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katateochi

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Everything posted by katateochi

  1. That's a nice looking craft Torham234 and 210m/s ain't too bad. Would actually be interested to see your long range craft too. Low and fast is fun, but in the end long range is gonna be more useful.
  2. There are different conventions but in most cases don't even try to see it as a decimal number; One good convention which a lot of people follow is well documented here http://semver.org/ basically the numbers are MAJOR.MINOR.PATCH - Major version X (X.y.z | X > 0) MUST be incremented if any backwards incompatible changes are introduced to the public API. - Minor version Y (x.Y.z | x > 0) MUST be incremented if new, backwards compatible functionality is introduced to the public API - Patch version Z (x.y.Z | x > 0) MUST be incremented if only backwards compatible bug fixes are introduced. but I don't think Squad is following that convention, they like many developers are prob. following their own in house system.
  3. How fast can you make a plane go at very low altitudes? by low altitudes I mean being at constant risk of clipping your wings on the ground if you bank to sharply. I know you can get greater speeds higher up, but I'm looking for a more thrilling ride. So far I've only managed to fly at 150m/s a few meters above the ground, I'm sure some of you have designs that can do better. I'm also looking for good manoeuvrability too. Do post pics of your fast low alt craft and any design tips are most welcome.
  4. The first one only took a couple evenings work to make. He's pretty simple as he can't fly. The second one took longer but making the 2nd vid took the most time. It was about 2 weeks to make the MKII FRANK and the 2nd vid. Making vids always takes longer (for me anyway). Making the base I destroyed in the 2nd vid was really fun, cos I didn't care about it!! Usually making a base takes a while, trying to get everything just right, but with this one if I'd forgotten something, or not set action groups up just right it didn't matter so that whole base only took an evening to build and fly out. It was really quite liberating not to care so much about it and just do it! I might try caring less in the future! I've got plans for another vid with him, I've just not got round to doing it yet.
  5. I'd posted about this err rover before the forums got Krakened. It's one of my oddest craft and kinda different so I hope you don't mind me posting this again. FRANK - Formidable Rover and Nasty Kontraption This rover than can turn into an upright assault bot started out life as a tool to help around the launch center. He was initially built to be something that could be used to film launches from different angles, but I got rather carried away and he became something else entirely. He can take on the guise of a low slung rover, but is then able to sit upright with an evil grin on his face, brandishing two lazers. This first vid shows the first incarnation of FRANK. He was such a success that I had to make more of him. He's now been re-built to have fuel tanks (lots and lots of those oscar-B tanks and a couple 50l tanks) and can now fly. As a rover he has a booster engine and can hit speeds of 50ms without issue. As an assault bot he has several sets of engines which enable him to fly about. He also can land standing up and now has docking ports on his arms so he can dock with his landing pod and refuel. FRANK's mission to Mun While FRANK was being developed a group who were opposed to the decisions of the space program had setup a base on Mun with a missile silo and where threatening to launch it at the KSC. So FRANK was dispatched to go and deal with it. In this mission he is joined by two manned rovers, one to mine resources and the other to act as base defence, but really that's just to make the two drivers feel important. Their real job is to be there incase FRANK breaks a wheel! FRANK and his team land nearby the enemy base and FRANK sets off to take out the base. It's not a simple mission as the base is guarded by a large 6 wheeled tank and he doesn't have long before the missile is to be launched.....
  6. Just shortly after the forums crashed into Mun, I had one of my most long awaited wins in KSP (and then I couldn't tell anyone!) Jeb, Bill, Bob, Corald and Richley landed safely back at the KSC after a nearly 8 year mission. The Mission was to do a Grand Tour with a lander capable of landing 5 guys on each planet with the exception of Eve (and Jool obv). Initially the crew was just the supreme trio, but they picked up 2 other stranded guys along the way. The route I took started with landing on Moho (and refuelling), passed by Eve and then landed on Gily (and refuelled). Then onto Duna where the first guy (Corald) was picked up followed by a quick visit to Ike (and a quick refuel). Then onto Dres where another kerbal, Richley had crashed in Dres canyon. After refuelling on Dres I pressed on to Jool and visited each of Jools moons; Laythe, Vall, Pol, Tylo and Bop. In that order as I only refuelled on Pol and Bop and needed a refuel before landing on Tylo. Then from Bop I had a long flight out to Eeloo before finally making the voyage back to the Kerbin system and doing a quick landing on Minmus then Mun (for completeness sake). The primary goal was to complete a grand tour with a 5 man lander and see 5 Kerbals set foot (or at least landing gear) on each planet and moon. The secondary goal was to do it with just one craft that could mine kethane as it went. The first goal was accomplished, but not the second. I had to send an additional booster section to bolt onto the lander to assist it in the descent/ascent on Tylo and Laythe. It was the first time for me visiting many of these places. I'd not previously been to Moho or Eeloo and my probe mission to Jool and it's moons had failed so they where new to me too. Next time I will know what to expect!! yeah next time, I will be doing this again at some point after the new resource system is in place (and stable). The craft I did the mission in was called Shuukou, which means "circle tour by ship" in Japanese. It's a two part craft, the Lander and an Orbital section which has the atomic engines for IP transfers. One of the key features of this craft is the way the lander slides inside the orbital section to dock making the whole craft quite compact (and makes docking very very easy). The lander is also one of the most manoeuvrable craft I've ever built, with the main command pod, lander can and 3 SAS units it is very responsive. It also has a remote-tech module to enable it to remotely control the orbital section when they are separated. The two sections together, Lander and Orbital section and a shot taken from inside the orbital section with the lander coming in to dock. My other goal for this mission (which is still WIP) is to make vids of the whole trip. So far I've made parts 1 and 2. I now need to spend some time editing almost a TB of footage and make the other parts. Here's parts 1 and 2; And here are some pics; Lander on Moho This was my first time visiting Moho and it almost ended the tour before it had begun. I just had enough power to capture Moho's orbit, but it was close. It then took 6 trips of the lander going down to mine fuel and shuttling it up to the orbital section before I was able to push on to Eve. I just passed by Eve, using it to slow down before going on to land on Gily. On Gily with the low grav I landed the whole craft to speed up re-fuelling I didn't refuel on Duna, instead I landed by a rover (near the face). The driver had been left there for many years and badly needed a lift home, he was a reck and had been taking to the face as there was no one else around to talk to. After picking up Corald from Duna I went to Ike to refuel. It was just a short trip, I'd originally planned to do two refuel runs to Ike but as the crew where planning to descend for the 2nd time they received a distress call from a craft on Dres (watch part 2 to see that). Another reason for only doing one refuel was the window to transfer to Dres had come round and if I did another refuel trip I'd have missed it. That meant I was playing it close again with fuel reserves and only just had enough fuel to capture Dres's orbit and land. The lander had to touch down near the canyon to get some more fuel before actually going on to rescue Richly from the remains of his ship. Lander departing from Dres Canyon. Leaving Dres I had a conundrum. I had missed the window to transfer to Jool and it was going to take more than a year for it to come round again. I could either wait, or I could burn 3 times as much fuel and go now. Jeb was getting restless so I did a very costly transfer to Jool but it reduced the mission time by over a year. Meanwhile I'd sent out an unmanned ship carrying two booster sections that would assist in the ascent from Laythe and both ascent and descent on Tylo. These where now parked in orbit around Laythe and Tylo. On approach to Laythe something when horribly wrong, lag set in and set in badly. After much head scratching I found that is was the ISA map-sat plugin that was causing the problem so took it out and the mission was able to go ahead. Laythe, with the booster section on top of the lander which was used to reach orbit again. Then I transferred to Val. I needed to refuel to have enough for the Tylo landing, but realised that it would take several trips from the orbital section to Val's surface to stock up again. So instead I used what fuel I had to transfer to Pol, where with the low gravity I was able to land the whole ship again and refuel faster. Posing for group photo on Pol amongst the weird rocks found on that moon. The transfer from Pol to Tylo was one of the most satisfying. I got an intercept with Tylo that required almost no fuel to complete the orbit round it. Then I spiralled in and made the rendezvous with the booster section in one orbit. Tylo - using the 2nd booster section to help in landing on this monster of a moon. Bop was the last port of call before leaving the Jool system. Apart from that 'thing' that lurks on it, it is probably the least interesting of bodies in the whole system. At least the point I landed at was very bland! Finally I had one planet left, Eeloo. Again I had missed the window but was able to take a more costly route to it and not wait for 2 years for the window to come round again. I had issues on Eeloo, if I left the lander and returned to the orbital section, when I came back to the lander it would spontaneously combust and parts of it seemed to be trying to start the journey home prematurely. I had to be very careful as I made 4 refuel trips to it's treacherous surface. Finally I was ready to head homewards, but for completeness sake I had to touch down on Mun and Minmus first. After breaking round Kerbin and getting on course for Minmus the craft separated and the orbital section, now being controlled by the local satellite network, when to orbit Mun, while the lander went on alone to Minmus. On Minmus the lander set down next to one of the first probes ever to be launched in the space program. It was broken, so Jeb had to go and jump on it. When leaving Minmus I was able to launch and directly set course for Mun without orbiting Minmus again, I do like the home moons, they seem so friendly compared to Jool's moons! On Mun I landed by FRANK, the most recent and advanced rover in the space program and Jeb was very impressed with the new wheels, which he not yet seen as this mission was launched back in 0.18. Finally the return to Kerbin, in a ball of fire but as the ship was made most of heat resistant Kitanium it was fine and it touched down back at the KSC Due to a strange glitch the main command pod became see though for a few moments until I realised that it was being cause by a clone of Richly already existing in a nearby craft. Sending him eva and re-boarding solve that one thou and the crew finally disembarked and where taken away by the spaceport bus. I have never had so much difficulty in ending a flight. I just couldn't do it, I'd got rather attached to that craft! So instead of being "terminated" Shuukou was loaded onto a moving platform and moved to a final resting point several km from the launch centre. I've certainly learnt a lot doing this but my god it was tiring!! It took months (in RL) to complete. The mission was fairly successful but there are some things I'd change next time round. I need to make the lander have a greater dV so it can deal with Tylo and Laythe without assistance and next time landing on Eve must be part of the mission. Shuukou has been a fantastic ship thou, and will be used again as an interplanetary shuttle to take crew out to bases and bring others home again.
  7. You crazy (and patient) man! I can't believe that you drove all the way round Duna, well done!
  8. wow, nice job, even thou you had to re-fuel. But trying to do it without refuelling is quite a task you set yourself.
  9. ah cool you put this back up. Lets pretend the forum crash never happened and I'd not seen this before; Wholly heck!!! Did you actually drive that thing all the way out there!! At first I just assumed that you launched it, flew it to position and parachuted back down. That's one heck of a driving mission. So after you spent a day building and planning, how long did it take to actually drive it to its destination? You really should check out the remote tech mod. Then you can make it actually part of a communication relay network. But regardless, that is pretty cool thou.
  10. Its where one part is inside or partially inside another part. You don't have to enable it. If you take for example a radially mounted part and put it against another part, then using the WASD keys rotate it about, you can make it sit inside the other part or stick out of it. I think that mostly it is beneficial from an aesthetic point of view. it doesn't alter the weight/drag of the craft. It may have some impact on where your centre of gravity is.
  11. I don't think part clipping is cheating. Especially if its done without turning the option on in the debug console. It just makes for much more interesting design possibilities but as zpox357 says, woe betide you if you decouple parts which are clipping. No Sir Nahme, I don't believe that it would reduce the lag, all the polygons are still present even thou they are out of sight.
  12. You can use hyper edit for a ridiculously easy solution BUT it's one that will leave you feeling empty and like you've not really done anything. Another way, which is still very much cheating, but cos its a bit harder will give you more a sense of achievement; launch a much simpler (but still very heavy) craft and get that into orbit. Then load up your main craft onto the launch pad (without docking clamps). Then edit your quicksave.sfs file and look for the two craft, copy all the orbital information from the first one and paste it over the orbital info for the main one. Then (important) remove the first craft completely, or they will be trying to occupy the same space and time. It still a cheat, but you can tell yourself you sent up an orbital construction craft (and you could even do it several times to feel like you sent up the same weight over several missions). At least you will have the win of getting that into orbit and then the challenge of editing the quicksave will also be a win as that in itself can be quite a mission. Just make backups first. [edit] gah, Unsinn beat me to it! [/edit]
  13. "oh nothing much" lol, looks like you've been manufacturing EPIC!! Love that heat shield and your floating base is way cool.
  14. I finally completed my Grand Tour!!! (and then couldn't tell anyone!). Jeb, Bill, Bob, Corald and Richly touched down at the KSC, their 7 year, 308 day long mission finally over. I briefly experimented with the idea of making 'flight tech' for FRANK It didn't go well and since then Jeb has taken up being a test pilot for planes (something I've not done till now)
  15. oh dude, you must be gutted, you'd written so much. I feel for you. I've been having a quick look around to see what I could find of your thread in google's cached sites. I found this but I don't think it is it, sometime related but I don't recognise it, but you might be able to search with more specific search terms. http://webcache.googleusercontent.com/search?q=cache:m-KczBGWXzYJ:http://forum.kerbalspaceprogram.com/showthread.php/47822-AAR-The-Grand-Tour-Voyage-To-The-Planets/page3%2B[AAR]+The+Grand+Tour+-+Voyage+To+The+Planets+-+Kerbal+Space+Program&hl=en-GB&gbv=2&gs_l=heirloom-hp.3.0.0l3j0i10j0l6.2099.19894.0.20706.24.21.3.0.0.0.226.2685.2j17j2.21.0...0.0...1ac.1.WmnUsOlhJug&ct=clnk Oh, scratch that, I found it (I think) check this out; http://webcache.googleusercontent.com/search?hl=en-GB&q=cache:unKdkznCU64J:http://forum.kerbalspaceprogram.com/showthread.php/44569-The-Grand-Tour-mission-planning%3Fp%3D510383%2BHelp+me+plan+the+Grand+Tour+to+all+planets+and+moons&gbv=2&gs_l=heirloom-hp.3...877.877.0.1218.1.1.0.0.0.0.105.105.0j1.1.0...0.0...1ac.1.MF5FSXT16AU&ct=clnk It's just the first page, gonna have to work out how to get the other pages (for that I google searched; "Help me plan the Grand Tour to all planets and moons" and loaded the cached page)
  16. I also tried this, I wanted an RC rescue ship, but I think this isn't currently possible. As soon as you add a crewable pod the requirement for crew takes over. I just had one idea, not tried it thou. Make a main RC vessel and then dock (using Erkle64 docking mod) a smaller crewable vessel to it. The crewable vessel then piggy backs on the RC vessel to its destination.
  17. Nice job on 1.9.3 - things working well for me, the TGT+ fix really makes me happy. I only have one issue (which was there in previous versions); it can get a bit laggy in some situations. During launch (of large rockets, 300+ parts) with accent autopilot it can be quite laggy but the same rocket will launch manually with a much better fps. What I've noticed is that it lags when the rocket is perfectly on course, if I knock it a bit off course then instantly the fps goes back up. The same thing happens with proGrad/retroGrad when the craft is exactly on course (ie steering error of <= 0.1), the fps can suddenly drop to about 3-4fps, the second I switch proGrad off the fps goes back up (switching SAS on when aligned prograd does not cause fps drop). Its much more evident on larger rockets, but I've had it with some smaller ones too. Maybe divide by 0 going on somewhere or a rounding error? (sorry if this has already been reported, couldn't see it mentioned in the last few pages)
  18. Awsome news. Can't wait to try this out later. Nice one for working these issues out, this has to be THE most inportant mod in my setup, even more than mechjeb!!
  19. Has anyone had any issues with RemoteTech based craft being non-solid, like they had a no-clip cheat active? I have a craft that launches a number of probes which can land. However sometimes on landing the probe sinks into the ground and then shows an orbital path inside the planet! If I switch away from the probe to a far away vessel and then back before I land it, then it will land fine and not sink. These probes can also dock with another craft (using Erkle64's warpclamp). If I switch away from the docked probes or timewarp, then when I return and undock them they are ethereal (no-clipy) and can pass though the other ships. If I leave them undocked and switch to a faraway vessel and back again then they are solid again. I can dock and undock fine and keep the probes solid so long as I don't switch far away or timewarp while they are docked. I guess this is due to RemoteTech not being initialised when undocking or decoupling (kinda like ASAS doesn't work until you switch away from and back to the uncoupled RT craft). I've mentioned this on Erkle64's warpclamp thread too. Excuse me if I'm being dumb; There must be some action which gets triggered when switching to the RT craft from far away (or via tracking station) which initialises the mod (gets the ASAS working etc). Is it possible to have a manual trigger for that action? I'd be happy with a button on the RT interface that calls it. Is that possible or am I star gazing again? (I'm using the temp fix version which is great aside from the above (which also happened with previous version in 0.16 too))
  20. I noticed some others have had multi-Jeb instances. I launched two vessels but I had restarted the game in between. Both vessels had Bill Bob and Jeb, ok so some cloning was going on but that's not where the weirdness stopped. One of the vessels had a 2nd sub craft which Jeb(v1) went off in. Bill and Bob then went to rendezvous with the other vessel. At some point after the two vessels had got close I noticed that the 2nd vessel (which originally had all 3 in) now just had Jeb. It was like the game suddenly realised that clones had come into existence and just executed the spare ones! Confusing!!
  21. WOOT WOOT I've just hit 10,000 views on my youtube channel (which is just KSP stuff) and this is my 100th post on this forum!! yay! Thanks to y'all for watching and for all the comments, this is an awesome community.
  22. Dude! Good luck with your exam!!! Goram Real Life eh? Quite a few good mods seem a bit mucked up in 0.17 (I've had issues with damned robotics and crewable pods) so don't sweat it. I think that a lot are going to have issues caused by that deprecated method so I guess others will be working out a solution to that.
  23. The kracken has taken a different form!! I hoped that 0.17 would end the random ship exploding and while the twitch has gone a whole new nasty has occurred. That distortion is not a major issue, its more aesthetic than actually mission ending. But there is a MAJOR issue; If I don't move any of the DR parts then it stays ok but if parts have been moved then time warp and reload do nasty things; Note: the DR parts that have not been moved don't get messed up. All the hinges are messed up and cylinders are not aligned with themselves! They are still all connected and can be moved but the ship is completely useless! I'm trying to resurrect my 'Reaver' attack ship which was badass in 0.15 but has been grounded since 0.16
  24. Indeed you are right! After slapping myself for not looking in the logs before (I'm a coder, I should know better!) I found this; MissingMethodException: Method not found: 'Planetarium.get_InverseScaleFactor'. at RemoteTech.RemoteTech.onPartFixedUpdate () [0x00000] in <filename unknown >:0 at Part.FixedUpdate () [0x00000] in <filename unknown > :0 "in <filename unknown >:0" - that's extremely helpful! The log file which is very detailed and darn near 50mb is mostly just that error repeated again and again. So its the same thing which KospY is talking about, which I guess is better than it being two separate problems! Have the core devs provided a replacement for that deprecated method/class? Just out of curiosity; I presume if you have one antenna on a craft then it will be periodically calling a method(s). If you put two antenna are those methods called twice?
  25. I'm not 100% sure, but I think there may be issues in 0.17 with this. Although it might be due to remoteTech. I have a mothership which launches two sub rockets which are basically a remoteTech SAS + RC antenna on a crewable pod with some fuel/thrusters. This configuration worked fine in 0.16 and once a crew member was aboard and it was launched it could be controlled. In 0.17 I can't control the sub rockets at all. It also does not disconnect from the decoupler which joins the crewable pod to the mothership. The decoupler comes away with the sub rocket whereas in 0.16 it did not. I think this is most likely down to remote tech issues in 0.17. Has anyone one else has issues?
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