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Everything posted by capran
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Engine plates missing?
capran replied to capran's topic in KSP1 Technical Support (PC, modded installs)
OK, I found it! Thanks to this thread: -
Ok, maybe I'm missing something really obvious, but I've been playing 1.4.x since release and the Mission Builder expansion as well, but I can't find the engine plates. In my Career save, I've unlocked almost all items, but I can't find anything called an engine plate.
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DLC Idea: Universe Editor
capran replied to Red Thought's topic in KSP1 Suggestions & Development Discussion
I'd like to dream of a KSP 2.0.0 where the physics engine has been replaced with something way better, less buggy and Kraken-y, more flexible (planets with axes that are not all in the same direction and perpendicular to their inclination! I'm looking at you, Earth and Uranus!), that would also allow for easy, in-game, user customization of the planets and star(s). It'd be awesome if it could be something like Universe Sandbox. Maybe someday... -
Well, I did some more play testing, and made some changes, but it still doesn't work right. Shrug. I tried to have a check for both Kerbals EVAing and then boarding the orbiter, but it just doesn't complete the EVA check, https://www.dropbox.com/s/whld87dbawupgbf/Mission-Minmus 1.zip?dl=0
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I'll give that a try.
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I've been trying to debug my first real mission, but it's not working the way I want it to. Here's a breakdown of what I want it to do: 1. Starting with an orbiter in orbit of Minmus, and a rover and 2 kerbals on the surface, get the kerbals back to the orbiter. 2. After docking, transfer ore from the rover to the orbiter and EVA the kerbals from the seats to the pod. 3. Undock, and prepare to leave orbit. 4. Unexpectedly, a mono tank explodes, damaging the LFO tank it's attached to, making it leak. <--- Right now, this is the part that isn't happening 5. Try to return to Kerbin and splash down or land and recover the kerbals. https://www.dropbox.com/s/iqkwq4c72n5xcuv/Minmus 1.zip?dl=0
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I had the same issue. What I ended up doing was restarting the mission, and re-rooting the craft so the rover was the root. Still, pretty bad logic.
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I went ahead and bought the DLC anyway. I also bought the game originally in Early Access in March '13. I do want to support Squad though, and it was only $15. I do wish they had polished the sample missions up some more, lots of confusing language. Also, I'm finding the Mission Builder interface somewhat counter-intuitive. Maybe I need to watch some tutorials or RTFM, though. I spent 3 hours yesterday trying to build a "simple" return home from Minmus mission with an unexpected part failure, but I couldn't get the logic to work for undocking the 2 vessels.
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To The Mun Via Minmus - Help to complete please
capran replied to severedsolo's topic in Making History Support
Thanks, that's actually what I've done in the past. What i was really wondering though, is how do you schedule the launch and do the whole thing from the get go, without going into a parking orbit first? -
I agree. I gave it several attempts, but the closest I could get to the Island Runway was 9.5 km.
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I failed this one too, same reason I think. Another one where I I wish they had written the instructions more clearly.
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Took me a few attempts, built a Kerbalized Saturn V, and I also had to use the tracking station to timewarp... completed all the objectives.... only to fail because it took too much time. what mission builders?! You can't have it both ways.... CONSERVE FUEL....and oh, we want you do all this in just 4 days (or whatever it was).... and you need to launch from a high-latitude launchsite too...
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To The Mun Via Minmus - Help to complete please
capran replied to severedsolo's topic in Making History Support
I've got over 2200 hours logged in KSP, but I still have no idea how to plan a launch window. I just launch to a parking orbit, and use something like Transfer Window Planner or MechJeb's similar feature. How do you do it without a mod? -
D'oh. Totally forgot about that, I never use it normally. Thanks. But, yeah, the mission text should have mentioned it, some kind of probe tutorial maybe? Yeah, that wording is terrible. Also, on that ship, they put the gravimeter on the wrong stage, if you stage before you get to it, you'll lose it.
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So I was playing MHE yesterday, and I just couldn't complete the Squad mission "To the Mun via Minmus" as I kept running out of electric charge. The supplied spacecraft have no solar panels! And you can't go into the editor to add them. So I had to use the cheat panel to give myself unlimited electricity. Didn't these missions get play-tested?? You simply can't complete them without a power source (or oodles of batteries, more than they give you) as it takes about 6 game hours to get to the Mun and game days to get to Minmus.
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@RealGecko One "bug" you may want to call attention to: if your game has per-part G-force limits enabled, your ship WILL explode when warp is activated! Also, on my install, latest KSP build, once warp is activated, the graphical effects are stuck when in ship view even when warp is deactivated, and they stay also when you go back to the Space Center! If needed I can take some screenshots. I've got scatterer and EVE installed if that matters.
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[1.12.x] Kerbal Atomics: fancy nuclear engines! (August 18, 2024)
capran replied to Nertea's topic in KSP1 Mod Releases
On the otherwise awesome Emancipator engine, even with Near Future Electrical installed, you can't transfer Enriched Uranium into the engine! It says something like "not a transferable container". That severely reduces the dV you can achieve with this engine. Once the E.U. is used up, that's it, even if you have plenty of LH2 and canisters of E.U. How can this be fixed? Or is it meant to be that way? -
Radial Heat Shields
capran replied to SpacePilotMax's topic in KSP1 Suggestions & Development Discussion
Was just bored at work and thought of this very thing. A heat shield part that fits radially onto a MK2 or MK3 part the same way the stock heat shields attach and look great on the Mk1 and Mk1-2 command pods. There was a mod a while back that gave you radially attached heat shield "tiles", I can't remember the name now. They were ugly though, didn't look right on just about anything, and they were heavy too. -
Not being a rocket scientist but being a KSPer with nearly 1800 hours, I think this checks out! ;P Have to try it in game. But that does pre-suppose that the rocket on the ICBM is capable of being restarted. Also, what does an ICBM use for steering? Something like SAS or RCS? Thrust-vectoring? Would one even be capable of changing direction when it gets to apoapsis?
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Anyone know how much delta-V an ICBM typically has? How much of a booster (MOAR BOOSTAS!!) would it take to get one on a solar orbit that never intersects Earth?
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So I was hitting random on XKCD and this one came up: https://xkcd.com/1626/ I've seen discussions elsewhere about the delta-V needed to send something into the sun, and while I have no idea what the delta-V of the typical ICBM is, I doubt they even have enough to reach LEO since they're a weapon that's intended to hit a target somewhere else on the Earth. But just as a thought experiment, what if the XKCD scenario happened? Say you launched them retrograde to Earth's orbit. Would they just just rain down on Earth again and kill everyone? How much delta-V would be needed for one to escape Earth and not come back? (Not necessarily hitting the Sun, just ending up in a Solar orbit that never intersects Earth again).
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[1.2 - 1.4] Elephant Engine, v0.2 (2016-05-06)
capran replied to NecroBones's topic in KSP1 Mod Releases
ELEPHANT EXHAUST FROM AN ELEPHANT ENGINE!! I demand you make variations with other animals! Kittens! Puppies! Tribbles! Alpacas! Merlins! Dragons! -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
capran replied to sDaZe's topic in KSP1 Mod Development
@Berlin @sDaZe Great work on the mod guys! But I encountered a minor bug/glitch with Tarsier Space Technology. Lots of this in the output log: IndexOutOfRangeException: Invalid matrix index! at UnityEngine.Matrix4x4.set_Item (Int32 index, Single value) [0x00000] in <filename unknown>:0 at UnityEngine.Matrix4x4.set_Item (Int32 row, Int32 column, Single value) [0x00000] in <filename unknown>:0 at UnityEngine.Matrix4x4.SetRow (Int32 i, Vector4 v) [0x00000] in <filename unknown>:0 at CelestialShadows.ScaledShadowComponent.OnWillRenderObject () [0x00000] in <filename unknown>:0 Removing SRSS cleared it up.- 2,401 replies
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