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Alinor

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Everything posted by Alinor

  1. Thank you JadeOfMaar for providing links to existing modes, I tested all of them and must say they they are not up to the task, that I need. which is to manage vessels already in orbits and on missions. I still think this is not plugin territory, this is core gameplay and must be part of the game to make it usable. I am at 83 vessels in my campaign managing multiple ongoing long contracts and I hate the game... impossible to play
  2. Absolutely, VAB needs better management as well.
  3. I think most players run in to issue managing vessels when you go deeper in to career mode. Solution seems simple, allow players to create their own categories and sub categories and place vessels in to categories. Making this visible in map view and tracking station. Current categorization structure becomes unmanageable very quickly, and it is very annoying to keep looking for that vessel you put in orbit of ike and just cant find it. At least allow separate categorization via orbiting body, ie - select Duna and show vessels only relating to Duna in their respective categories, or select Ike and see only relevant vessels. Additionally I think you should be able to create thumbnail for your vessel and have it appear in map and tracking station if vessel is selected, so you can easily identify it visually. This opens the ability to identify and even rename and re-categorize vessels from tracking station. So here are my suggestions to the point. 1) When in map or tracking station, player can open category interface and add categories, vessels could be droped in to category or subcategory. For example, I can create category called Communications Network, and then create sub category for Jool then place some communications satellites that are in Jools SOF in that category. I can also disable whole category from being displayed on the map, so these satellites do not interfere with orbital maneuver planing, but they can be found quickly when needed. I think this level of control for player in required for career mode to truly develop. 2) Taking picture of the vessel and making that available in Map and tracking station view, ability to take screenshot that disables interface and ties the photo to given vessel. This photo can then be seen in map and tracking station view for easy identification.
  4. I have made number of changes to Resources.cfg, specifically reducing the cost of supplies. Today I updated the USI LS addon and installed USI Kolonization package. I am not sure which one had this effect, but changes I make in resources.cfg in UmbraSpaceIndustries/LifeSupport folder do not seem to have any effect on price of supplies. If fact I deleted the resources.cfg and was able to boot the game(after initial crash) and cost of supplies is still 15 per unit. This tells me, there is another file in USI package that governs these settings. Cost of supplies at default 15 makes career mode unbearably difficult for me, and many contracts come out as financial loss. It's hard to deal with 900k price-tag for just for supplies during 3 year mission, when multiple launch vehicles for the entire mission only cost 400k. I greatly appropriate any help, Solution After looking around in USI folder I found that Kolonization addon has its own resources settings that take precedence over life support. File is located at UmbraSpaceIndustries/Kolonization/MKS_Resources.cfg
  5. Likely cause is your large docking port is upside down. Make sure to position it properly, otherwise they will not dock.
  6. Control module needs to be in the on the part for it to be controllable. Ether manned unit or satellite core. Rocket experiences stress from thrust and aerodynamic dragg. The faster you go in the atmosphere, the more stress your rocket will experience. Each part has maximum tolerance for stress, if you exceed it, part fails structurally and your rocket will likely fall apart.
  7. One quick fix I can suggest is to send your 3 tank module empty. Grab empty tanks mod or drain them on launch pad. With current configuration your rocket becomes top heavy as fuel below drains. Using Solid rockets is not a good idea for heavy lift configurations. Ditch those and replace with liquid engines. I will trow a guess but you will need allot more fuel to make it, does not look like you have enough. Also since your rocket is short you will have control issues, it must be longer with center of lift way below your cargo. It also looks like you only have one connection to the pain station, if it's small then no problem but if it is going to grow you will encounter allot of flex when doing maneuvers. Something to consider. I will not test it for you, but I have allot of experience with delivering very heavy things in to orbit and I can share one of my successful designs - here is launcher design I developed that brings up to 150tons to orbit. At some point I got bored to bits making rockets every time I sent stuff to orbit, so I use this launcher for everything now. You can go along same lines for your launch vehicle. I would give you craft file but just do not remember all the mods used to make it, so you will likely hit a wall on that. But it can be made using stock parts. I can make a guide if you want on how to make it. Part count can be kept around 250 for launcher. It's 4 stage launcher, with flat platform on top for cargo. You load the launcher, put your cargo on top and off you go. It's a big platform so ton of stuff can fit. Including your engine array. Stage 4 is modular, it is very easy to change engines and with few of them swapped for nuclear engines, it can be used to haul almost 5 large tanks of fuel in to orbit. Here is example of cargo placement, this was mission to add 5 parts to interplanetary station. Here is the station itself, 130 tons ends up in orbit. Sent with empty tanks Testing a rocket is big pain, that's why I rather give you design that works and later you can develop something of your own. If you have any questions let me know.
  8. Your craft is unbalanced, that's what makes it spin. If you dock identical smaller ship directly opposite the one you have, it will balance out. It also seems like connection of that docking port that holds the ship is not transferring movement of your smaller ship, the likely cause is it's not actually docked. Hard to tell from video but I have seen situations with docking ports placed in weird places do not dock your ship although it's docked. so make sure your ships became one vessel once you dock it. The fact that it breaks on warp also means link is very weak, as warp produces peak force when you slow it down to normal, ships can fall apart from it if structure is weak or there is felx. I will say with high degree of certainty that its placement of docking ports.
  9. KAS lets you attach dock part to things using one of the green fellas. So you can save your mission, here is what I would do - Grab this addon - http://kerbalspaceprogram.com/0-18-2-kas-kerbal-attachment-system-v0-1/ Make small lander that you can land next to you stranded crafts. Attach TWO axillary hosts (things that have cables) to your lander. make sure to attach nozzles to them properly and test that they can be released before launch. Attached TWO part holders, square things where you can put parts and then retrieve them using kerbal. Place detachable ports from KAS in to part holders. Launch you lander to the Mun Land within 50meters of your ships (important, length of cables is 50meters) Get kerbal out and grab one of the detachable ports from your storage, attach to first ship. Grab second port - attach to second ship. Now release cables for axillary hosts and attach them to docking connectors you just placed on both ships, in dock mode. What you should have is your two ship connected by your lander, they will be docked and act as one vessel. You can now transfer fuel and save the mission.
  10. As someone pointed out, you are missing struts. Although things that snap together have some ability to stay together, you need to reinforce with struts to get stability.Otherwise they will slide side to side, relative each other. Weak structure usually shows on stage changes, as you stage, some, or all thrust is lost and next stage engines "kick" the vessel as they start the burn. That kick can be considerable, depending on the engine configuration and can be seen on the G meter and can break a rocket if it's structurally weak. For smaller craft you can just slap some struts between stages, and it will stay together. For large rockets/ships/stations struts need to be strategically placed to be most efficient and as few as possible, as you want to reduce part count on huge things. Large number of struts will create lag especially during atmosphere part of the ascent, where you get allot of flex due stress on the vehicle. Good luck.
  11. I think at some point everyone faces the dilema and what you need to decide is will you make this more realistic and brin small peaces in to orbit or you just need to bring allot of stuff in to orbit. If you just want a **** load of stuff in the orbit then what you need is to get yourself a big rocket. I built delivery platform that brings up to 90 tons of payload in to 100km orbit and can reach stuff within 700km orbit and drop off the payload then return and power land on Kerbin all without using any of the payloads fulel. Rocket is stable and uses normal trajectory during Assent so Autopilots addons will put it in to orbit without a hitch. If you want the rocket let me know I will post it. It is large 1000 tons 420 parts but hopefully sometime in the future I can improve it and bring it in to 350 part count. The design is you have a platform with delivery system below and payload on top 4 largest tanks can fit on the payload platform but only 2 can be carried in to orbit due to weight, so any rovers or big station parts easily fits. But you will need to put them together in orbit. If you have 2 largest tanks(36 ton ones) in orbit you can easily deliver one 1 and change to Muns orbit drop it there and come back. The problem though is that once you connect more than 6 modules in this game and call it a "space station" you realized how the game lacks optimization. My computer with 2way SLI 680 cards, 32gigs of ram and best intel core i7 cpu you can buy overclocked to 4.4Ghz, starts laggin as if I am playing latest visual marvel with stunning visuals at maximum graphics. All while both GPUs are falling sleep at 10-15% load CPU running at whooping 15% and ram use for entire system is 7gigs. It just goes to show that it's not the computer that matters as many think, the game is not optimized and that is sad. So be prepared to face increasing crippling lag as you put your dream station together and enjoy the **** load of fuel you delivered there.
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