avengerki
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KSP Enhanced Edition patch 7 is live!
avengerki replied to UomoCapra's topic in KSP1 Technical Support (Console)
I play career mode. Although with the number of times I have restarted within the same career game I should probably do science, but I like career mode. I keep restarting because I will start having a really crowded kerbin space and too lazy to clear it by deorbiting things. One of these days I will make it to Duna, I was 45 days out this time when I ran into the flag issue and deleted the saves thinking they got corrupted. I do have to say they each time I restart I get my craft more and more optimized parts wise. -
KSP Enhanced Edition patch 7 is live!
avengerki replied to UomoCapra's topic in KSP1 Technical Support (Console)
Well at least this explains why all of a sudden I was getting 1 FPS when trying to load into one of my rovers, or to launch from KSC. Since I have a flag at both locations. Now if only I hadn't erased most of my saves and gave up and started another to have the same thing happen on my third vehicle launch(I had planted a flag at KSC the vehicle before) -
Well, took a contract to build a base on Duna. Modified my heavy lifter rocket and base in a can to hopefully do that. First attempt at take off realized I had messed up the staging when I released my third booster stage and proceeded to watch the base detach also. Second attempt tried to circularize in LKO but had too much drag so ran out of fuel. Third attempt went for a direct ascent profile and 3 hours later in its 3 minute flight time realized the angle was better for direct ascent to Eve than Duna. While waiting for a new launch window for Duna I launched a 25 relay satellite to bolster comms in the future that I plan to orbit between kerbin and Duna or maybe further out. Also did a couple tourist contracts and transmit science contracts. The new launch window approached and I launched my Duna base again, only to have it wig out a hour and a half in. Went from being perfectly stable to tumbling for no reason and ruined my fuel profile along with drastically changing my angle of departure sending me back torwards Eve. Now at the hospital for the wife's surgery, nothing serious, before I can make another attempt. Wife did see the fourth attempt and asked me if I had enough rockets on my rocket.
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Well in Xbox Enhanced Edition last night I was working on my 200 ton heavy lifter. I got screenshots but haven't transferred them off the xbox yet. Keep in mind that I will have 7 stages before the ship obtains an orbit. Well first attempt had almost 2000 parts, FPS really sucked but by the time it gets to orbit would only have 600 or so. This iteration didn't last long, physics kept breaking and all of a sudden after the first stage was released it would keel over to the 270 degree side and keep going, this was with the rocket heading towards the 90 degree mark before stage trigger. Next iteration was knocked down to 1500 parts, still had the same physics breaking but happened on the second stage. Also the craft file apparently go corrupted so that symmetry was now broken when I reloaded, and every grouped item in the staging became individual parts. Third iteration was 1100 parts after remaking everything, the physics breaking issue of before disappeared. Of course a different issue would now occur, I triggered the second stage had a clean separation and then the game would freeze. If I let it sit for about 5 minutes IRL it would all of a sudden start working again of course this working isn't actually working. A series of explosions would occur and all of the parts became individual parts flying around. Tried a second attempt using the third iteration but had same issue. When I went to reload after this the craft file seemed corrupted again and would only partially reload. The ship would be there but the staging never loaded. Fourth iteration, basically a complete rebuild using a prior craft and also redid how I had the payload. Finished with 1090 parts. Launched fine and made it to the third stage but I was moving towards the 90 degree mark to fast so when I triggered the stage separation one of the boosters collided with the main vessel and triggered a explosion chain reaction. Sixth attempt, still using the fourth iteration. Made it to orbit on the sixth stage, triggered the fairing release and proceeded to watch the fairing collide with everything and trigger another explosion chain reaction(Fairing was at 5 for release pressure). Seventh attempt, still using the fourth iteration. Made it to orbit and turned off engines before triggering the fairing, had a nice clean fairing release. Started thrusting using the seventh stage to circularize, seventh stage ran out of fuel at 70,008m periapsis. Celebrated finally making orbit after spending 15 hours trying to get everything working and in orbit. Onward to Minmus, later.
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Not everyone wants mods or has access to mods(console). Yes you can kludge together a bearing but if you are fighting fps due to part count using multiple parts to create a bearing for multiple propellers adds a fair number. Plus if it was implemented like I suggested above it would add a lot of fun trying other things besides a simple propeller.
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Hey, how are you going to have the fun explosions on the launchpad that way.
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Personally I am picturing the bearings looking sorta like the anywhere attachment point looking thing with a segmented attachment to its face for connecting things to. The backside would be stationary while the front side allows free rotation. This can be allowed to rotate or stay in a static position as if a magnetic brake were applied. Of course to actually use them for propellers you would have to figure out how to get them spinning in some fashion. For use as an actual propeller base it would be better if it was something like what I just mentioned but as a basic motor behind it with the output speed of the motor tied to a throttle. A setting to choose which direction the motor spins would be good to. This would easily allow someone to create propellers of any type they want. Although having the option to when activated move so many degrees and then return to the original position when deactivated would increase their usefulness for things like hinges. Could use liquid fuel or electricity. Although through the combined use of both objects would allow you with creativity to create many other objects such as walkers. At least to a degree. Or tilt wing air craft.
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How to make a rocket?
avengerki replied to Jeine092's topic in KSP1 Gameplay Questions and Tutorials
I don't have anything to add, just found the misspelling hilarious. I work a night shift, sometimes it is the little things I find enjoyable. -
Stopped playing for 5ish years. In the last saves before I stopped playing I had 4 or 5 craft with kerbal's on board on a one way trip well outside of the solar system, after the first one was a mistake I started trying to see how far and how fast I could get a ship leaving the system. Oh and Jebediah got left on the Mun the whole time after an unsuccessful landing where Jeb was all that was left, I only had one successful mun landing and that was after finding MechJeb, of course that landing was on the opposite side of the Mun and way to far to walk. Someday I will find the USB drive I have that old version on and maybe try to save some of them, or just load it up and laugh.
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Did a test flight with my redesigned heavy lifter, just to verify it could get itself in orbit. I like the way it looks here, although I think I will change the Mk3 cockpit to something else. I don't plan to have all of the Mk2 Crew Cabins installed on every launch, they are mostly for those tourists that just want to orbit Kerbin. Definitely a lot less drag to it than my version with girders. I figure I can vary the number of boosters on it depending on payload, and if I need to I can still add another layer of SRB's or asparagus style more boosters. I had so much fun just watching it launch and messing around with camera angles that by the time I started to do a circularization orbit I was already at an AP of 200,000m and I was able to create an elliptical orbit with the PE at 120,000m and still have enough fuel for a safe return. I had originally been doing my heavy lifts in the style where I am pulling the payload but had been trying to do shuttle style or top mounted payloads. Issue was being the payloads were often either so long that the craft looked like a giant pencil or so top heavy that trying to get out of the atmosphere was difficult let alone far from being a good ascent profile.
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Do you ever chuckle at your old missions or concepts?
avengerki replied to Ultimate Steve's topic in KSP1 Discussion
I remember the second day I had KSP back in 2012 I decided I wanted to go to the Mun. Launched off kerbin, circularized the orbit, aimed at the mun and started accelerating when I got the intercept of the Mun(straight into it). Decided it was taking to long to get there and I think I timewarped with the plan to adjust and get an orbit closer to the mun. I was a little late on returning to normal time but I hadnt hit the mun yet. I pulled out of the time warp with like a 790m/s speed 10000m above the surface heading straight for the surface. Then Poof, no more ship. Next attempt was a little more sane, setup the trajectory so that I would at least do a fly by. When I got closer to the mun started to deorbit and by the time I got close to the surface I was only going 100m/s with about 10m left to land. I think I panicked and eva'd at that point and somehow after all of the explosions there was jebediah standing on the moon after he bounced a few times. No ship left though. The rescue mission had the same basic flight profile, but I was in a hurry so kept accelerating and used up all my fuel before I could slow down. Shot passed the mun at somewhere around 2000m/s, escaped kerbin soi and then escaped from solar soi and was just flying into deep space. After that I tweaked the modded engine I had made to not be so powerful... -
Determined my Mun lander was stuck inside it's transport vehicle and brought the whole thing back to Kerbin. During re-entry realized I did not have enough aerobraking and parachutes to slow the vessel down enough for a safe landing. Tried doing a suicide burn and then switched to quickly bringing up the pause menu once the ship was just starting to meet the water and was able to cheat recovering the vessel at that point even though it was still traveling 175m/s. I should of left it in orbit longer converting the ore to fuel so I could use more thrusters for braking, I had the ore on there for a contract originally. Redesigned my Mun lander and transport ship and then proceeded to have it run out of fuel while trying to orbit the Mun, then proceeded to use the fuel from the lander and then spent another 6 minutes using RCS thrusters to achieve a safe orbit around the Mun. This resulted in sending a refueling mission to my Munar lander mission since it was stuck in Mun orbit with no fuel and couldn't land. Decided I would send up my planned Mun fuel depot station to fulfill this. (I have screenshots of this but they are still on my Xbox. It is a pain to get screenshots from the xbox to onedrive and then to imgur.) Launched the refueling station and everything looked good at the start. Still going alright, of course after releasing the next stage the drag from the station pulled the rocket over and it headed straight to the ground.(Sorry no screen cap of that) Went back to the drawing board and decided to send up only a portion of the refueling station on this go. Also decided I would include a few rescue ships to leave orbiting the Mun. Didn't make any changes to the actual lifter just changed the payload. Launch went fine. Turned on the lighting and everything is still going good. Almost out of the atmosphere and have a little bit of bowing with the payload. Achieved orbit and realized the separator ring had stayed with me after releasing the nose cone earlier, but all good. On the way to the Mun to meet up. I actually had enough fuel left in the final ascent and circularization stage to get me to the Mun and also circularize. Either forgot to take screenshots, or more likely didn't actually transfer them from my xbox for the actual rendezvous and refueling. So refueled the transport vehicle and lander then called it a day.
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1. Activate SAS 2. Sticky the resources 3. Throttle down to 0 4. Activate staging to release clamps and activate engines 5. Realize there were no SRB's on this rocket and hit max throttle real fast 6. Realize in the mad rush to max the throttle you released the next stage 7. Revert to launch beginning 8. Repeat steps 1 and 2 9. Throttle up to 100 10. Activate staging to release clamps and activate engines 11. Cringe and hope as the rocket is slowly moving down torwards the launch pad 12. Breathe a sigh of relief as the rocket starts moving in an upward direction just before it would of hit the launchpad. 13. At 30 seconds into the launch time(45 minutes later in RL) notice that you forgot to secure the payload with struts so it is trying it's best impression of a slinky. 14. Watch the rocket explode spectacularly after the payload breaks free and then collides with the rest of the rocket in slow motion. 15. Go back to the drawing board
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Nope, I simply replied "It was ready when I told you 5 minutes ago"
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After I just finish telling a coworker a tool is ready for requal, I get an "ok" and then I walk away. 5 minutes later get a text from same coworker asking if that tool is ready for requal yet.