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Nazalassa

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Everything posted by Nazalassa

  1. There's a new issue then: in 0-G you have no limit on the mass of the parts you're manipulating. Then why can't you move big parts such as 3.75m fuel tanks? Other problem, still with EVA construction: you cannot take root parts. Which means that, if you're detaching two fuel tanks from your ship and you strap them together, then one of them becomes a root part and you're never, ever be able to move it again.
  2. Well, in fact these are the links to the Wayback Machine site. In the site's memory anyone can save any website, or see any saved website. As the old KSP wiki was saved in it, I provided the link to see it, from the Wayback Machine. (however it's pretty incomplete)
  3. I went on the Wayback machine to get the kerbalspaceprogram.com website as it was in January 2012. There was a tab labeled "wiki" and its URL was kerbalspaceprogram.com/wiki/ . Links from the Wayback Machine: https://web.archive.org/web/20110625152143/http://www.kerbalspaceprogram.com/wiki/index.php?title=Main_Page The beginning of the KSP wiki https://web.archive.org/web/20110715192933/http://www.kerbalspaceprogram.com:80/wiki/index.php?title=Main_Page The "usable" wiki
  4. More about the monorail! (video download) https://github.com/Nazalassa/Misc/raw/Misc-files-to-host/ksp-monorail.mov
  5. Currently: P.S if anyone knows why the wheels are like that... I mean, the side wheels are "normal", but the center wheels are offseted in the white part of the part. Why?
  6. Well, that won't solve everthing, but at least: orbit randomely changing during time warp parts randomely rotated all the precision issues all the other precision issues etc. because they are more precise. For other stuff (like the bug that when you board a module the Kerbal's body stays outside), there are other ways to fix them.
  7. I must've made something wrong, because it doesn't get faster than Mach 1 ... Also, setting the SAS to orbital prograde is a little... tricky. Wait, it works! (I think it's stuck a mach 1) If you want to try my version: https://kerbalx.com/Nazalassa/Karganien-Mk1
  8. My version has a big RW and a complete RCS system, plus 12 seats. I think it can make orbit. Hold on — I'm checking. The idea is to break every mission into two parts: one that brings the object of the mission (Kerbals, probes, etc.) to a station in Kerbin orbit, and then a shuttle to bring that to its destination. The SSTO is the first part.
  9. Use doubles instead of floats (= double precision floating-points instead of simple precision) and half the common issues will be fixed.
  10. Just a question: I tested it and it reached only 300 m/s with the panther. How did you fly it?
  11. Setting up Mintmus Minty Flats This is a kit (like that stuff from IKEA) Due to some problematic "root part issues" I had to disassemble the whole base. Before that I'll just use mining to fill my tanks with 4,000 uits of LF, and then the contract's done. And now half the radiators "crashed into terrain" and all the excavator "exploded due to overheating" once detached. I don't know why. Small base (Tifel and Lanler have grouped all the fuel tanks together) Then I got a not-so-small problem: when a Kerbal boarded the capsule, its body didn't! Now the ladder is blocked. I didn't know how to solve this, as I couldn't exit or switch to anything beyond 20m. So I strapped the external seat to the big booster and then went far away (Bervey left the seat just after the launch). I came back, and the bodies have disappeared. Then, upon boarding, same thing happened. I checked: Usually it says that "the Kerbal has crashed" AND that "the Kerbal was killed". I only got "the Kerbal has crashed". Anyways, I wasn't able to exit this, I was held hostage by the game! Just kidding, I can force-quit the game. And that's exactly what I've done. When I relaunched it and went to the base: It hasn't changed that much! I only lost half a hour of work, no more. And here's the base, almost finished. I'll send a mission with excavators, (empty) fuel tanks and radiators to complete it one of these days.
  12. Mintmus Minty Flats Finally, we have the tech required to launch our outpost to Minmus! Plenty of 3.75m and 2.5m parts here... We're in orbit! Wait, what's this base? It's weird! During the Minmus transfer, AGAIN! This "orbit reduction" bug happens every time I want to get to Minmus! I had to waste fuel raising the AP to get again, my Minmus encounter. We're finally there. Well, I put too much ∆v in this rocket... I always put too much ∆v. I detached the base And landed it. Then, for some reason this happened. F9 ! Now, what is THAT base? I mean, it's just a mess and nothing will work. Well...
  13. I made a roll-roll-roll... (yes the track is corrupted)
  14. Log 22.4 - Longer rail, speed test Did some tests... That's the rail. And that's the Monorail, not yet at max speed (which wasn't reached before the end of the rail). It's surprisingly stable. For propulsion it has a docking port kraken drive. It is still not that stable, especially in curves.
  15. Log 22.3 - Rail and vehicle prototype test Well, got some time today to think of the monorail. The best option for tracks seems to be Mk3 fuselages (they are 10m long and are the longest parts in the game with a relatively flat surface). I did some tests: The vehicles will then be 4m. wide, that's plenty of space for all we need! Currently doing a more complicated circuit. The vehicle seems quite stable -- it's not (note from future self).
  16. I imagine it withourt all these issues with the ground anchor and the ever-sliding rovers...
  17. Science! Rover Mk2 I built a pretty good Minmus outpost but haven't taken screenshots, so... Never mind. To launch it to Minmus, we need those 3.75m parts (yes, this isn't Tiny!) but we lack the Science! Small rover that has every possible (researched) experiment. Oops. Each biome gave at least 30 Science! if I have visited it with a prior Science! Rover, or even more if I haven't! The rover went on: Runway ; SPH ; SPH Main Building ; Mission control ; VAB ; VAB Main Building ; Crawlerway ; Shores ; VAB South Complex ; KSC ; Tracking Station ; Tracking Station Hub ; Tracking Station Dish North ; Tracking Station Dish East ; Tracking Station Dish South ; R&D. Which is 16 biomes! Yes, for some unknown reason the dishes of the Tracking Station are scientifically interesting. And here's the Sci— WHAT? That's even more than expected!!
  18. Is the problem of KSP floating-point numbers? If yes, I suggest replacing them with integers which represent a distance in (tens / hundreds of) nanometers or so. Also, there's one problem with physics: it's not very accurate, and it can mess up your Minmus encounter by still applying physics during time warp. To fix that, I suggest that the craft's orbit is saved as a set of orbital parameters (LAN, eccentricity, arg pe, SMA, etc.) and, every second or so, the craft's position is recalculated using these orbital parameters (like if it was on-rails) so that it follows its orbit without the weird physics. Of course, the set of values are updated only if a significant force is applied to the craft.
  19. Thanks, now we know something new about the forums! However, I've looked at the wayback machine (web.archive.org) and it appears that the wiki at wiki.kerbalspaceprogram.com was first saved in early 2013. What I precisely wanted to know is what was the URL of the wiki before it was hosted in the Squad servers (before June 8th 2012).
  20. Scanner Mk1 Yet another rocket. Seems to be good... ...and AGAIN! Physics issues!! How can you play with these? However, we can still go to Minmus. Here's the cargo: two rovers! They each have a surface scanner. First rover deployment (?) Second rover. Roll roll roll ... Hey look! It's a Spark from the landing stage! Ore concentration: 13.75% That's good enough for a base! Back to Tracking Station. There's too much debris! Can you tell me what this is?
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