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Everything posted by elkar
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[0.19.1] - STAR ICE Junior - With and without Payload
elkar replied to Climberfx's topic in KSP1 The Spacecraft Exchange
PAyload of 3 Tons is just not enough for most tasks. -
My interplanetary probe AKA Steve by Zokesia Skunkworks
elkar replied to zekes's topic in KSP1 The Spacecraft Exchange
Aerobreaking in Eve's dense atmosphere at 4600 m/s like a boss! -
SPACE STATIONS! Post your pictures here
elkar replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Totally, he inspired me to play after several months. But that game is deleted and I've started over. 70 mods, docking at 2 FPS driving me crazy even with autopilots and several things just didnt work for me as for Scott. Coz he's like... PRO -
Simple Life Support Modeling with Stock Parts
elkar replied to sturmstiger's topic in KSP1 Discussion
Doesnt work in most crew support mods .. -
Bump, added poll and part 2
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SPACE STATIONS! Post your pictures here
elkar replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Bump.... Kerbin ISS - 2FPS Mun ISS - 5 FPS -
I think it failed.
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from 60's of Kerbin...!
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Simple Life Support Modeling with Stock Parts
elkar replied to sturmstiger's topic in KSP1 Discussion
Hardly, there would have to be another .. mod for it or tool. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
elkar replied to yongedevil's topic in KSP1 Mod Releases
I could prolly do that. I'm not that much of noob with editing stuff in KSP but then I'm kinda split again. I've got rid of this mod and remotetech because it was quite demanding on routine... stuff, like first thing you have to do around planet or moon is set up satellites. With ioncross mod the problem was getting supplies of it but I can see it can be done then. ... need to think it over I guess. -
This might be it probably. Because I'm trying new lifters designs and new mechjeb is in default starting gravity turn at 5km instead of 10km so there is a gap when my AP is where i need but also I'm not high enough for normal time warp.... i need to just adjust that I guess, because with payload on my ship i don't believe it would survive even those few seconds of physic warp.
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Docking. W/o any autopilot or docking cameras.
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So I've just tested it and even when I was putting a 10-20% less max payload on it, none of them was able to make it higher than 40km with mechjeb as it seemed to be extremely ofcentered so it with every next stage the ship was flying more and more side-ways.
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It's a like small role-play story, so of course the "company" who make the ship/s or parts of the station will be noted in this "story" topic. Kethane-crisis-forces-kerbals-to-go-to-space Ok, so on behave of brand-just-announced-Kerbal space program, we (I) are looking for manufacturers able to provide parts and whole crafts listed below. (Do not worry about payment - Kethane Uniion is paying for it- make no expense!) Lifters: Laz. Corp (Dragonfly - Tanis II) - Crew lifter - able to get 3 fresh kerbals to orbit (160km) to dock with station and exchange crews then safely deorbit and land (on parachute perhaps) KW Rocketry (Sirius cargo Lifter) - Cargo lifter - unmanned - able to get 15 tons of cargo to orbit - station mostly (160km) to dock there and add parts, transfer fuel or what's needed, then deorbiting to burn in atmophere (crashlanding) Kerbin ISS parts (160km orbit, 15 ton limit on each part): Robert Kerman Space Industries 1x 6-way core as a central hub 1x power module (some batteries + solar panels and some reactor(s) for darkside passings) 1x habitat module (space for 4 kerbals) 2x docking module 1x fuel tank module for refueling (+monoproppelant) for kethane missions and so on Kerbin-to-mun(s) tug: Tug ensuring transport of any sort between Kerbin and it's moons, should be able to carry 3 kerbals and some load behind. More TBA as program progresses. PS: should be stock parts (KSPX, KW rocketry possible) and of course less parts = better FPS = better overall. No need for fancy lights or cons everywhere. I think it's a kinda interesting way for connect stories and players togeather, don't you think?
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nvm we are talking about few seconds delay at every launch, i can live with that. was only wondering since it wasnt happening to me before.
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I know that when I have throttle up i cannot do it, but thing is when mechjeb finishes gravity turn (getting ap where desired) then it throttles down but the time warp is still only x4 which is physic one and since there is autowarp with mechjeb there, it starts warping but with physic untill after few seconds it allows normal time warp.
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Hello, I haven't got this problem any time earlier since I've been playing the game, but just recently when I started new game for some reason I cannot warp time when I'm on the launch pad or on lower orbit than 60-70km...when I hit "< >" it does physic warp so that destroys my ships. Even mechjeb during ascent when it's finished gravity turn, will ofc automatically warp time but again it's a physic time warp and I have to wait for altitude to get over 70km when it allows x5,x10, ... warps. So any tip or help? I was trying ofc alt+<> if its reversed or anything but nothing works. Also is there a key for hinding all UIs?
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
elkar replied to JDP's topic in KSP1 Mod Releases
There is a button Local Control which needs to be activated when you have crew there. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
elkar replied to yongedevil's topic in KSP1 Mod Releases
I was using this mod for quite some time, but when you warptime it doesnt work and when you got extra parts like B9 cockpits you wont use this one ever so... after a while ive noticed I have no use for that ... also on top of it, kethane cannot be converted to oxygen. -
Yes it totally is. but for some reason mine is kinda weak. I mean TRW is like 2.93 but delta-v only about 3200 and thats barely enough to get on higher orbit so I'm not sure how he was able to pull such cargos on orbit with this. And I'm even decoupling those air engines so...
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Hello there and greetings. I've decided that it might be worth of shot to start to tell story of my KSP game since I've recently started new one with a little bit of a back story to it and I'm going to update this topic with news as space program progress, of course. Legend: KSP - Kerbal Space Program KSC - Kerbin Space Center KUS - Kerbin United States (covering most of the Kerbin) KSA - Kerbin Space Agency (press division of KSP) KCT - Kerbin Central Time (same as at KSC) KIA - Kerbin Investigation Agency (CIA ! ) PART 1 - KSP confirmed Additional backstory: Kerbals always had desire to go explore the space but there was never enough political will to make it happen in a serious way. But kethane is more like oil on Kerbin. Fuel, industry, everyday objects are made from it or at least it's needed as catalyst. And sources of kethane on Kerbin are running thin and new ones are not being found. So for the first time in kerbal history there is kethane crisis starting and it's predicted that in 20-25 years there will be no precious gas left. There is no replacement for it so people, goverment but esspecially kethane union (richest mining companies on the planet) are now looking with hope towards real space program with the main goal - find ethane, mine it, bring it to Kerbin. Observations from Kerbin's surface so far revealed that there is possibility that there can be sources of kethane on Mun. But there is only way to confirm it ... Original size PART 2 - first launch Additional backstory: After several months kerbal's engineers and top minds put togeather space ship and used simulations to be sure that first launch will be easy and silky smooth. Well reality is reality. Spaceship broke the record to get almost to 40km but it was supposed to get on sub-orbital trajectory with 100km apoapsis. The failure of mission was caused indeed by structural failure as investigation revealed and J. P. Kerman announced just few days later after investigation ended that next they will build BIGGER ship, more POWERFUL ship and skip the sub-trajectory flight completely and go for the stable orbit flight because: "Not small pylon failure nor even big space can scare us kerbals from getting up there!" Original size PART 3 - private companies are entering goverment's space program Additional backstory: Allowing private companies to enter this KSP was on the goverment's table since ever, but just after failed first launch it was actually allowed. What stronger reason that goverment's KSA should need. They need resources and brains for completing such a epic-scale task. Especially after the totally failed first flight. And that was supposed to be only sub-orbital short flight. Goverment offered so far 3 companies to join the KSP. All of them are top in their fields of business. Of course it's very hard and innovative work for all of them but it seems to work well so far. KSP is progressing and second attempt is planned on December. Not only sub-orbital flight but stable orbit and EVA during that. First time ever of course. In short - KW Rocketry and Robert Kerman's Space Indrustries are working on long term job - getting heavy-duty unmanned cargo ships on orbit and designing and putting togeather first Kerbin International Space Station (since all those companies are from different countries). That should be happening sometime next year and KSP CEO J. P. Kerman has not yet confirmed anything to public (about ISS). Original size PART 4 - first manned space flight and EVA ever! Additional backstory: Bill, Bob and Jebediah Kerman, those three elite kerbonauts were into space on 19th December. Dragonfly ship was working perfectly and all three kerbonauts spent more than 4 hours in space orbiting Kerbin more than 10 times while making science experiements (top secret). Then on the light side of last orbit, Jebediah Kerman went for the first EVA ever using his jetpack to fly around ship while laughing and smiling - as he does. That has proven that not only it is safe for kerbals, but also that it is pleasant and KSP can continue. Two days after, J. P. Kerman, CEO of KSP announced that for the next year they are planning to build complete Kerbin ISS as a first non Kerbin place to live for 6-kerbal crew for a) scientific purposes, and a starter point to other moons and planets which suggest that KSP leadership, Kethane union and KUS are thinking BIG after last successful mission. Original size PART 5 - Kerbin ISS is almost done! Additional backstory: Space station is almost done and soon there will be first crew trying out longer survival and enjoyment of being in space, living on station. Station itself is on 160km orbit with 0° inclination and it has 4 main modules with practically everything what such station needs. Central hub for future expansion - if needed, crew module with different instruments but also TV and dvd player for Kerbals (!) and of course including life support, power supply module with 8 solar panels and batteries to power the base + coffee makers and finally huge storage module with different fuels that may be needed for trips back to Kerbin or away from Kerbin. Original size PART 6 - Kerbin ISS done and first crew got over Additional backstory: Now when everything is set around Kerbin, KSP is focusing on getting information out of the Mun if there is actually kethane, how much and how pure and if it's worthy to go there to mine it or if it would be better to just skip it and go for Minmus perhaps. Hopes are that Mun is kethane rich actually, but the challenge is way more difficult and on another level to get anything bigger than a probe there. Will kerbals get heads togeather even more for this? Original size
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I'm looking for new challenge in new game I've started yesterday. So far I was just testing new mods I've selected and I'm using only handful of them so it wont be so messy. So I was thinking if any of you would have some cool ideas about what to do in my next space program, since this all is layed down already: This is what I've done last time in "scheduled" space program (in scheduled order): [B]PHASE 1[/B] MKO - 260 km (inclination 75°) | Maping/kethane searching satellite READER HCKO - 1600 km > Kerbin GPS satellites (0;60;120;180;240) (heading 45;135;225;315) Aries, Taurus, Gemini, Cancer, Leo, Virgo, Libra, Scorpio, Sagittarius GKO - 2868 Km going 1009.1m/s > Kerbin RemoteTech system - Sarah, Amy, Eve, Jane, Kes LKO - 160 km | Kerbin ISS (1power module), (5re-fuel modules-tanks), (1tug - BOB), (1science module), (3crew module), (1escape pods), (1robotic arm module), (1docking module), (1Mun Train - FRANK)> bring crew (2x3) [B]PHASE 2[/B] 11400 km - (inclination 0°, velocity 542,5m/s) 2x RemoteTechcomm satellite - Ingrid (3250 km ahead), Ivone (3250 km behind Mun) 75 km - (inclination 75°) Recon (Mapping/kethane probe - Goldfinder) 40 km - (inclination 0° | Mun ISS (power module), (crew module - 2x4), (storage module - Fuel, MP, oxygen), (docking module - 5x port) [B]PHASE 3[/B] Building of Mun Base (Monday - coordinates [-2N;40W]) Power unit Drilling unit (8x drill + converter unit) Tanker (Big John Tanker - Mun <> mun ISS) 2xStorage unit (orange tanks) 1xStorage unit (mp+Oxygen only) Crew unit (mkV garage, habitat+home command pod, lander can+observation module+science instruments) mkV rover (Dodge MkV) You can see that I haven't left Kerbin system at all, so logicaly I will try to reach other planets of course but what there? Classic building of RemoteTech network > orbital station > planet station? Any ideas? PS: I also want to avoid (somehow) docking or flying for hundred times while having 2 FPS, since that always so decreases gameplay experience :/
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
elkar replied to JDP's topic in KSP1 Mod Releases
Is RC antena really suppose to have range of 250 km and not 250 Mm? I keep seeing this "bug" since much earlier versions and it's still there. I mean it's easy to edit it but... is it bug then or is it there for a purpose? because that RC antena is much bigger than Dipole one and the range is 20x shorter. -
[0.20] HydroTech Mouse Drive v0.2 (2013.06.03)
elkar replied to Michael Kim's topic in KSP1 Mod Releases
How is docking with it?