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Everything posted by ThreeMartiniLaunch
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The No Contract Career Challenge
ThreeMartiniLaunch replied to Superfluous J's topic in KSP1 Challenges & Mission ideas
Now that would make for some compelling video! And I started using the mode right after I read your post. Thanks. -
The No Contract Career Challenge
ThreeMartiniLaunch replied to Superfluous J's topic in KSP1 Challenges & Mission ideas
2) claim win? 5H, don't get me wrong, I'm a fan. But the other guy has a point. How about a mod, that once you achieve orbit, just click a button and get all the near space science and achievements. Once I can do EVA in space, click a button to get all the EVA science? I mean, I can do it all myself, but it's menial and unchallenging. -
I have Deployed Mystery Goo science thingies deployed on the Mun and Minmus. They've been working fine. They reported back every day or whatever with 8 or 16 science. Cool. Upgrade to 1.7.3 - and at the same time, replaced the solar panels with RTGs, and redeployed the science thingies with a better scientist. Now I'm SPAMmed every 5 minutes with Goo reports for a tiny fraction of a point of science. The Minmus one reports twice every 5 minutes. Any advice? Thanks Edit: Mistake. Each Mystery Goo is making one report every 5 minutes. The Ion thingy is also reporting every five minutes. Edit 2: It might be every 20 minutes. Still, way too often.
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So. I got a contract to collect some green sandstone from Minmus. They said I could find it on this flat or that. I landed a rover and drove all over the relevant flat for a couple hours. Nothing. I then learned that if your save was from before Breaking Ground, there would be none of the new surface features. So, I edited my save as recommended in some post. Still, no sandstone. I deleted my save and started a new save. Eventually, got the same contract – bring home some green sandstone. Again, an hour or two in a rover in the designated bioms. No sandstone. I uninstalled and reinstalled KSP. Started a new career. Got the same contract. Green sandstone which can be found on the Flats, Great Flats, or Greater Flats. I drove all over the Greater Flats. It took hours. No sandstone. I drove my rover from the Greater Flats to the Flats. Yeah. I drove there. Drove all over the Flats. Nothing. I decided I would then drive to the Great Flats from there. Fortunately, I found the sandstone in the Lowlands early on my trip to the Great Flats. All in all, I think I covered about 500km in this last save alone. Later, in the same save, I decided to make a research outpost on the Mun's Northern Crater. I had no contract to bring anything back. The Mun's Northern Crater was so littered with surface features, it made rover piloting hazardous.
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I am trying to deploy three relay satellite constellations. One between the orbit of Moho and Eve with four satellites. One between Kerbin and Duna with six satellites. One between Dres and Jool with eight satellites. I would like the satellites in each constellation to be equally spaced. For the first, I settled on an orbital altitude of 7.5Gm. That gives an orbital period of roughly 184 days. So, for four satellites, they should be spaced about 46 days apart. I tried launching one satellite every 46 days, but that didn't work. By the time 46 days passed after launching the first satellite, the periapsis moved ahead a bit and the second satellite was ~26 days behind the first. I figure I could add 20 days to the launch window (launch every 66 days). That still didn't work. It brought me ~30-40 days separation. I found the Resonant Orbit Calculator I suppose I could launch all of my satellites at (about) the same time (they're too big to practically launch as a single vessel – especially eight of them) and use the calculator to space them out. That would probably be close enough. But I would like something better. Is there a way to calculate my launch interval (knowing how many satellites in the constellation, orbital period, and apoapsis/periapsis) so I wind up with an equally spaced constellation? Thanks
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Frequent Crashes
ThreeMartiniLaunch replied to ThreeMartiniLaunch's topic in KSP1 Technical Support (PC, unmodded installs)
Update: I moved my page file from my tiny SSD Windows / boot drive to a very roomy regular hard drive and have been playing for hours without issue. -
Frequent Crashes
ThreeMartiniLaunch posted a topic in KSP1 Technical Support (PC, unmodded installs)
I've been playing KSP for years (since 0.18) with virtually no issues. Since the last few versions, KSP has begun crashing frequently. I can't say for certain, but if pressed, I would guess since 1.4.x. My earliest crash folder is from 03/19/2018. Usually it's a complete system lock - requires power down to recover. Occasionally, just the app crashes and generates a crash report. I completely uninstalled and re-installed using no mods - same. KSP is installed via Steam, but I do not launch via Steam (I have a shortcut on the desktop direct to the executable). Running the 32bit version will run longer before crashing, but crash is inevitable. It has become unplayable. I run Windows 10 Home on Intel i7 6700k 4.0Ghz with 32GB RAM, NVidia GeForce GTX970 (I forgot how much memory it has, but "plenty" comes to mind). http://misanthropia.com/KSPCrash/crash.dmp http://misanthropia.com/KSPCrash/error.log Thanks for any help, TML -
Do you have a screenshot that makes you laugh every time?
ThreeMartiniLaunch replied to Randazzo's topic in KSP1 Discussion
My first successful Laythe landing.- 548 replies
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When I first played, A nickle would buy you a steak and kidney pie, a cup of coffee, a slice of cheesecake, and a newsreel, with enough change left over to ride the trolley from Battery Park to the Polo Grounds.
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Big ol' secret part easter egg!
ThreeMartiniLaunch replied to quasarrgames's topic in KSP1 Discussion
I don't know where they're from, but I do have that mod installed. -
Big ol' secret part easter egg!
ThreeMartiniLaunch replied to quasarrgames's topic in KSP1 Discussion
No asteroid, but I have a taco, a guitar, and a basketball. -
ThreeMartiniLaunch here with a decidedly not KSP video. It's part of my walk home from work...Port Authority Bus Terminal to Time Square Station.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
ThreeMartiniLaunch replied to Peppie23's topic in KSP1 Mod Releases
Thanks for such a fine mod. Is an update required for 1.0.4? -
Tiny Monoprop Tank
ThreeMartiniLaunch replied to ThreeMartiniLaunch's topic in KSP1 Mods Discussions
Thanks. I'll give those a look. -
Whenever I make a lander out of a Hitchhiker can and I want monoprop on it, I have to add 120 units - that's two roundified tanks for symmetry. Can someone make a tiny tank that holds like 5 units of monoprop? Yeah, I could use tweakables to reduce the amount of monoprop in each tank, but I still have those large, unsightly tanks. Sometimes I do not want to tuck them away in the reaction wheel or stack decoupler - even I sometimes need to refuel monoprop on those multi-mission landers. Thanks, TML
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How do you feel after playing KSP?
ThreeMartiniLaunch replied to InsertUsername's topic in KSP1 Discussion
fulfilled. -
I prefer Hot Shots Golf to Tiger Woods PGA Tour.
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Beginner's Notes on Remote Tech 2 in Career
ThreeMartiniLaunch replied to Geschosskopf's topic in KSP1 Tutorials
I think you're going a little overkill on the number of antennae you are using. For your satellites in LKO, all you really need is one Communotron-16 and one DTS-M1. Point the DTS-M1 at the active vessel and you're good to go. My satellites come in at just under 10k funds. That's the satellite, the launch, overkill on batteries and solar panels, the whole shebang. The same satellites will work for your Munar leading and trailing satellites, but with Mun's SOI just under 2.5Mm, it's a little tight. I'd just as soon put three or four in a relatively high Munar orbit. Again, one Communotron-16, and one DTS-M1 pointed at Kerbin. The cone is wide enough that it will hit your entire LKO array. And you don't need a manned launch. Just start your “gravity turn†way late. I start mine at 25km, then level out when apoapsis reaches about 2/3 or 3/4 of your desired altitude. 450km is the altitude of my current array – 2 hour orbital period. You'll still be in range of KSC to circularize. I've got an array of five satellites, but I think you can do it with three. I just got the timing wrong and wound up with five. And the lower the altitude, the better. It may take an extra satellite or two, but it insures those narrow cones of the more advanced antennae will hit your whole array when pointed at Kerbin. My first array was eight satellites at 100km. I just launched one every two hours and it came out to a perfect, equilateral octagon. But at 10k funds per satellite, who cares if you've got a couple extra? TML -
Docking mode and chase cam rock. I do it entirely by eye using option A.
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Back in the Depression, we ate meat loaf made of racoon and saw dust. And we played KSP. That's all there was to do. There was no work to be had. So we played KSP until FDR got off his Rough Rider ass and gave us some jorbs. 0.00.000
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The new and improved ASAS is way better than before.
ThreeMartiniLaunch replied to Flixxbeatz's topic in KSP1 Discussion
no matter how good SAS is, it cannot save a poorly designed rocket.