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Everything posted by soranno
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Then what about someone who is trying to travel to lathe.. does it just sit still in space? While at the same time someone on lathe is waiting for a return window, or a transfer to somewhere else. While someone at Kerbin is waiting for a window to go to moho.. These planetary bodies cannot operate independently, and cannot just be cut out of the system.
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Ker-Bull Air Race (New Update to Better Gates)
soranno replied to Darren9's topic in KSP1 Challenges & Mission ideas
WTB more of that pod racer video.. no questions asked -
I can`t understand why it was added in the first place.. and since I installed it I haven`t actually done anything with kethane to cause its creation of a settings file to alter~ I guess I`ll just uninstall the damn thing until it comes up that I really need to use it, just getting in the way every time I open the map screen at the moment
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Thank you for receiving my criticism so well. Bad habits do indeed die hard! I`m so tough on my younger students for that very reason (while feeling bad for them at the same time, because I`m such an ass about it ) Looking forward to your next chapters with great anticipation!
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having fully prepared myself with some flame resistant clothing, I`ll make a risky post. I have nothing but praise for your creative writing effort; I hope you will continue to develop this story for some time yet, and I will be looking forward to updates. However, the post above stating `I hope to have a job in writing` encourages me to advise that you spend a little more time during writing to ensure that simple grammar mistakes are eliminated. Basic errors such as random capitalisation of letters mid sentence, and mistakenly using `then` in place of `than` etc. will very much hinder the progress of a career in professional writing, if you do in fact choose to pursue it. You have the creative element nailed down as it is, giving a little more attention to the finer details from now on will greatly benefit your work.
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my experience of this issue was cause by damned robotics, and associated parts. Removing that mod corrected the issue. If you have removed them and it stuck for some reason, reinstall the game and steer clear of the problem mod. If you still intend to use the robotics parts, do a search on this forum for `infernal robotics` and you will find an unnofficial fix for the problem that will allow the parts to function as normal.
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How long did it take you to dock ...
soranno replied to StainlessSteelRat's topic in KSP1 Discussion
A long story short, 9 hours unrelenting effort the night I bought the game. The euphoria of that moment I will not soon forget. -
sounds like a nice offer for some day, quite occupied with this mission controller business at the moment. Going live in a few minutes, mid mission- first space tourists to the Mun!!
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It`s not like this is even the first time.. and assuredly won`t be the last. Why all the melodrama.. Screw it Dude, let`s go bowling... I mean to space, let`s go to space
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Actually yes, that solar panel array does look cool, and I would work very hard to find other parts to remove in order to keep them as they are. However, with zero power consumtion there is no need for any of the batteries, as the command pods etc already on the station have electric charge storage of their own anyway ~
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You have a large number of unnecessary parts that could easily be removed/replaced. Sure enough, limiting design due to framerate issues isn`t something anyone wants to do, but at this stage in development of the game it is a reality. For example, you have those 4 large solar panel arrays, and rack upon rack of batteries, and a total power consumtion on the station of essentially zero. Additionally, you have rcs thrusters every few meters along the structure of all elements of the station.. while a few well placed thrusters will not only do the job, but will do it far better in fact. You could probably quite easily drop the part count of your station there by 40 or more, without any effect to its operation (except its rcs maneuvering being better)
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Going live shortly for some more mission controller mod gameplay. Space tourism begins!
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nevertheless, a read of the guidelines might be in order. For instance, OP is asking what we need.. however it is your challenge OP, tell us what you need
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
soranno replied to Majiir's topic in KSP1 Mod Releases
sweeeet. my hero -
Are you allowed to have Kerbals manning the vehicle get out upon landing to repack parachutes? Or failing that, on the ground waiting where you land to pack the chutes, and then you leave them at that site when you take off again
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
soranno replied to Majiir's topic in KSP1 Mod Releases
I have located the option in game to remove the hex display, however nothing that removes the hexgrid from Kerbin in the main menu/title screen. I can`t understand why it`s there to begin with... can that be removed? 9 Also I suggest setting the default of the hex display to off, rather than on. I open my map maybe 0.5% of the time to look at kethane, and the other 99.5% of the time for unrelated activities, and it would seem a default setting of off is more appropriate, but that is a subjective opinion. Kill the hex on the title screen is a direct request though If I can disable myself I would appreciate anyone sharing with me how -
The Kerban Max-Security Prison Challenge
soranno replied to Synapse's topic in KSP1 Challenges & Mission ideas
Made an effort at this some months ago here: http://forum.kerbalspaceprogram.com/showthread.php/27642-Where-the-Naughty-Kerbals-go?highlight=prison mine was a munar orbit prison, with door locks and seals, 16 prisoners and as many as 12 guards, but only ever actually had 3. -
I tried at first with a 4 port assembly, and it failed every time. I could never get all 4 to dock, after even dozens of attempts on all manner of ships. Then I switched to a 3 port assembly... and have a 100% first time every time docking rate. 3 port docking at least is flawless.
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Trying to make a space program work with Mission Controller mod is quite time consuming, so I would hope to continue it after the update. I expect that carrying over the files from the mod folder itself to the new install will do the trick. For anything else, even if the saves are not compatible, I would access the persistence file of the previous save and copy over craft in flight information to the new save to keep anything that was particularly troublesome to get in place. I only ever bothered to do it with a modular minmus base.. and only once, so started fresh in the most recent version. If I really need to revisit past creations then I think I`m happy enough to load up the older version of KSP and play around with it, or challenge myself to recreate and even improve on past creations in the recent versions, and don`t particularly mind if saves get broken
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These are pretty crushing issues.. so as no one else is screaming about it in here it is clearly something corrupt in my installation here, and I will start again from blank and see what happens. I hadn`t used any versions since 1.3 in .19.1, but something in there is causing it, and I will attempt to source it. Thanks for the input
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
soranno replied to nobody44's topic in KSP1 Mod Releases
After working on a space program using this mod for the best part of a week now, and conferring with viewers of my stream etc. I think I have to question the balance of hard mode. Firstly, choosing hard mode from the beginning is up to the user, so if you don`t want it hard then etc etc.. but the issue is more in relation to costs versus mission rewards. Costs in hard mode balloon up very rapidly, and even basic ships to make orbit cost in the region of 90,000kb to put up, and bring down with something salvagable under deadly reentry conditions. And that`s using a bare minimum of engines, which are the most expensive components. A single skipper engine, for example, costs 55,000kb or so to use when set to hard, an lv-t45 about 18,000kb(the often seen 4x30 and 1x45 engine cluster checks in at about 100 thousand), and even a humble 909 is 6,000kb. Say goodbye to mainsails, as they cost 90,000kb each. Comparing that then to the rewards of various missions, playing on hard just seems to be more grind than it`s worth, as to make any meaningful launch outside the missions requires so much money that you must grind through dozens of satellite launches with some cheaply designed vehicle in order to pay for it. I did for example, mission 8 of the civilian space program pack, landing unmanned on the mun and returning to kerbin. My vehicle going up cost 90,855kb. The reward for the mission was 90,000kb. I only made some gain off it, because there is 40,000kb in bonuses, 20 of which was for the return... with deadly reentry looming over proceedings, was pretty heart racing I came up with a fairly bare bones vehicle to launch satellites, just a solid booster and on top a 909 with small tank, and the payload on top with an ant and oscarb. I`m surprised this thing even works but it still costs 30,000kb with nothing recoverable. I hope you can appreciate the kind of grind that could develop. Nevertheless, I`m having a whale of a time using this mod and seeing my engineering go in all manner of new directions. I`m thinking I`ll start switching it to easy and use it like a subsidised test mode or something, where I can make flights for testing at reduced cost and then switch back to hard after completing design to attempt missions or make real launches. The challenge it seems is not just to get through all these missions, but rather to operate the same kind of space program we have all come to enjoy in the sandbox mode up to now, while having to operate within a budget that needs supplementing through commercial missions and government funding for specific tasks. I don`t think anyone wants kerbal`s career mode to be a linear story progression without the room to build and create wonderful things in the way we do now, but rather to experiment and create while within the framework of a system that has budgets, and necessary targets to achieve. Looking at some of the other creations I have worked on in kerbal so far, I very much want to see my space program expand the same way while having costs and budgeting to consider, but without it ever descending into grind after grind at low profit missions by the dozen just so that I can pay for the lifter to get this station component up. I`ve quite enjoyed looking up some of my past designs and seeing what it would cost to launch them. My established shuttle for kerbin-minmus-mun duty, with launcher was 2 and a quarter million kerbones to launch That`s a lot of tv satellites hah! -
Ok, I`m close to removing recent version and looking to see what old version still works.. do I have a corrupted install and no one else is experiencing these issues? every flight I restart explodes on the launch pad due to exceeding gforce and overheating, before physics can load. This happens also, but infrequently when switching to ships via tracking station. Heat shields suffer total and catastrophic failure at 800m/s. Rcs tanks explode off my ship at 450m/s due to exceeding gforce tolerance, while the meter reads 3gs in free fall with no thrust applied. The heat resistance of all parts, including heat shields seems to be 1200 degrees. In a .19.1 version I tested giving a 3 man pod with a 2,5m heatshield a periapsis of 36km from 125km apoapsis, and just let it fall without further input, and as was always the case its heat shield temp rose to 4500 degrees and then dropped, landing safely. Now I have ships under controlled descent, burning at 32km back up to 40km two and three times in a descent and still all components including double heat shielded pods are destroyed to heat. I install this of course to make things challenging and difficult.. but this is beyond a joke. Am I really the only one?
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I`ll post before the people who know what they`re talking about get here, and see how I measure up ksp`s atmospheric and aerodynamic properties call for the launch profile similar to that you have described, as it is to our benefit to get up out of the thickest atmosphere as fast as possible, and then begin accelerating to orbital speeds. Real rockets launched make their turns earlier, and pitch down as they are aerodyamic in shape, and accelerate best when pitched over, gaining lift in a way not possible in stock ksp without attaching wings or other lifting surfaces. To do so early in ksp just makes your job of orbiting harder as you don`t gain any benefit from an aerodynamic shape or lift and instead only have to plough through more thicker atmosphere
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about the heat shields and such.. em.. if you could spare a couple of minutes to view these short videos.. and tell me this is how it`s supposed to be.. http://www.twitch.tv/hoshizora/c/2505466 In this video the pod is in freefall after aborting a launch, the highest speed it reaches is about 940m/s, and the temperature you can see on screen as it catches fire and explodes.. the pod has an additional 1.25m heat shield on its underside, yet the ablative heat shield in this case doesn`t drop from 500 at any time.. other than the fraction of a second between the two explosions. EDIT: and looking at the video myself just now, the flight report seems to say that the heat shield first exploded due to excessive g-force.. my confusion only grows as you can clearly see the gforce meter never rises above 4g http://www.twitch.tv/hoshizora/c/2505494 in this second video, we have a ship that lost electric power while aerobraking for decent (thank you ioncross) and I left it to fall to kerbin and let what happens happen.. but I didn`t expect this. The pod has an additional 1,25m heatshield on its underside and so the heat shield value is at 500. In past version of deadly reentry there can be no question a heat shielded pod would have come through this without any issue. The heat shield numbers are of particular interest, as the first heat shield disappears after dropping to 498, and the pod itself explodes after the shield drops to 248..