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Everything posted by oversoul
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How Do You Deal with Inerplanetary Aerocapturing in 1.0.4?
oversoul replied to Geschosskopf's topic in KSP1 Discussion
I haven't done it yet in v104. I'm scurred. I have aerobraked before, a large-ish space station into Eve orbit and several Duna missions but not yet here. But I'm playing a v102 career that I set up for 50%RE; I never used DRE before v1.0 nor did I desire it. Thankfully the devs added those sliders. - - - Updated - - - Maybe 'balance' is a better word than 'realism' for a game that uses toy junkyard parts to launch little green dudes into a computer generated space realm. - - - Updated - - - Unless you're RockStar Entertainment. -
The "You know you're playing a lot of KSP when..." thread
oversoul replied to Phenom Anon X's topic in KSP1 Discussion
When I spend 8 hours working on a plane design to land VTOL style on Mun, drill some ore into its tanks, fly back and land like an STS on Kerbin except 8 hours later it don't friggin' work! -
Music to Launch Rockets To - KSP Music Thread
oversoul replied to Steambirds's topic in KSP1 Discussion
I usually listen to A State of Trance, the Vocal Trance channel on di.fm, or some other EDM -
Honestly this part of the game feels so broken to me that I just "manipulate" the contract system to pull stranded Kerbals out of orbit. The fact that you say they are "adjusting" other parts of the whole crew 'design' scares the BeeGee's out of me. Yuck. *shudder* 4. Mobile Processing Lab What is that? lol (/sarc)
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Forgive me Kerbol, for I have sinned. Today I tried to build an STS ship in v1.0.4!
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How efficient is your Minmus mining operation? Share your pics
oversoul replied to vej's topic in KSP1 Discussion
Hah! I got that a**! Fu** you physics. Sorry. /rant - - - Updated - - - My opinion is it's always better to fly on minmus, be it with some RCS setup or VTOL unless you absolutely need the wheels from some kind of precision docking port work. -
How efficient is your Minmus mining operation? Share your pics
oversoul replied to vej's topic in KSP1 Discussion
this game is so broken I just wasted 6 hours trying to get various plane-ish type mining craft to orbit for some reason symmetrical craft want to yaw right ugh this is not the game I was playing yesterday what the hell sry but I had to vent after I looked at the clock all these designs have cargo bays so I know that's it. I just... didn't want to give up on those designs. -
Today I started the slow uphill grind of patch day: - move save file to a copy in case of splosions and such - started checking which mods have either been updated or still work with 1.0.3 - tried to test the re-entry heating under the new version by building a SSTO plane... several designs and none could attain orbit. - Tried to get my vertical stack mini-shuttle to orbit, but the flipping was back. - overall a frustrating day. Much file rodeo, work, design, and testing to be done to get back to my career.
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- landed at Mun Twin Craters for moar science - launched Minmus station to orbit - launched tug to orbit, RV with station - pushed it to Minmus without melting - rebuilt my 80km orbit KSS for a contract
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Jeb & Bob got stuck on the Munar surface when I experimented with a heavy lander. It didn't have enough gas to reorbit. So I dispatched Bill the repair man after landing a fuel drone near them. Bill hooked up the KAS parts so the spice could flow. On takeoff he coasted past this Mun Arch:
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Well that's what I get for flying a two kerbal pod to the Mun with a scientist and a pilot, and then flying a fuel drone and landing right next to them. Moar launches I guess. Thanks for the info. (this concept of only an engineer doing things is ridiculous FYI; might attack my install with an editor)
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I'm using KAS to try to refuel a lander that got stranded on the Mun. But when I try to attach the valve to a pylon, they just slide off, and become useless. What am I missing here?
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I need moar science for my career mode. I decided to go land on some moon. I decided to build a new lander class, even though I had a proven single-launch design that had been to Mun twice and Minmus twice. I wanted an "XL" lander the two kerbal lander can. In another breach of my normal craft designs, I decided to use a rendezvous-in-orbit type of mission profile, which I understand was actually debated by NASA for the Moon landings before they settled upon the Apollo single-launch concept. Any I built all the crap over the span of several hours (there was much tabbing out). And now this crap lander is stranded on Mun, out of fuel, so I get to design another mission to come land with a tanker drone and fill 'er up. But I did see a Mun arch randomly on approach to land along the equator in Mun East Crater, so that was cool.
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I was describing the release of 1.0 to a friend recently, and trying to summarize it, when I had an epiphany and told him "they basically took a bunch of good mods that I already used and incorporated them... poorly." - FAR - DRE (hell no I never used this, I don't like hurting myself, thank you for the slider in the options) - Proc Fairings - SCANSat - Karbonite I've never posted anything to this effect until now, but apparently others have, hence this thread. But I have faith in Squad. And in the modders. So carry on.
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SSTOs! Post your pictures here~
oversoul replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Just a little vertical SSTO I built when another thread whetted my appetite. Used it to throw a 3.8t rescue drone into orbit which later went on to low Mun orbit (12km) to retrieve a stranded kerbal. -
Cygnus Recoverable SSTO Rockets (15 to 600 tons)
oversoul replied to Warzouz's topic in KSP1 The Spacecraft Exchange
Wow man, I wish I had more rep to give. Impressive work. -
This is an interesting discussion. I generally avoid SSTO anything because of its complexity, and it doesn't seem like a good risk-reward setup for my career mode. That is of course probably because I use StageRecovery. But every now and then I like to play with the concept for fun and to break up the money grind, science grind monotony. Anyway I read some of the remarks in here and was inspired to build a first stage that enough smack to throw a small rescue drone into LKO, then deorbit itself and land using brakes and chutes. The mission was to rescue a crewman from Mun orbit. The rescue drone only has a full weight of four tons, and after a lot of tinkering in the VAB I ended up with something ridiculously large for throwing a 4t payload (3.8t actually). I ended up settling with the Mainsail and a lot of fuel. Here it is on the way back, passing over the desert peninsula west of KSC. I ended up landing okay for a 94% refund about 85km away from the KSC, just west of the mountains which I was trying like hell to miss, brakes out whole time. The rescue drone flew onwards and rescued the stranded kerbal and returned home with something like 100dV to spare after aerobraking twice. the SSTO rocket on descent to the KSC continent the rescue drone payload, 3.8t On a related note, it's interesting to follow this technology IRL. Elon Musk thinks cost to LEO can be reduced by up to 90% with reusable first stages. 90 percent!
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I built K-2 fighter to warp around and lay down some flags to act as waypoints, and to just explore some things.
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thanks. I was trying to get one kerbal out of my low Kerbin space station before I deleted it so I can get rid of some mods. Thanks everyone who posted advice in here. I was able to cut the memory footprint by over 50% by removing the KSOS mod, running -force-opengl, and setting the option for half-res.
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How do I diagnose an out-of-memory crash? My game seems to get up to about 3.7GB or so when I watch Windows Task Manager on the second screen. I can do about one mission before this mod-heavy install goes tits up. KSP.exe caused an Access Violation (0xc0000005) in module KSP.exe at 0023:003adbff. Error occurred at 2015-05-27_014602. C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\KSP.exe, run by oversoul. 41% memory in use. 0 MB physical memory [0 MB free]. 0 MB paging file [0 MB free]. 0 MB user address space [106 MB free]. Write to location 00000008 caused an access violation.
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I was inspired by someone's mini-shuttle I saw on here. I almost always use a boring pod design to get Kerbals to orbit and back cause it's so simple. But I've done that a lot so I borrowed this guy's idea to build a smallish Mk2 mini-shuttle that rides as the last stage on a vertical rocket, the "Orbiter Concept." It's a boring name but now that it's mission capable it will get a name. After a few test runs and tweaks, I was able to manually fly it to orbit cause MJ is confused by the design. I don't pitch over until about 15km altitude; the thinner air and 12 fins help prevent me from doing an "uncontrollable pitch super endo." Then I was able to dock to my baby KSS station and switch out the crew. The first reentry went well but I was long but still able to ditch with the crew surviving. So I reloaded and landed short but landed safely in the hilly grasslands just west of KSC. (sorry I tried for like 15 minutes to embed this as an album but don't know how) in the VAB don't pitch until 15km circularize docked for crew transfer AIRBRAKES make it possible any landing you can swim away from... ...or jog away from
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I launched a space station core (does anyone else call theirs 'KSS'?) and built barely not enough fuel. So I complete the 'burn' to apogee with the two sets of four RCS thrusters and the 250 unit MP tank. Then I circularized it with said thrusters. It only took 26% of the MP to enter a stable 80km x 80km orbit.
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[1.12.x] Mk2 Expansion v1.9.1 [update 10/5/21]
oversoul replied to SuicidalInsanity's topic in KSP1 Mod Releases
Congrats on being mentioned in the game's launcher! Now to have some SSTO fun...- 1,514 replies
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