LongbowEOD
Members-
Posts
67 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by LongbowEOD
-
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
LongbowEOD replied to Galileo's topic in KSP1 Mod Releases
Wow, thanks for the quick reply! Turns out, I had forgotten to reinstall the SVE configs for Scatterer! Once I got those back in, everything worked like a charm. Thanks for your help, and keep up the great work! -
[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
LongbowEOD replied to Galileo's topic in KSP1 Mod Releases
Hi Galileo, long time fan of the mod here. Thanks for your great work! Been having some problems with the mod lately and hoped you might help. Basically it's like the mod has stopped working: no clouds, no city lights, no auroras. Tried a clean 1.2.2 install and I'm still having the same problems, hoped you could see something I'm doing wrong. Relevant files -
Immediate download.
-
So the tourists pay per parameter of their tour package, and then a lump sum for completion that's based on the number of parameters. In the below example, the parameter charge is 8,775, and the completion bonus is 26,325 per parameter (3 x 26,325 = 78,975; 4 x 26,325 = 105,300). So far so good. The first part that bugs me is they get to cheat on picking which parameters they want to pay for! Virtrude here, for example, wants to orbit around Kerbin, but doesn't want to pay for a suborbital spaceflight on Kerbin. That's a little like me saying I'll pay for the Tokyo bullet train, but I don't want to pay for the flight to Tokyo. The second problem is that it makes it makes identical flight plans cost different amounts. Compare Lezy and Barsan. Both want a suborbital spaceflight on the Mun, which I'd call the hardest (or maybe "furthest") part of the itinerary. But Lezy omits the orbit around the Mun and so pays less than Barsan. Both of them decline to pay for the orbit around Kerbin that'd be required.
-
KSP Version 1.0.0.830 Windows 64-bit What Happens: In Sandbox and Science Modes, Astronaut Complex shows "Next Hire" costs. Mods / Add-Ons: All Stock Steps to Replicate: 1. Enter Astronaut Complex in Sandbox or Science Mode. 2. Next Hire cost is displayed above list of potential new hires. 3. Next Hire cost increases as astronauts are hired. Workaround: No affect on gameplay, but could confuse players.
-
Yep, this is exactly why I can't get too into 1.0 yet.
-
I came up with this system so I could tell, at a glance, the class and impactor status of my tracked asteroids. Any asteroids that enter Kerbin's SOI get a prefix to their systematic designation (like IMU-344 or whatever). The prefix includes the class, and what I call the Kerbin Trajectory Qualifier (KTQ), which is either X for impact, V for flyby and escape, or O for stable orbit. The KTQ can change if I send an ARM out and change the asteroid's orbit. So, for example, in my current career game I tracked an asteroid, IMU-344. Class E, and on an impact trajectory with Kerbin! So I renamed it in the tracking station to EX-IMU-344. I sent a redirect mission to it, nudged it out of the path of Kerbin, and renamed it (again) to EV-IMU-344. The plan is to capture it in Kerbin orbit and rename it (you guessed it) to EO-IMU-344 (or whatever pet name I come up with for a third mun). Anybody else do anything similar/different?
-
I use a Fueled Launch Clamp on most of my launches. It's a FL-T800, fuel line, probe core, and lights, all attached to a standard launch clamp and saved as a subassembly. So before launch my craft can sit on the pad all pretty and illuminated until its launch window. Then for the actual launch procedure: 1. Cut throttle. 2. Engage SAS. 3. Ignite stage 1 liquid fuel engines. 4. Gradually over about 5 seconds raise throttle to 100%. 5. Ignite any SRBs, disengage launch clamps. 6. Once clear of pad and stably ascending, engage MJ ascent autopilot, if applicable. So yeah, a little wasteful, but I like the somewhat real-world feel of it. If anything's wrong with the staging or something snaps off, I can abort the launch right up until the SRBs are lit.
-
Spontaneous Kerbal Kombustion
LongbowEOD replied to LongbowEOD's topic in KSP1 Gameplay Questions and Tutorials
I just reloaded the save from before poor Johnney combusted, and I noticed that his temperature was slowly but steadily climbing for no reason, as long as he was in the command seat. He was up to over 300°C by the time I checked him, after a few minutes of roving. What the heck is this about? -
First off, if the gratuitous K bothers you, I apologize. Now. This is likely a Deadly Reentry problem. The problem is that I was roving around the grasslands near KSC when something on my craft caught fire. Visual flame trail streaming out the back of the rover, burning sound effect, but I couldn't tell exactly where it was coming from. I couldn't imagine any reason why it would be happening, but it didn't appear to be causing any permanent damage, so I continued on. Well, about a minute later, my driver (in a command seat) exploded in the usual puff of smoke. At that point I checked the F3 log and it said he'd burned up from overheating. Has anybody else experienced this?
-
Backronym!
-
[0.25] Aligned/Formatted Currency Indicator
LongbowEOD replied to xEvilReeperx's topic in KSP1 Mod Releases
Version 1.1 does not appear to be working in .25, in case anybody wonders. Fingers crossed for an update. -
What do you think Danny2462's (T-) videos are counting down to?
LongbowEOD replied to Sun's topic in KSP1 Discussion
T-5 and T-3 videos both put the AGU (or "Klaw") center stage. T-1 briefly shows the blue/white rings of the Destroyed Universe Kraken. And knowing Danny, it seems likely he's developed a new and fun way of destroying reality by sticking a "volunteer" in the AGU. -
The Brigade has some wonderful pictures of NASA's LLRV, the very kerbal contraption that taught astronauts how to land on the Moon. The thing is basically a jet engine, an RCS system, and an ejection seat (which they had to use 3 times); so kerbal. Neil Armstrong credited his extensive training in the LLRV with saving the first lunar landing during Apollo 11. Due to landing site selection problems, Armstrong had to fly the LEM to a more suitable location. And of course, Wikipedia has an excellent write-up of the LLRV. Check it out. Oh, I feel I should point out, The Brigade is a relative of The Chive, so as such, the LLRV post contains a few scantily-clad ladies. Mildly NSFW.
-
I launched my first CactEye space telescope and immediately pointed it at the sun! Goodbye processor, hello servicing mission.
-
Backronym magic on my flag. :3
-
You might try putting your docking ports on symmetric bi- or tri-couplers to improve your chances of lining everything up, but you still have to be able to line it up enough that both/all 3 ports will link up simultaneously. Also, welcome aboard!
-
What planet has the smoothest surface
LongbowEOD replied to Nebula's topic in KSP1 Gameplay Questions and Tutorials
With the caveat that I've never been to Dres, the info on the wiki indicates this should be possible. I saw a thread recently from somebody who did something similar on Minmus. -
Yep, I had to pull this maneuver for the first time just the other day. 2 unrelated construction errors left my TMI and return stages stuck in LKO with no working engines. I could have used my nearby rescue station to save the pilot, but that would have left the ship stranded in orbit. I hate debris. So mission control directed the GOP maneuver. 3 jetpack trips later we had an atmosphere skim, and one more push put us in for recovery. As an added bonus, the TMI stage was designed with legs for Minmus landings, so the whole ship survived (a hard) Kerbin landing intact.
-
I have a dual-nuclear skycrane design that I use for Mun landings. On one such trip to the south pole, I discovered an inconvenient ridge directly in my descent path. Lacking the thrust to stop before smacking into it, I pulled a Jeb and burned hard radial+ to my descent, flinging my ship up and over the ridge. Once clear of the ridge I swung back flat retrograde to kill my horizontal velocity, but still dropping. The trajectory then plummeted into a deep polar hole, giving me sufficient space to kill my vertical velocity, burn back up to the surrounding terrain (remember, it's a nuke lander, so plenty of dV) and land safely.
-
You Will Not Go To Space Today - Post your fails here!
LongbowEOD replied to Mastodon's topic in KSP1 Discussion
I built my first ship using Procedural Fairings' thrust plate piece yesterday. I'm a fan of mild part clipping, nothing too overboard, so when I discovered I could clip the somewhat blocky thrust plate into the bottom of my fuel tank, I was delighted. It was only when I achieved orbit that I realized that clipping it into the fuel tank meant no fuel could flow through it to the engines. Took Edan Kerman 4 jetpacks worth of EVAProp to deorbit. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
LongbowEOD replied to Arsonide's topic in KSP1 Mod Releases
Love the mod. But wow, things sometimes get out of hand. Let me recap my commercial satellite delivery contracts so far: 1. Kerbin, low-moderate inclination, out past KSO, but inside the Mun's orbit. Cool, can do. 2. Minmus, stationary orbit. No problem. 3. Minmus, polar synchronous orbit. Awesome, stick it on the same rocket as #2. Booya. 4. Solar, HIGHLY inclined (oh, about 120°, which makes it RETROGRADE), oh, and the orbit is mostly higher than Jool. Yeah, declined. Thanks anyway. UPDATE! 5. Kerbin equatorial, but retrograde, periapsis near enough the Mun that it will definitely eventually impact at over 1 km/sec. The kicker? The contractor is OMB Demolition. "Gentlekerbs, our goal is clear. We will blow up... the MUUUUUUuuuuuuun!" -
Adding completed craft onto other craft
LongbowEOD replied to Algomeysa's topic in KSP1 Gameplay Questions and Tutorials
I agree with what Commander Jebidiah said, and that's how I generally do it (payload saved as craft, launchers saved as subassemblies), but I wanted to point out a mod that I find very helpful, and may make your building style easier: SelectRoot. It works great for making payloads subassemblable (if that's a word) by moving the root part out of what you want. -
The science camera is not working for me. Whether assembled in the VAB or on-site with KAS, it has no right-click interactions except to KAS-grab it. Setting an action group on it to take photographs does nothing either. Thoughts? I think I may be having a similar problem with the science crates. Are they supposed to have function, or are they decorative? EDIT: My mistake, I didn't have any data on my kerbal to put in the crate. EDIT: I'm getting this error when I go to add the camera to my craft, and again when I go to launch it: [ERR 17:34:37.915] [R&D]: No Experiment definition found with id PakRatdataCamera EDIT 2: Just tested on a clean 24.2 install and it functioned as designed, so it seems to be conflicting with another mod. More testing is required... EDIT 3: Figured it out. Crowd-Sourced Science was conflicting with Squad's ScienceDefs.cfg and causing the game not to load the PackRat ScienceDefs. Now I just have to figure out how to fix CSS.
-
What you did. It's there. And I see it. For my own part, I heard somebody call them "spesos" which I thought was brilliant, but my brain just won't let go of "kerbucks."