Jump to content

Tristavius

Members
  • Posts

    192
  • Joined

  • Last visited

Everything posted by Tristavius

  1. Cheers Kaldak, good to know my giant station is safe for now. Will have to balance whatever new features are offered in the next version versus having to rebuild 1700 tons of space station
  2. Can anyone confirm 0.22 compatibility? Waiting on all mods that have parts currently in my game being updated before upgrading from 0.21 and this is now the last to not show so in the thread title. Not bothered about science integration or any of that, just as long as my sandbox game will load correctly!
  3. Much appreciated Toadicus! I doubt many people need a legacy version, just the odd person like me in an odd situation who can't upgrade to 0.22 for a bit Cheers for getting back to me!
  4. Can anyone send me a link to the a 0.21 compatible version of VOID please? Looks awesome and I really need some of the info for a project but I'm working at sea and the internet here just isn't up to downloading 0.22. Did try the 0.22 version but it breaks the game. Cheers!
  5. Ah, you Sir are awesome. Recently clean-slate installed KSP just before the new version and lost the nodes - couldn't even find a link to it as it had been unmaintained for so long. Very happy to see it back just in time
  6. Bug Report: I cannot attached either of the Kethane parts to any other item. On attaching, the kethane part remains attached to the mouse and the nodes vanish. If I have attached it for example, below an engine, it will get it's fairing correctly. The only way to clear the part off the mouse is to drop the scanner back into the parts list. The only mods running are Kethane, Part Catalog and Procedural Fairings (all updated for .21). Only Kethane parts are proving problematic. EDIT: Ignore this post, the GameData folder was placed incorrectly (GameData/GameData/Kethane)... my stupid. Leaving this post on the off chance someone else is as daft.
  7. Beyond awesome. I've wanted fairings for along time but I don't tend to over-mod so I haven't ever tried any of the alternatives that come in large sets. Today I finally decided to try some and was browsing through someof the known ones when I happened to see this link - perfect timing sir (ma'am?). I agree with some of the comments here as well, there's a lot more that could be done with this, especially in-line fairings which join from a bottom-plate to a top-plate, bulging outwards to cover whatever payload is in between and allowing the rocket to continue above. Some choices of visuals of course is always nice and perhaps some variation with the ejection angle/velocity to allow for wide loads below and whatever other weird creations people are bound to make. Anyway, awesome job.
  8. Loving the new Mission flag generator and hoping it grows soon as well! Would be awesome to be able to add a craft/mission name and a slogan and a few extra devices like the orbital stripe would be good too. Off the top of my head some emblems which could be added... [*]Some sort of symbol to show a return mission (arrow curving round behind the planet?) [*]A symbol to show a rescue mission (cross?) [*]Symbol to show a fist landing (flag on the planet?) Would also be good to get the rest of the craft emblems added as well... many of my missions are manned rovers, would be good to be able to use that one, same goes for the multi-part craft as I tend to favor permanent motherships for most interplanetary runs. Also still looking forward to seeing the Grand Tour shields!
  9. My failings are definitely on financially viable designs... everything I've ever built is always WAY over designed. If I need to launch 30 tons into orbit, guaranteed I'll build a launch craft for 90. If I need an interplanetary craft with 4000 delta v, guaranteed it'll have 10,000. I suspect I'd such if career mode ever comes along. I'm also not very good at aircraft. The two main things I am good at are docking and landing... I've built huge stations with very large awkward loads weighing hundreds of tons and easily docked them all together... I just don't find it hard, though I remember a time when it was! I've also never messed up a landing, it's just something I've always found instinctive. The hardest one I can remember was on a MASSIVE rover designed as a mobile base. It was unbalanced to begin with and I forgot to add a top facing core, so when it came to landing it I couldn't use the nav ball in the usual fashion and had to land it more or less visially.
  10. The Good Crew management is good news. The SAS changes look good as well, though I fear it may mean a total save game restart (usually I loose a few ships every major patch but this could totally change a LOT of things). In the long run though, if you've seen the example video, I think this will be a major help. I'm not at all interested in career mode, I MUCH prefer KSP as a sandbox, but I'm glad it's finally coming as I appreciate I'm probably in the minority and it should help the game reach and keep a larger audience. The Bad I really don't care about the KSC changes, I'd much rather have seen that time used elsewhere, but hey, you can't please everyone! Very disappointed however that resources seems to have vanished yet again... my KSP time input has fallen a lot in the last 6 weeks, and it'll be the resource system that brings it back. Other Hopes Hoping to see a lot more mod parts become stock, especially from the KSPX set. I like quite a few mods, but rarely make non-stock crafts. While I feel things like engines should be left to the devs, there's so many good adapter pieces and so forth in some of the mod packs, I'd love to see them become stock. Would also be very interested to see if some of the B9 set will now be integrated as well... again, usually I dislike non-stock but I've been playing with B9 of late and it really takes aircraft from an after-thought to a proper part of the game, though I think it makes SSTO a little easy in it's current state. Some more vehicle orientated parts for building mid sized rovers. Some station orientated parts Better methods of connecting two craft together (EVA strut welding?) More to do in EVA full stop would be great actually.
  11. 28 and a lifelong gamer of just about any genre, but I've always had a soft spot for any kind of open ended design sim. No connection to the space industry (I'm a marine surveyor specializing in unexploded ordnance detection) but it's always been an interest. My great uncle was part of the Cassini development team and I was lucky enough to be flown to the states for a VIP seat at the launch when I was a kid... or a young teenager I guess it would have been. Since then I've always been fascinated with the universe beyond our own little rock.
  12. Wow, that's a huge fuel capacity, though of course when empty that's not so much weight. My station has around 25,920 LF capacity and I thought that was large. For launching FULL tanks however, I have three primary refueling vehicles... 1 Payload of 14,400 LF (5 full orange tanks) designed as a LKO use-and-dispose refueling depot for large interplanetary crafts. Self propelled on a NERVA using a smaller tank (payload stays 100% unused). Massive quantity of fuel but the launch vehicle is HUGE and rather prone to Kraken attacks, so not used often. 1 Payload of 8640 LF (3 full orange tanks). Designed as a modular attachment for my space station. Launch vehicle gets them to LKO then a tug from the station collects them for the docking transfer (not self propelled). All 3 arrive full. Once used they are detached from the station and De-orbited by a tug. These were built due to the unreliability of the large 5 tank system. Much more Kraken-proof. 1 Payload of 2880 LF (1 full orange tank). Self propelled on 1 NERVA (with separate smaller tank for the NERVA). Used to send fuel to craft stranded around other worlds. Arrives full to most locations, occasionally uses 5-10% of the payload fuel to get to hard to reach craft. Very easy to launch. All my spacecraft are 100% stock (apart from some probes with ISAMapSat).
  13. Sorry I've asked this before but never get a reply (or it comes so far down the thread I don't see it). Does anyone have any info on the differences of all the different SAS/ASAS/etc system that B9 provides?
  14. My first Duna landing I honestly didn't expect to make it there at all - I just had a very over designed Minmus lander and decided to try. I did a terrible transfer, having no clue what I was doing but somehow made it into the atmosphere. The lander was designed for Kerbin return but the parachutes didn't do enough on Duna. Had to use my tiny fuel reserves to fall help slow. Ran out about 300m off the surface and fell hard the rest of the way. By bad luck I was coming down on a very steep slope, bounced, spun several times and somehow came down on my legs again, slid down the slope and eventually came to rest on the shallower inclinations several hundred meter away. Couldn't repeat that landing if I tried.
  15. Weirdly Eve appealed to me a lot, but it's still the only place I've never been! I think because I have a rule - missions must be Kerbal crewed and they must be returnable. That makes Eve a problem, but one I shall soon be tackling I think! Duna was first.
  16. Eeloo was one of the most fun to drive around - something about that exact gravity suited my fast rover perfectly. Minmus is my personal favorite however, I love the scenery... the tiny gravity is a pain however.
  17. I did the same! Also with a 'carrier' craft but I hardly had to use the ion engines. Firstly the carrier did many of the orbital and planar adjustments, got the encounter, launched a probe then adjusted itself away from the encounter, leaving the probe to just brake into orbit. Each probe also had a tiny stack of liquid fuel which it would ditch after it made orbit and then correct on Ions. Have to say your hardware looks a lot nicer though!
  18. Actually not the hardest thing I've done, in fact it was quite easy, but there were so many stages to it. During my first Duna mission I managed to land 3 Kerbals safely to the surface, but with dry fuel tanks and no way to get home. A while later I decided to launch a rescue mission which was an enormous amount of planning - if any one stage had gone wrong it would all have failed, but it worked. Kerbin Preparation Launching of a large carrier ship Docking with Space Station to refuel Launching of Landing Pod Launching of Satellite carrier craft Launch rover landing frame Docking of Landing pod and satellite carrier and rover frame with mothership Outward burn Duna Operations Transfer & Aerobrake Deploy satellite carrier (which then proceeded on it's own mission to deploy a satellite network around Duna and Ike) Launch rover with 1 crewman and land. Landing site 3km from stranded Kerbals. Launch rescue pod (robotic control). Tight fuel margins so it lands wherever it can. First landing 35km from rover. Use rover to collect all 3 kerbals and drive to rescue pod. Rescue first 2 kerbals, launch and rendezvous with mothership. First 2 safely on main ship. Relaunch and land rescue pod (this time 9km from rover) Use rover to get to rescue pod Recover last stranded kerbal + rover pilot. Return to mothership and get all crew onboard Recovery pod dropped into atmosphere empty and destroyed Outward burn Kerbin Return Transfer and aerobrake Rendezvous with space station and offload rescued crew SSTO shuttle launched from surface Shuttle collects rescued crew from space station Re-enters atmosphere and returns everyone to Space Center Again, nothing too hard, but it would be very easy for one phase of the mission to fail and make the whole thing fail along with it, but every piece of hardware functioned to within specifications and it all went well. One of the most fun missions I've had in KSP both due to the large planning neded, small margin for error and actually having a very specific objective.
  19. Always manned landing first for me. Duna was actually quite by accident... I sent a lander to Minmus and it had such a huge amount of fuel left I launched another and sent it to Duna. Had no idea what I was doing back then, was a terrible transfer and arrival. Made it into the atmosphere but my parachute was inadequate, burned the last of my fuel and ran out about 300m off the ground. Came down hard but I landed intact! The crew were stuck there for about 6 years before an epic rescue mission returned them all successfully to Kerbin. Other than that, landing order was... Mun, Minmus, Duna, Dres, Moho, Laythe, Vall, Eeloo, Pol, Bop
  20. When you realize halfway through a landing you messed up your action groups... only when your decent engines not only ignite, but jettison ans shoot back into space.
  21. If this is in response to my request a few days back, you're awesome. If it's not, you're still awesome.
  22. Can't seem to find any information anywhere on the differences between all the different control packages in B9... anyone got any info or link (I've googled repeatedly!)
  23. My guess would be it calculates the burn time for if you were able to do the burn with the perfect heading, the same weight as when you started and with the same gravity as that one particular point. Taking into account the most efficient time to push your apoapsis out is at the periapsis, and you are only smack bang at your periapsis for one moment in time. No burn is ever going to be quite like this, especially long ones where you may start many degrees further round the planet from where your node is, and continue for many degrees after - this will change the overall efficiency of the burn. Doing a 10 minute burn with 5 on either side of the node is going to cost a bit of extra delta-v as your going to start and end the burn in very different points of the orbit and will thus need a bit of extra burn time compared to the calculation. You of course also expend fuel making yourself lighter as you go which will cause you to need less burn time, though with NERVAs the weight reduction is likely to loose you a lot less burn time than the need for long burns adds on. Larger engines may end up the opposite, not sure - lot of variables.
  24. I've never been a celebrity-worshiper. I can count on two hands the number of people I don't know personally who's death would upset me, and unfortunately this is one of them. Sad, sad times. Both the real-world and sci-fi works are brilliant and the thought of never getting another culture novel is actually quite devastating. Interesting coincidence his last two novels are about someone dieing from cancer (his not yet published Iain Banks novel) and Sublimation (the now 'last' culture novel). I'm from his part of the world and once spotted him in a small local pub and had the great pleasure of buying him a pint of ale (though I made no reference to knowing who he was and left him alone after a minutes talk about good walking trails near by). Absolute gentleman.
×
×
  • Create New...