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ruiluth

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Everything posted by ruiluth

  1. I'm just gonna put this here to say thank you for giving us the option to not have mounting rings. A cluster of four of these Tunkuskas is enough to get a full orange tank to my station and the flames look awesome!
  2. Is there any way to calculate the precise angles and times for burns? Do you know if this would be more efficient? That's probably accurate... I'll have to look into that and do some calculations. Polar Kolniya orbits might work too as long range relays. Maybe my original plan was a bit inefficient...
  3. First off: I know that KSP does not model Lagrange points. That is not my question. What I want to do is put communication satellites in the same orbit as the various planets, so that I can have reliable coverage of both sides of the planet from opposite sides of the sun. Question is, how to get there. For Kerbin I figured out I could just eject them, one prograde and one retrograde, and tune their orbital periods to 5/6 and 7/6 of a year and then circularize at the correct apsis to be back in kerbin's orbit. For Duna and Eve I guess I can do the same thing, slingshot around them and eject prograde and retrograde and get into resonant orbits, but is that really the best way? How much dV should I pack? I have two potential vehicles, one with 6 km/s and one with 8.3 km/s, and I'd like to use the cheaper one but I can spare the funds if I need the bigger one. Has anyone ever done this before? Can KSPTOT be used to calculate this? If so how? Does MechJeb have any useful maneuver planners for this? EDIT: Come to think of it, the contracts for Duna and Eve are both generous enough that I could just launch the big ones and use that trajectory... I'll probably end up doing that, but I'm curious to see how others would do this. EDIT 2: For the Moho network I would like to find a more optimized trajectory.
  4. And his trusty KAS space wrench! Besides, we all know that nothing can really kill kerbals, they just respawn! So what do they have to lose? Contract BD Armory and take the fight straight to those silly interdimensional beings! I think this game has already proven that there's nothing kerbals can't do While we're at it... 14) Glitch it out with the Klaw 15) MOAR BOOSTERS never hurt anything 16) Put it in a bag of holding and see what happens 17) Throw a portable hole in it 18) Activate one of those fancy warp drives halfway through 19) Sacrifice the Magic Boulder to it 20) Alt-F12 21) Whip it with decouplers 22) 'Lithobrake' 23) This is Bill's fault, throw him through with a space wrench and see if he can fix it.
  5. ...*bump* ...but it's okay we understand. Alas, this series has inspired me to use remotetech. I had to restart my career save But now I'm having lots of fun so it's okay. I've also stolen a few of your design elements which I liked, hope you don't mind
  6. Nah, I was just hoping it would be as easy as changing a font. I don't think it will be, since I've realized that what it's doing is vertically flipping the entire porkchop plot area. When I take a screenshot and mirror it vertically I can read it fine. That seems like a reasonably good workaround to me, just taking screenshots and mirroring them with GIMP. Makes it readable with not too much effort
  7. I'm wondering if it would work better if the text was reformatted in the same format used in the areas where it looks fine. That would at least tell us if it's the formatting that's causing it to turn inside out. Here's a side by side comparison. I don't have a lot of experience with programming but it seems that maybe it's something to do with the sections in the window...
  8. In fact there is! Here: It's not a big deal since it works in XP mode. Of more concern is the backwards text but I guess we're gonna need a linux expert for that one. Maybe if you're using a different font or text formatting for those areas we could try reinstalling that? Or maybe if you're feeling really generous you could make a linux version with different text formatting...
  9. I'm having this same problem, it took forever to find the right combination of wine packages to use and now that I finally have I'm excited to use this, but unfortunately it's almost unreadable... I tried changing wine to others windows versions but it strangely only works in Windows XP, 2003, Vista, or 2008 mode. Windows 7 or newer gives the error message "Could not successfully parse URI string." Hope that information helps...?
  10. This is the information I was looking for, I'll be sure to use the 250 or the one from KPBS. Thanks.
  11. I finally got it working. All I had to do was wipe my entire hard drive and reinstall linux. Now I'm no longer running with Primus and everything is working perfectly.
  12. There doesn't seem to be much information about how well the Convert-O-Tron 125 stacks up against the 250. I'd like to know what others' experience with the two has been before I design and build a whole fleet of ships around one or the other. Also, the wiki claims: However the part.cfg claims: UseSpecialistBonus = true Pretty sure that means the wiki is wrong, correct? A probe with the mini ISRU will suffer just as much as a probe with the larger one. I'll still have to fly engineers out there.
  13. I like this so much, I literally ran out of likes. I was browsing the forums last night waiting for my KSP to load, and I stumbled across this thread. Well, the VAB is open on the other monitor with nothing in it and it's afternoon the next day... If that's not praise I don't know what is
  14. I have tried to build dozens of rovers since 1.1, and every time they have failed so catastrophically that I've given up and not used them. I have a list of problems I have found with them: Sometimes they clip into the ground and stop working, usually when transitioning from one slope to another, such as when going down the ramp up to the launchpad. They show wheel blocked = true and don't work at all. They suck at traction. They slide sideways and spin too easily. Drive wheels can't grip the ground to accelerate and steering wheels can't steer very well. You can turn up the friction setting, but that leads to flipping and wheel clipping and blocking. The suspension is very weak and has much trouble holding up even the lightest crafts Others that I'm forgetting, I know there are more Am I the only one for whom wheels are totally useless now? How do you all overcome the deficiencies? I've looked all over the forum for solutions and nothing is helping much. Barring rovers, what are some other methods for roving across the surface of a moon to find the perfect place for a mining base? For future reference, here are some things I have fond to help: MechJeb's stability assist feature, coupled with suitably strong reaction wheels Having lots of wheels Having landing legs for self-righting and getting out of the ground
  15. Someone told me that barred textures mean that the graphics card is interpreting the texture file wrong, and the white texture means that no texture is being loaded at all. I tried turning OnDemandLoading off but it didn't have any visible effect. I run with 16G so I have the memory to spare too. EDIT: Also, as I recall from when I tried to fix this, the white texture were caused by removing the file extensions (.dds). Maybe try without doing that step? I'm trying it now. EDIT2: Wonder of wonders, trying this with 1.1.3 and all the latest versions, the problem mysteriously is gone, everything working as intended. I'm absolutely certain I did the exact same test in 1.1.2 with the latest version and everything, with no luck. Something must have changed between then and now. I'm so glad it's fixed, I'm never touching it again EDIT3: It's not working in my main install. I'll go through and see what the incompatibility is. EDIT4: I've found something interesting. The textures only load correctly when the program is run with the default Intel integrated graphics. When I use the Nvidia card with the primusrun command, they don't load and I get the yellow and black textures. However, installing Pood's OPM-VO, the gas giants appear correctly but all the terrestrial planets do not. I'm going to test this on two other computers which have similar cards but not switchable graphics and see if that works. If it does then I'll know that something is wrong with either bumblebee or primus or mobile graphics card I have. EDIT5: I've confirmed that OPM is working on the other two computers. 1) Linux Mint 17.3 Xfce 64-bit with a GeForce 960. This one is working fine. 2) Linux Mint 17.2 Xfce 64-bit with a GeForce 980 Ti. This one is working fine. 3) Linux Mint 17.3 Xfce 64-bit with a GeForce 860M running through Primus. This one is not working. All three are running the same drivers, nvidia-352. It must be Primus or the Optimus features of the 860M that is making it not work, but I know nothing about this so this is where I need someone with more experience to help. EDIT6: I've discovered that I totally screwed up my graphics settings or drivers or something without realizing it. I'm going to try reinstalling my OS and see if that fixes anything.
  16. This is an excellent idea! I had realized that faster transfers would be possbile but I hadn't considered sending multiple missions in advance. I think this is definitely the solution I'll use, thanks for the advice Nertea's Kerbal Atomics for me, same thing but the LH2 part makes it even more interesting
  17. I actually fly all my missions almost exclusively with MechJeb. But I have to bring Jeb because... what even is a ship doing in space without Jebediah Kerman on board? Besides, for RP reasons I always like to have the real Jeb, or at least a trained pilot, to keep an eye on the Mechanical Jeb.
  18. Alright, good point. I guess the mission profile is still in development. The recent discovery of Sarnus has thrown mission control for a loop anyway!
  19. ...I had totally forgotten that this exists. It's exactly what I need. Thanks for the reminder! I had seen it before but forgotten. I love it when difficult problems are this solved this easily I had been growing food from fertilizer, yes. That certainly is more efficient
  20. Recently I've decided to switch computers so that I can play with OPM, because the stock system gets just a tad boring at times. However, upon sending a ship to test for trajectories, I've found that anything beyond Sarnus involves crazy long flights with durations longer than my longest game ever. That's fine for probes of course, but what about sending manned ships? USI-LS requires hab space for long trips, which massively increases the required mass of the ships. Sending very small crews would be an option, but I prefer not to do that for roleplay and safety reasons... How do you all build extreme-range ships with life support mods? How do you explore the Outer Planets?
  21. I had this exact problem, all my planets looked exactly like bioman3's. I spent days trying to figure out what the problem was and I never did find out what it might have been, but I believe it was an issue with the graphics card drivers in my laptop not being able to read certain types of texture file formats. I was using an Nvidia GeForce card, running with proprietary drivers on Linux Mint with Bumblebee and Primus. On my desktop with the same configuration without Primus, it works fine, so I believe the problem is somewhere in the switchable graphics. If you find a solution please let me know. Anyway, I have a question. How does one actually get to these planets with kerballed missions? Using MechJeb and Hyperedit to plot courses it appears the fastest way is to slingshot off of Eve, although I have no idea how to do that. Jool and Sarnus are doable within a three year voyage, but Urlum is saying 37 years and Neidon is saying 86. Starting from Kerbin gives a transit duration of 4 years to Sarnus, 10 to Urlum, and 23 to Neidon. I bet that could be reduce with ridiculously complicated gravity assists, but I'm wondering how anyone else manages this with life support mods. I use USI-LS which requires habitation space, and that much space would be a monstrous vessel of hundreds of tons to keep kerbals happy for decades. Is that just what it takes or are there better answers to this?
  22. Unfortunately yes, it does. This mission is the scouting mission to send the first kerbals to explore the Jool system for future colonization. If I sent other ships it'd only add complexity by requiring docking all the way out there. Also, a lot of the weight is in crew space which can't really be detached. In the future though, I absolutely will be setting up resupply stations
  23. That would work, if the life support equipment wasn't so heavy. The 35 tons is a long range ship with 5 years of life support.
  24. Yes exactly ^^ That is true, and I had actually constructed a few designs that used staging to achieve more dV. My main problem with them is that they were too big and ugly That would be accurate, if the mission were a simple one. However, the design goal for this ship was to create a powerful craft that would be able to complete multiple missions without needing to refuel while I get all my base infrastructure in place. The plan is to have it refuel only at Kerbin and carry enough fuel to be able to function anywhere in the solar system and still return home to refuel. Additionally, extra fuel means extra maximum payload in the future when I get my bases operational. True, but the main problem I was having with the LH2 tanks was mainly that they were too bulky and not big enough. I was going to need something like 10 3.75m tanks to be able to carry all the hydrogen, and it was frustrating to not be able to just have one 6.25m tank or something of the like. USI's 5m tank was exactly what I needed to compress all those tanks into a smaller, more manageable space.
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