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Everything posted by Immashift
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Landing planes. Though I think that's the game rather than my bad playing it. Much of the time the plane simply self destructs touching down at less than .5m/s vertically. To be honest, with my smaller planes, I just use parachutes. Aim for the landing strip, get over it, and pop the chutes, then go get a cup of coffee.
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I play with life support. If I'm on a return, and either my life support or EC is going to run out before re-entry, and thus kill my Kerbals, I'll angle the vessel for entry, prep everything to go off automatically, and then let them die, knowing the vessel will survive on either remote or locked controls, and I'll still get my science. I even play with no respawn, and still I let them die. I've staged rather than throttled up before. I've gotten halfway through a mission, decoupled, and realized I have no control over whatever I need. I still don't know how to properly launch to a station in orbit without a Hohman transfer, despite being able to dock without RCS.
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All good. I'll give the 1.7.2 version a try. I know the backup, try sandbox routine. Sometimes small bugs that bork things aren't revealed till I make heavy use of the mod late-game, plus my game takes ~15 minutes to load for each test lol. Thanks for the replies guys. I miss my Soyuz.
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- totm march 2020
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Hey there! I'm still using 1.6.1 due to Kopernicus & other mods not having 1.7.2 updates. I noticed Tantares LV has a 1.7, and a 1.5 release, but not a 1.6.1 release. Do either the 1.7.2 or the 1.5 releases work at all with 1.6.1? Can anyone else say yay or nay before I go bork my save?
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- totm march 2020
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Immashift replied to Thomas P.'s topic in KSP1 Mod Releases
This is why I think it's impressive so many authors churn out updates as frequently as they do. I mean I've had this game since beta, and there are a couple authors that have been going strong over... what is it, almost ten years now? It's kind of nuts and I can't fathom the time it must take some of them with how complex some mods tend to get. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Immashift replied to IgorZ's topic in KSP1 Mod Releases
I know I should RTFM or at least the descriptions on the new items but thank you lord. Spent half an hour wondering why my pipes wouldn't appear -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Immashift replied to nightingale's topic in KSP1 Mod Releases
<3 Thank you!- 5,203 replies
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Well...... *looks around awkwardly*..... I swear I'm not normally that daft. But apparently that wasn't a silly question. I have zero idea how I could have downloaded 1.4.3, but that's how it is. Testing with 1.4.4. Yyyyeahhh. It works fine. Sorry I wasted your time with my nonsense hah. Back to my lazy non-Kerbin launching ways!
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So I just got home from work, and did an entire directory delete of my KSP folder, then unzipped the archive again, and added ONLY EL (6.1) from its archive. Started a new game, sandbox, launched something with a blue builder thingy whatsit (can't remember name lol........... the blue pad). Aaaaaaaaaaaand still does it. I even tried not using my shortcut for the game with all the arguments I run the game with and still no dice. I can't get that window to behave no matter what. Here's my pastebin for posterity. Kinda stumped on this one. https://pastebin.com/2BukSeiW
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Even after 6.1 I'm still getting the stuck craft selection window. Indeed with the console open trying to close the stuck window just throws errors. Can't select a craft, can't close window, have to exit the game and relaunch to fix. I deleted the EL folder and redownloaded, got rid of any mod that might mess with EL (looking at you, MKS), and still no changes. EDIT: On a brand new save in sandbox, I can get the vessel selection window to display crafts from the stock game, but the window still gets stuck and can't load or cancel.
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[1.12.X] Feline Utility Rovers v1.3.4 (28. April 2022)
Immashift replied to Nils277's topic in KSP1 Mod Releases
I.... I think I love this mod. The hover setting on the scorpions is better than anything TCA controlled I ever came up with. Plus the fact that they're bi-modal and I don't have to bother with a blimp if I don't want to any more and the translation controls and height adjustment and bwahhhhhhhhh! I think this is my new favorite thing to play with. It used to be HL Airships + Spaceplane Plus electric RCS & propellers but honestly just the hover mode alone takes the cake. Can't wait to see what you add next. Now to design a shuttle-thing that can hover around and go to/from Duna surface/orbit. Edit: Oh my god the hover works over water too. <3 -
Mod seems to load fine on 1.3.1, are there any super obvious bugs to using it as is? Always loved RLA for the .625 stuff. Tiny space programs can be fun.
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[Showcase] Post Your Near Future Technologies Craft!
Immashift replied to Immashift's topic in KSP1 The Spacecraft Exchange
Nothing worth really showing off, but I finally got to the NFT nodes in my career and this early probe's cruising around the inner system on argon and this super low flyby of Gilly was actually a lot more fun than I thought it'd be. Now to continue on to Faz...- 12 replies
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
Immashift replied to JPLRepo's topic in KSP1 Mod Releases
Yeah I'm still getting ec drain on vessels that are perfectly fine while loaded. eg I switch to minmus space station and its ec goes up, but minmus base ec goes down, in direct sunlight, with more than enough panels. I switch back, and the opposite occurs. It's frustrating for timewarping when you don't have ~years worth of ec storage available. -
Operation Eeloo Karborundum is finally ready to burn for Eeloo
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[Showcase] Post Your Near Future Technologies Craft!
Immashift replied to Immashift's topic in KSP1 The Spacecraft Exchange
To be honest, I've got the exact same niche going. I'm currently working to send an unmanned expedition out to Eeloo in orbit of Sarvin in search of Karborundum. Supplies and Logistics are one of my favorite things to micromanage and that's why I love USI Kolonization and TAC LS among other things. I always thought it was cheaper in terms of resources and time intensity to convert ore with your lander and then haul a giant fuel tank of whatever you need up from the surface. I suppose minmus is ideal for just an ore ferry and on a station you can have a massive refinery setup, not to mention the capability to capture and convert asteroids... I'm gonna have to look into that. My current expedition to Sarvin was done before NFT 1.3 and before I had unlocked the NFT tech nodes. After it's complete and orbiting Eeloo I'll start converting all my current tugs and other craft to NFT systems because they're just more efficient.- 12 replies
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Did not go as planned.
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[Showcase] Post Your Near Future Technologies Craft!
Immashift replied to Immashift's topic in KSP1 The Spacecraft Exchange
What I really love here is your engine placement. I'm a huge fan of what I call "puller" designs rather than "pushers". My ships tend to be either but recently in lander designs I've started putting the engines on outriggers and making them wide so that A) It's easier to reach surface with stuff like drills or put docking ports on the bottom (especially on my interplanetary tugs designed to pull 3-4x their mass to other planets), and B) If I space the engines far from the main body of the lander i can widen the landing footprint and make it quite simple for it to land on very uneven terrain. The only downside I find is with thrust possibly damaging your ship components, but with good design I don't think it's an issue. Maybe this round with NFP I'll make a ship that has engines firing through the center column or something fancy that looks good in videos- 12 replies
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[1.12.x] Near Future Technologies (September 6)
Immashift replied to Nertea's topic in KSP1 Mod Releases
Oooookay, with the new update to NFT I've decided to take the suggestion and create an NFT Showroom. Please go ahead and post anything you have or are creating! -
Alright folks, I used to love perusing the old B9 creations showcase and as far as I know one for NFT doesn't exist yet. In the NFT thread it was suggested to me that I start one myself. With the release of 1.3 NFT I think it's the perfect time. There are no requirements other than that your craft use an NFT part or mechanic. Can be current or old, I don't care. I'll update with a few more when I get home today, but I'll start this off now - This craft was designed in pieces and assembled in orbit for one of my many grand tour ideas. Back in .25 I was using Krag's planet pack before Kopernicus and I needed something with more delta-v than I'd ever managed before. This thing had 27km/s with the lander docked fully loaded, and about 45km/s without the lander. It was designed to be able to get to things like the old Ablate, which orbit really, really close to the sun. It was a really utilitarian craft, as in the second image, all but one fuel tank were designed to come off and go down with the lander to be refuelled with Xenon and brought back up. The lander itself was inspired by Cupcake's dropships, and had enough for a Tylo landing without any extra baggage, and could also do a Dyna landing plus ascent without refuelling via Kethane. I had a lot of capacitors there so it could handle ~3 minute burns without reactor startup, then get that power back via solar panels. There were two main problems with it - the lander had no RCS to save fuel and relied on two tugs to dock every time I had to move it, which got annoying fast. Secondly, out past Jool it had power problems because no RTGs and low solar output so I had to keep the reactor online very low. I can't wait to redesign for 1.3, TAC LS and the new changes to NFT, and I'd love to see all your designs. Mine tend to be very functional and not so pretty, though I was somewhat proud of the way this one looked. Anyways, let's see all your crafts folks! Also any tags or formatting I've missed please feel free to pm or post or whathaveyou.
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[1.12.x] Near Future Technologies (September 6)
Immashift replied to Nertea's topic in KSP1 Mod Releases
Perhaps I'll start one up when I get home from work then. Not sure how many more I have. My screenshot folder got deleted between versions so I only have what I saved elsewhere or posted here. But I know more people than just me have designs kicking around they can show off. That thing ran on xenon. I wasn't a super huge fan of xenon but it was the most efficient thing to run it off of back then. I plan on remaking it with life support, a new lander, and using Lithium engines as soon as NFT is updated. I was actually working on a life support version that ran on hydrogen and converted tanks of water produced by greenhouses into fuel. Buuuuuuuut then hydrogen and NFT sort of separated Burn times weren't incredibly bad. Usually something like 16 minutes for an injection or transfer burn. The big ol' heat shield was fun to aerobrake with. -
[1.12.x] Near Future Technologies (September 6)
Immashift replied to Nertea's topic in KSP1 Mod Releases
Obligatory image of my old .25 mothership + lander before Lithium existed in NFT. Gonna have to do a redesign this thing had 27km/s and did the entire planetfactory system.  was also before I started forcing myself to play with life support... -
[1.12.x] Near Future Technologies (September 6)
Immashift replied to Nertea's topic in KSP1 Mod Releases
Hah. Honestly I bundle everything Nertea creates wholesale into my saves so I forget exactly what does what. Good to know though, thanks.