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mrjsonkerbal

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Everything posted by mrjsonkerbal

  1. Just on my way to Duna to discover a certain mysterious something or other. Well done KSP team! Great update.
  2. This happens a lot and I'm amazed at the "cannot reliably reproduce" in the latest kerb. Build a ship with a docked lander attached to it, e.g. in a cargo bay. Fly to Duna, undock lander and pilot to surface. You now have two ships. If you actually land, the lander will go to landed state but so will the mothership it undocked from. You will not see trajectory lines for the mothership. Tracking station will show mothership in orbit as being in landed state. Tried changing situation in JSON of save file away from landed did not seem to work.
  3. As a newer player this video was a huge relief to me. Seeing someone with that level of experience walk slowly through a build and then deal with so many bugs made me at least realize that it is not "just me". I thought seasoned players had all sorts of tricks to avoid bugs, but it seems like it's normal to have so many issues on even the simplest missions. And the issues seem to multiply if you set your sights higher (farther?) Like duna or beyond. Fwiw I'm going to stop playing until I see news on here of major substantial improvements in the next few months. If I were the devs I'd watch this video and annotate every frustration and issue, it's a goldmine.
  4. hey, i started strutting the hell out of my rockets to get them to work and i've done duna and back a few times now so i'm onto eve. I want to land on eve, and the info I've gathered is it's going to be tough. So I watched some youtubes, and it appears that I need a ridiculously high delta-v lander/launcher. I give you eve thumper 1: https://imgur.com/a/BlzfDHu my question relates to the top of the craft, which is an onion-skin type setup so i can use all those engines to push off of eve's strong gravity when i get there. BUT. In testing, my copious struts keep disappearing. If you follow along the imgur pics, https://imgur.com/a/BlzfDHu you'll see the stages, but when I hit that last stage, the lander, in the last screenshot it's a little hard to tell but all of my struts are gone. To keep the whole rocket from wobbling, I have strutted it heavily. But it seems that firing the decoupler for that last stage to get the lander by itself (e.g. here I was going to test land it on kerbin) eliminates all of the struts across the lander, so it becomes an unusable wobbly rocket and breaks apart too easily. What is the trick/rule to keeping struts from all vaporizing? I DO have struts that cross across the decoupler. I have to, otherwise the whole setup is too wobbly. So what's the right approach to making sure only the struts that make sense to break when i decouple, vs. ALL of the ones on the lander breaking at once? If it's obvious I don't understand strutting or how to build rockets please do tell me what is a good approach, or point me at documentation. Frustrated there aren't any tutorials on strutting ksp2 rockets built in since it's so fundamental to getting anything big off the ground. Also I do like how ludicrously amazing my rocket looks please don't tell me its not a good way to do things. Should have credited the youtube person I got the rocket inspiration from:
  5. Nice. Would love some detail / pointers on e.g. getting a craft to eve orbit with a detachable lander capable of landing and returning to orbit. I can get to duna well, but the size of craft required for e.g. eve always means I struggle to get a reasonable craft into orbit without wobbling to unplanned disassembly. I clearly don't understand some building fundamentals if it's possible without covering things in struts, and even then, it feels super wrong and fails too many times.
  6. Hey, youtuber Matt Lowne just posted this, and it speaks to exactly my problem with the game at the moment, both the game-ruining issue that wobbly rockets represent, and also his perspective on Kerbals.
  7. Hi. Just wanted to say thank you for all the thoughtful responses. I still a little disappointed that you can't easily join fuel tanks radially to a central bigger tank directly but I understand the decoupler efficiency point and struts seem to be a central part of the experience to just get used too.
  8. Hi. I'm pretty new to the game and really struggling with something basic once I've started making slightly bigger rockets like those required to go beyond the mun and minimus. See below, this rocket from the loading screen - how are all of those side engines / tanks attached to the main rocket? When I do something similar, they fall off at launch, shortly after launch, or at some point on my way to orbit. I don't see any struts in use on that picture. How do you add those tanks / engine combination radially to the main rocket and have them "stay on." ? Things I've tried: 1. Set radial symmetry to 6 and just put them where the selection tool allows them to go around the main fuel tank - they tend to just fall off 2. Do that but then use the move tool to move them in slightly so they overlap the "main" center fuel tank a bit. - they tend to just fall off 3. Add lots of struts - This works some times, but as per the image below they are not required. So what thing don't I know how to do? What makes those boosters securely attached to the main body of the rocket? Thanks so much.
  9. Had my first "successful" mun mission. No doubt there are things I did not know/understand that could have made this go better, but I had fun despite all the unexpected challenges. First, here's the GPT'd version of my mission to make it more fun, or just skip that and see the steps below. And here's the actual mission step by step: Flew Bill Kerman to the moon. Ran out of fuel. So Bill is stuck there. Send Valentina Kerman in a bigger rocket. Valentina arrives and lands about 10km away - not ideal but OK and I’m new to all this so a 10km walk can’t be too bad right? Switch control to Bill Kerman. Bill + the ship fall through the surface of the moon. BUG. Play endlessly with the JSON save file trying to move Bill and his stranded ship back up onto the surface. Can’t do it. I discover that time warping moves the moon around Bill and his ship so I just need to rotate the moon until Bill and his ship are above the surface. Do this, and end up 42km away from Valentina and the rescue ship. Start walking. Even with time warping, realize it will take a long long time to get this done. Head back to Bill’s ship and realize that it is on its side and has a little delta v in it. Manage to get Bill back in, and blast his ship upright and then land it back on to the surface and lose about 20km off that distance. Get Bill and his jetpack moving across the surface, and run out of jetpack fuel about 5km out. Walk the rest of the way to the ship. Arrive at Valentina’s ship. It has bugged out and fallen on its side. Unlike Bill’s ship, Valentina’s ship is WAY TOO HEAVY to do any slick weird maneuvers back to upright. We’re doomed. Or are we? Go back to the JSON save files that we unsuccessfully used before. Valentina’s ship WAS upright when it landed, so I found a save file and overwrite the broken side ways location of Valentina’s ship with an upright older version. (It’s the moon. It’s not going to blow over in a god damn storm this is a bug.) We now have an upright ship and Bill can board!!! We get off the moon and leave the moon sphere of influence as fast as possible. From here it’s a pretty easy sequence of orbital maneuvers (and we have the fuel!) to get back to Kerbin. Re-entry goes smoothly, I remember to arm the parachute and we land safely. Bill and Valentina are saved. The mission is a success.
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