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Everything posted by CatastrophicFailure
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KScale64 v1.2.2 16th April 2017
CatastrophicFailure replied to Paul Kingtiger's topic in KSP1 Mod Releases
Now that WOULD be interesting... Being able to actually jump a full kilometer into the "air" on Gilly like the wiki says... What would the proper gravity be on stock sized Gilly with realistic density? -
I'm surprised no ones mentioned that bunch that wants to fund a one way colony mission by making it a reality show. The comment about oil bugged me first but the guy has a point. If we had a REAL reason to go there other than SCIENCE!, the private sector would find away. And without the same unpleasant "motivation" that govt needs. If we found something there worth $20 million a kilo, SOMEone would get there pretty darn quick. Its also worth noting, from a risk perspective, that the vessels that brought the first people to Polynesia, or the first Europeans to America, had no business making voyages of that kind either...
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I've been using this for a few weeks, and other than no shadows, it's been working well. Until tonight, it just stopped. I can't get to the main menu. It gets as far as the "loading" graphic in the bottom corner, stays on that for a while, then the screen just starts flickering. Memory usage drops out to around 300k at the same time, if I try to alt+tab I get the not-responding-wait-or-close dialog, also flicking back & forth, hitting "wait" does nothing. It was working just fine last night and I didn't do anything with it except trying to run the regular .exe.
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Hmm thought the window was next year. Well anyways, we ALREAD have the technology. Landing something on Mars and keeping a person alive in space longer than 6 months are well established concepts. We just need the will to combine them. It doesn't HAVE to be some gigantor muli-Brazilian-Fund international govt boondockle. Even with zero chance of surviving more than a few weeks at best, there's be volunteers lined up around the block.
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Title says it all.... Dragon 2 pad abort test was supposed to be last month, never heard anything about it, and all I see on Google are the same old articles from August. Anyone have any updated info? I'm guessing it was delayed for whatever reason.
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[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
CatastrophicFailure replied to Gaius's topic in KSP1 Mod Releases
Does anyone have a cfg to enable this for TACLS resources? -
You Will Not Go To Space Today - Post your fails here!
CatastrophicFailure replied to Mastodon's topic in KSP1 Discussion
Rapid unplanned disresembly, FAR style! -
Added a couple of modules... A cargo ship... And a returnable experiment package... to my space station today.... ... and also something blew up.
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Ugh I hate to be "that guy" since I know I've seen this topic mentioned (& now buried) in this thread. Anyways, I was playing KSP and the power went out, now I can't access the info windows in MJ (flight, delta V, etc). They just aren't there in the tab, either in flight screen or VAB. What's the fix?
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You Will Not Go To Space Today - Post your fails here!
CatastrophicFailure replied to Mastodon's topic in KSP1 Discussion
Tragedy yesterday.... first I lost the entire 3-Kerbal crew on my station due to a life support malfunction. Pressed onward with a civilian tour contract to get back some rep and another near disaster: All engines fired, but due to a MechJeb glitch failed to develop any thurst. The rocket dropped onto the pad, exploding everything, moments after the launch escape system activated. The LAS saved the crew, but not without some... irregularities. It went the wrong way and didn't gain enough altitude, nearly smashing into the VAB. Somewhere in that cloud of braking rocket smoke, there's three very unhappy (but alive) Kerbals. And then in looking over my roster I discovered that at some point I also lost some Kerbal named Jorrigh and I have no idea when or how...? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
CatastrophicFailure replied to TaranisElsu's topic in KSP1 Mod Releases
OK feeling a bit silly here... are the build aid, readouts, etc, in 6 hour KERBIN days or 24 hour EARTH days? Been looking thru everything & can't find the answer, but it certainly looks like 6 hour days. If so, is there any way to change that to 24 hour days? I just lost 3 Kerbals -
You Will Not Go To Space Today - Post your fails here!
CatastrophicFailure replied to Mastodon's topic in KSP1 Discussion
Um... that shouldn't be there... That shouldn't do that... OR that... or THAT! AND YOU SHOULDN'T BE THERE! -
With the Jool mission wrapped up and my 6.4x tech tree nearly complete, today I launched the core module of my second-generation, long-term space station. Korolev Cross. Still love this. Staging and fairing separation: This launch finally hit the limit for my Colossus booster. The final few minutes were very dicey, with the SS core burning its tiny engines at nearly 45* as it hit ApA and started to drop back into the atmosphere. The final circularization burn was clear on the other side of the planet. Did make for a pretty pic tho With the core module finally in a stable orbit, the crew launched to meet it 23 hours later in my tried-&-true Manned Utility Launch (aka Mule). A rarity for a MUL launch, the interstage contained no cargo. Only veteran Elfurt and rookies Newmund & Billy-Bobgas Kerman The crew docked at the aft port, which will be reserved for cargo ships in the future, to leave room for the first lab module (when they'll actually have something to do). They then settled in for their 6-month tour. Newmund needed a nice long space shower after several hours couped up in a very small pod with with a guy with a name like Billy-BobGas.
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After two years my tiny Jool I probe arrived at 6.4x Jool today. The very first thing it learned is that solar panels really do suck out here, and transmitting data from the relatively small science package takes hours. Next up was a 30 km/s swoop just above Jool's atmosphere (I'm not quite sure where it actually begins) to scoop up that low Jool science: That put it on a direct course for Tylo, for a very inefficient gravity capture. Grabbed all the Tylo science, skimming only 2.5 km's from the surface while going nearly 14 km/s. This put the probe on an oddball, retrograde, highly eccentric orbit around Jool. Some maneuvering for another swing past Tylo on the return put it on track for a Laythe encounter. This is where things nearly went Kerbal. Apparently Laythe's atmosphere now starts at around 70km, leading to a very unplanned (so unplanned I didn't get screenshots OR low science out of it ) 15-gee aerobrake replete with firey FX and "about to explode" sounds. Amazingly, the probe emerged unscathed. That hardly put a dent in its velocity either, necessitating an expensive burn to re-capture into Jool orbit. 60-some days later came a Pol encounter: Pool seems to have a very large atmosphere too. Makes me want to sneeze just look atCHOO! And that, unfortunately, was the beginning of the end. Its fuel now completely spent, the little probe was now hopelessly on a collision course with Jool. It trains its cameras back towards Kerbin for a quick "family portrait," although Dres & Eloo seem to have wandered off... ...and one last bit of science before the end... ... the end did not last long. A 40* entry angle at 30+ km/s and it was over in seconds. Heat FX, something broke off, then BOOM. According to the trajectory plugin, whatever survived faced over a thousand G's of deceleration. Before the REALLY awful stuff happened.
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That is some insane ground scatter man...
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You've got better eyes than me, I didn't even know it was broken... or have the slightest idea how it got that way....
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Today in 6.4x I finally pushed my workhorse Collossus launcher to its absolute limits. By stretching the upper stage tank, adding another 5 tons, and using a lower parking orbit I was able to get this rover 95% of the way to the Mun. This is way beyond design spec. It just barely made it, one long burn from ignition to orbit, no separate circularization burn. 95% because the upper stage couldn't quite circularize the orbit. As it was I only pulled off the landing with a razor thin margin. At skycrane release there was barely a hundred m/s left in the decent tank. So probably because it weighed so little by that point I didn't even get a decent explosion out of it when it burned out & came down. Just bounced across the surface. And despite the landing its self being a stunning success, I'm apparently no where near the anomaly my contract sent me out looking for, the scanner can't detect anything. Looks like I'll have to resort to installing ScanSat to find the darn thing and send the little rover on a loooooong journey. Fortunately the Mun in 6.4x is flat as a pancake and ideal for long unstable rover treks.
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KScale64 v1.2.2 16th April 2017
CatastrophicFailure replied to Paul Kingtiger's topic in KSP1 Mod Releases
So for someone with the old 6.4x installed and working ok, how does this differ? And how likely is it to bork something up (specifically, I'm using Better Atmospheres not Astronomers...)? -
You've got better eyes than me, I didn't even know it was broken... or have the slightest idea how it got that way....