that feature, your kerbals detach from ladder 10-15 meters from the ground and cannot climb back into the spacecraft because they detach from the ladder at exact same spot regardless if they are climbing up or down.
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After completing stock career (that is to say, I have done everything), I installed the kerbalism mod with Simplex tech tree with no-revert career but I had too much of KSP and took longer break from it. Today I fired up KSP again and decided to try a Mun landing. Apparently part failure is feature of the mod (on purpose I decided to not read up on all features of the mod). The engine decided to die on my just as I was about to lift up... Since the sole occupant of the lander is Bob Kerman (scientist dude), he cant repair the darn thing. Fortunately, I stocked up with extra food and oxygen, so I got time to mount rescue mission. This will kill my budget...
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Seeing the pilot image, I can imagine Jebediah thinking, "They did not see that one coming!"
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After longer break from KSP, having done "everything", inspired by "For all mankind" tv series , I have returned to KSP and started new career without revert option enabled and with kerbalism mod (life support, changes to science gathering, reliability, etc) . I did cheat and gave myself enough science points to unlock stayputnik probe because KSP has highly unrealistic (imho) tech tree where player is supposed to design crewed spacecraft before designing uncrewed spacecraft (kerbal life is cheap I guess) . So I am back to simple designs and part testing
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When did you start playing KSP?
IncompetentSpacer replied to Kerbal Productions's topic in KSP1 Discussion
2012 or 2013 but it was me gaming with a friend - he owned the game. According to steam support info page, I got my own version 25th of April 2013. But I did take longer breaks from the game - first time when managing to land on Mun, second time when managing to land on Duna and now when I have managed to land on each moon and planet in the system. Each time when I came back there was ton of new functionality and game play had changed (heat was no issue first time I played and you could use jet engines to reach orbit). So according to steam got 670 hours times played so I haven't clocked in nowhere near the time some players have despite owning the game for long time. Hence the username. -
[KSP 1.12.3] Bon Voyage (1.4.1) - 2022-10-02
IncompetentSpacer replied to maja's topic in KSP1 Mod Releases
Did you find the solution to this? I have the same problem. -
Does anyone know if EVA repair packs are one time use? I had a mission of repairing satellite around minimus and then repairing a satellite around Mun and I used same rocket and crew to take on those two jobs (plus some other stuff). After being done at minimus I headed to Mun and discovered that repair pack was gone...
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Yeah, I found walkaround with transfer option by pure chance (there is a thread about that). The problem itself was related to the potential clipping by large scanning arm on a rover attached near the command pod. Hard to explain but if you took the design in VAB and then used menu option to show the scanning range of the arm it would cover the command pod too.
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I verified now that clipping is the reason but I as far as I can observe is not the only reason. I am one of the purist when it comes to parts clipping (although sometimes you cannot avoid it) and try to avoid it in order to not offend and summon the kraken. But as you state - parts that potentially can clip may trigger this message. I have section with a rover which has a large scanning arm. When in dormant state it cant in any way clip with the command section below. By detaching the stage with rover from the spacecraft the Kerbals could leave and enter the command pod without problems. SEQ-9 component was definetly not clipping in any way but the rover section above it may be the culprit.
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No effect. Even if I removed everything on the command pod, I still get the hatch blocked message. Even if I load the design from VAB (new space craft) I get the same bug. Only when I removed the SEQ-9 container module attached to the top of the command pod, did the message disappear. Reattaching it again in the VAB did not cause the error message again. So this is IMHO perhaps patch related if they fiddled with dimensions of the container modules. Pure speculation by me of course. Only by choosing transfer crew option via menu and then choosing EVA option, can Kerbals disambark. They can enter the command plot normal way.
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* Fix inconsistency in the detection of hatch obstruction. Hmmm. Wanted to test this update but first I was hit by "hatch is blocked" message. Wonder whether this is related to this update. Made separate thread about it but writing about it here in case more people notice the same
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Cyberpunk 2077 is here, what are you gonna do?
IncompetentSpacer replied to Serenity's topic in The Lounge
After having played this game for over 50 hours since release (spent good chunk of my vacation on this unfortunately) I can say that people should not buy this right now, especially on other platforms than PC. The game is good game with nice setting and I keep coming back to it but it is not really that well executed technically which is more and more apparent the more you play the game. This takes all the bad concepts of MVP approach to product placement to new heights and CDPR (the dev company) has taken a hit on their stock value over 20 % because of this. I rather advice people to buy Deus Ex (if they have not played it before) games which are on sale now if they for some reason MUST play a cyberpunk type of game and buy Cyberpunk2077 once it hits discount bin. Right now, despite me believing that it will potentially be a decent game sometimes in the future, it is not worth the asking price. -
Cyberpunk 2077 is here, what are you gonna do?
IncompetentSpacer replied to Serenity's topic in The Lounge
Than refund the game if that is important enough for you. If many enough russians do that maybe someone would care. Good decision right now. Generally the Cyberpunk is a game that tries to do too many things at same time so I am not inclined to believe that the overall quality of the game will be increased by patches. -
Cyberpunk 2077 is here, what are you gonna do?
IncompetentSpacer replied to Serenity's topic in The Lounge
This game has truckload of problems but the one you describe is NOT major one. Cyberpunk 2077 is based on Cyberpunk 2013/2020 tabletop game from 80s and the lore created for it by Mike Pondsmith. So if you are going to complain about these particular names - they are from that lore and setting and you are laying the blame at wrong people's shoulders here. Also want to say that Russians are getting away lightly compared to others when it comes to butchering of their names. -
Making rich people richer. Not gonna elaborate on that but it is not stocks or finance related (directly) or within legal sector. Not very proud of it but I got talent for it...
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Cyberpunk 2077 is here, what are you gonna do?
IncompetentSpacer replied to Serenity's topic in The Lounge
Quoted for the truth - it applies in so many areas of life...