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stibbons

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Everything posted by stibbons

  1. Well, there's https://kerbalspaceprogram.com/en/?page_id=23 linked from the front page of kerbalspaceprogram.com.
  2. I'm finding that HyperEdit is pretty handy for RemoteTech satellite constellations. Fly the satellite to as close as possible to the desired orbit, and then use HyperEdit to remove floating point errors from the position. It's the best compromise I have between not cheating and tedious manual station-keeping.
  3. It should be level 2. If you right-click the tracking station and then mouse over the upgrade button it will show you what the next level gets you. The wiki page for the station also lists what each upgrade offers.
  4. I wasn't literally dragging and dropping, but before CKAN I was using a git repository to keep my GameData folder synced across Windows, Linux and OSX. There are a very small number of mods that are platform specific (Scatterer and the load on demand one that both use DirectX tricks are the only ones that spring to mind), but the majority just run everywhere. Make sure you exclude the stock folders, although I think in 1.0 that's only the Squad one.
  5. The behaviour of the Orbiting 101 vessel is by design - it's designed for orbital maneuvres, not fine adjustments. I was slightly surprised that it had any RCS capability at all until I played through the scenario. It tries to teach the player about rotation and using SAS, and rotational RCS is a reasonable idea for that. Whether that's all you want your service module to behave is left as an exercise for the reader. Nope. The Docking tutorial craft is entirely different, and does have 4-way RCS nozzles around the centre of mass. It's entirely capable of translating and rotating in any direction. The reason you were up all night trying to get it there is that docking is REALLY HARD, and the vast majority of players here had just as much trouble as you the first time they tried it (my own first docking took all night and several quick-loads to recover from vessels slamming in to one another...). Don't worry, it gets easier with practice. Honestly, my first reaction is that all of the tutorial descriptions are pretty clear cut in what they cover - from those alone I'd have a fair idea of what is and is not in scope for each, and would figure out pretty quickly if I'm trying to do something that the current tutorial doesn't want me messing with yet. And after you've played through them all it's pretty clear that the vessels in each have been limited with that goal in mind. Of course, hindsight is 20/20, and I guess I can see how it would be fairly easy to charge in and miss the cues.
  6. You might want to look at the Karbonite mod, which has some nice parts for collecting resources from low orbit. I'm also a huge fan of the USI Kolonization Systems mod, which lets you assemble much more complicated self-sufficient stations.
  7. No, as explained the only problem is a design that can't realistically reach the speed you want it to go. Look up designs, both on Earth and Kerbin, that can, and you'll find they look pretty different.
  8. If you're worried about it and have room for it, just accept it. You should then have a couple of years game time to actually complete it. It will only be a problem if you still have the first level mission control, with the two active contract limit.
  9. As an aside, before things get really nerdy, this could all be done away with if we just used "oxidator". I got curious, and did some quick checking in my unmodded 1.0.2 install: % grep -iro oxidiser GameData/Squad | wc -l 2 % grep -iro oxidizer GameData/Squad | wc -l 56 % grep -iro colour GameData/Squad | wc -l 1 % grep -iro color GameData/Squad | wc -l 89 % grep -iro aluminium GameData/Squad | wc -l 0 % grep -iro aluminum GameData/Squad | wc -l 2 I'm tempted to fire up aspell and see what it makes of the stock .cfg files (I've already got a custom word file that mostly works with KSPisms, thanks to spell checking Crowd Sourced Science a few times) but I think that's illustrative enough. Both instances of "oxidiser" are in Porkjet's parts, which in real life probably just means Porkjet isn't US-born. If you need some headcanon for how it could happen, then writing it up to "C7 Aerospace are from a part of Kerbin superior at the remarkably English-like language Kerbals speak" seems to explain things well enough. The lone instance of "colour" seems to be in a sentence describing Minmus in the contract generator (GameData/Squad/Resources/StoryDefs.cfg), whereas all of "color" are in part files. If they all have to be uniform game-wide, then I'd second the vote for normal spelling over US English. Because, well, it's normal. But I kind of defer to Wikipedia's rules - either/or as long as it's consistent in the given scope. When I was applying that rule to Crowd Sourced Science, the scope was an individual science report. In this context, the scope would be an individual [part description | contract | science report | etc]. Basically, no, there is no misspelling here.
  10. Oh yay, a new controller! Looking great so far.
  11. Leave the tank and engine on. They can definitely survive reentry from the Mun, as long as you're not coming straight down.
  12. Picked it up not long after it went to Steam, and have logged a little over 800 hours. And have left the Kerbin system about twice.
  13. He just finished my first crewed landing on the Mun in this save. But didn't have enough fuel to get lower than a 60km periapsis on the return. He's on to his sixth aerobrake so far.
  14. The fairings are working fine for me too, without any lag. You should probably start with a support thread, with all of the info Murph asked for.
  15. I use the offset tool to move fuel tanks up in to the structural girders that form the backbone of my satellites (slightly shorter, maintains the square cross section). I move probe cores, batteries and the like in to otherwise empty nosecones and adaptors, within reason. I use it to align parts that otherwise look weird - I don't like the way OX-STAT panels, thermometers and the like stand out from their parts so I clip them in a bit. Or to close gaps between parts - the Mk-1 pod still has that weird gap below it sometimes, so I'll offset the part beneath up a bit to fit snug for example. Anything else feels too unrealistic. And the can't cheat in single-player thing is utter garbage. Just because you're only cheating yourself doesn't make it any less valid.
  16. Oh good. I was wondering when we'd get another thread from somebody who thinks their unwillingness to relearn means the game is broken.
  17. My first Mun mission in my current career game was an unmanned flyby on a free return trajectory. It was before I'd unlocked a solar panel, and managed to severely underestimate the power requirements for a probe core and RemoteTech link back to Kerbin. I'd managed to perform all of my science experiments at Mun, but didn't have enough power to either transmit results or survive the entire trip back. So in a last-ditch survival attempt I increased the minimum pressure of the probe's chutes to maximum, decreased their full opening height to a few hundred metres, and deployed them while still in Mun's SOI. Reentry was pretty hairy. I was able to tweak it to a reasonable angle, but completely misjudged the attitude, so it came in sideways. There was enough fuel left in the tank to push the CoM down and it swung around to point engine-first soon enough, but I suspect the extra heating was what caused the Stayputnik core to explode soon after. Luckily both chutes survived, but the minimum opening pressure on Kerbin is very low. I thought losing the core was the end of it, but they finally popped open almost at the last minute, and it finally dropped to the side of a hill, tipped, and rolled out of control for a while before coming to rest under a tree. I used the science points from that flight to research solar panels immediately.
  18. I'm mobile so haven't looked too closely yet, but it feels like this shouldn't be hard to achieve already. Get yourself an arduino, and set it up as a bridge between your MIDI bus and a PC via existing mods like Telemachus or KSPSerialIO. Looks like a fun project to try, if I could get hold of a MIDI device to experiment with cheaply.
  19. An early space station can also be considered an investment. Keep it around and build on it, and eventually you'll have an LKO refuelling platform, supplied by a mining station on one of the moons.
  20. Sure, but there's a reasonable amount of leeway in the location. The "above" missions can easily be done with a pod in a polar orbit, and the "below" ones were trivial with a suborbital rocket in 0.90; I haven't tried in 1.0.x, but intend to apply the same technique when (ok, if) I take up survey missions on the other side of Kerbin. I won't deny rocket launches can easily cost more than planes, but I for one am OK with that in a career game that tends to be bottlenecked around gathering science anyway.
  21. ...the rest are eating their midnight snacks cold? - - - Updated - - - I still think this should be a serious contender for this year's Ig Nobel prizes, by the way.
  22. Well, I guess "I hate custom pointers in every game" is a change from "I hate custom pointers in this game".
  23. The information is either directly accessible through the API or easily derived. I use KER a lot, which seems to have no trouble displaying it all. The code for this plugin is pretty easy to get the hang of, even for stubborn sysadmins like me. I highly recommend forking the github repo, adding it in and submitting a pull request. If you don't, I'll have a crack at it in the next few weeks.
  24. This is pretty poorly informed. And using Space Engine screenshots to try to demonstrate it isn't the best idea, seeing as cross platform support is on their roadmap. Those are artifacts of the way the current engine processes physics calculations. Again, using Space Engine as a comparison is a terrible idea, seeing as it's purely a space simulator, without any of the complex small-scale interactions of KSP.
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