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ecat

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Everything posted by ecat

  1. There was quite a learning curve at times, it certainly kept me occupied for many a day. In some ways the 'almost fictional' aspect was offset by the good: new tech was never quite as good as you thought it would be and arrived with problems of its own. and the bad: Some horrible design decisions wrt the shape and overall design of some parts.
  2. Many thanks for the release and all the work done by yourself and other contributors Bed time now, play will have to wait until tomorrow.
  3. Large rovers? I think this is probably my largest interesting rover, as opposed to a more typical and simple 'land it and drive around for a while'. In truth it became an obsession, having successfully (-ish) crossed the mountains to the west of KSC I decided to take it to the stars. The final version launched from Kerbin on top of a large launch vehicle and went on to visit, as in land and take off again, Mun, Minmus, Duna and Ike before... I forget what happened, real life or a game update maybe? Two modified aerospikes and a custom NERVA. Iirc the only stock parts in the final version were the RTGs and a few cubic-octagonal struts, everything else was custom, mod or welded but nothing too over powered, just enough to get the job done OT. Landing instructions: Land on back end. Fall over. I use this strategy a lot, lol. There is little point landing to refuel if you can't take off... ... leaving Mun with a full load. Don't let the pictured deltaV fool you, once the 'spikes are switched off the Kethane converter is sufficient to keep the NERVA running for a long time. Instructions for take-off: Drive really, really fast. Ideally drive off the edge of a tall cliff. Engage engines at maximum. PANIC for about 5 seconds while trying to gain control of flight. Switch off 'spikes asap.
  4. Short Answer: No, it is not working with the latest IR. I'm investigating and will post more information when I have it.
  5. I have no idea! I'll try to do some tests and possibly a rebuild in the next few hours
  6. It's called Minmus Unfortunately 160m/s is orbital velocity there so you tend to take off. What we need is a way to invert the polarity of the phase arrays to turn the repulsors into attractors
  7. Roller Coaster Roller Coaster
  8. Let me see... Those are not wings Then there was the time Jeb found an entire batch of intakes at the bottom of a lake...
  9. Just playing with ORS and MKS+OKS and needed a surface based resource scanner. Rockets are too twitchy for my limited skills, especially any precise landings and wheeled craft are just to slow. So, without further ado allow me to introduce MrORS Fits in a 5m Extended fairing, Interstellar thermal rocket for cruising and a pair of 48-7S's for those difficult hills. Stearing assisted by those new lfo rcs ports, left, right and front. Top speed unknown... yet! Off to Minmus. BTW, the invisible wheel bug also happens when your wheels are attached to the Modular Kolonization System modules, no other parts necessary just wheels + modules.
  10. A curious effect here, a mix of medium wheels and stock wheels on a craft appears fine the SPH but the medium wheels turn invisible when taken out to the runway... In other news. The medium wheels work very well on Mun with enough grip so as not to slide too much Final image shows front wheels ready to be detached for the return journey to Kerbin. Interesting place the East Crater, you find it includes two polar regions ripe for sciencing.
  11. Thunderbirds 1965 British children's TV sci-fi series made on quite a sizeable budget and featuring puppets. Now, do not let the children's TV part put you off, you'll get used to the use of puppets too if you give the series a try. Amazing attention to detail, amazing vehicles. Youtube is your friend, or Wikipedia for much more detail. I grew up with the series so my opinion is biased but I highly recommend watching a couple of episodes - Warning: features full frontal cigarette smoking. Also worthy of consideration is Captain Scarlet - Warning: possibly the most sinister intro sequence in the history of children's TV, may also contain traces of science - and the more modern, full CGI New Captain Scarlet - Warning: much more interesting, intriguing and exciting than it has any right to be.
  12. Many thanks for all your work, I'm having great fun messing around May favourite craft so far is probably this: A fairly standard Interstellar mobile power station, it can be realised with stock wheels but care is needed. With your big wheels you see 300t travel at 35m/s and it handles more like a sports car with just a little drift at high speed What a lovely steering implementation you have. I have a tracked version which is viable if strutted to prevent splay but not as exciting. I've also spent a short while playing with the anti-grav devices, I have nothing to compare them with but everything made sense - to me at least. All in all, very nice and so far not a single hiccup or glitch in KSP 0.24.2 32bit
  13. Experimental for 0.24.2 is working well for me under x86, thank you WaveFP. Oh. You may want a quick word with Jeb. Looks like he's trying to charge people 800,000 for the 62.5 Inline Radiator, cheeky monkey
  14. Slightly less on the crazy side and heading more towards the sort of profit margins you expect from British car mechanics: √2.25 million for testing an engine in Minmus orbit Okay, it was a S3 KS-25x4 but using the big service engine to do the lifting it's a cake walk. I managed to returned it to the launch pad too. As a contrast I've just been offered a mere √1/4 million for planting a flag on Moho.
  15. Bravo!! Now, please, please tell me that is just one of the science probes
  16. Ouch. Many errors in your log file you have! I don't know enough to comment more. Of most interest perhaps are: List of your mods... I would start with a clean install of KSP, make sure it runs. Add ATM, make sure it runs. Now decide which mods you think are most important, add them one at a time and each time make sure KSP runs. If you get to the end of your list then party. If you don't get to the end of your list then at least you have the mods you most want... maybe. If it's any consolation for you, I've spent an hour trying to work out why KW 2.6b works on my PC, KSP x64, but KW2.6c would only work after a reboot. The result? I have no idea why it should be like this but I do know that after removing Kerbal Alarm Clock I no longer need the reboot, so, no sleep for me during those long transfers Edit: ... Which then broke again for unknown reasons. x64, x64. Why do you hate me so
  17. Just an observation: In the sequence around 2:10 it looks as if the game thinks the Kerbal and the port are attached in that they are both revolving around a common centre of mass.
  18. Biggest? My largest flying structure was probably this: http://forum.kerbalspaceprogram.com/threads/35743-200-kerbal-tons-to-LKO-worth-it/page2?p=451799&viewfull=1#post451799 Smaller, but 11 Jumbos to over 36km: http://forum.kerbalspaceprogram.com/threads/35743-200-kerbal-tons-to-LKO-worth-it/page4?p=463563&viewfull=1#post463563 SSTO, 6 Jumbos to orbit: http://forum.kerbalspaceprogram.com/threads/33503-Show-off-your-B9-Designs!/page14?p=508910&viewfull=1#post508910 One of my most fun creations was, err, a bit big, and made it all the way to Mun: http://forum.kerbalspaceprogram.com/threads/22251-Showcase-SPACE-STATIONS!-Post-your-pictures-here/page49?p=531483&viewfull=1#post531483 I think the launch vehicle for my Anti-matter Array is also worth consideration: http://forum.kerbalspaceprogram.com/threads/83861-Let-s-see-some-Interstellar-crafts!!!?p=1229225&viewfull=1#post1229225 I don't think any of these are massively massive on the massive scale but I do think I have a problem
  19. As NathanKell says in the post above, ATM can help those with start-up problems eg without ATM I cannot run Interstellar at all, even as the only mod in a clean install. Also, the many problems I was experiencing with various combinations of mods have vanished since I started to include ATM in my mod list. Reasons? Unknown. But I'll take what I can get. Why use x64 at all if you are using ATM? My reason is simple, x64 is the future for KSP. The more people using it, the more people we have testing it, the more test reports are generated. With more information available and a confirmed user base for x64, the more likely SQUAD will prioritise x64 investigations and bug fixes. Once again a big thank you to rbray89 for the mod and his continued support.
  20. If the last sentence sounds a bit harsh that was not my intention. I'm just calling for a little perspective. IMO beamed power as implimented is the least believable part of this mod. This doesn't stop me using it. Fractal made some interesting design choices with regards to the progress/reward path of this mod, they make things interesting. Whatever choices WaveFP makes I'm sure the fun will continue
  21. @enneract Excellent! Now, can you or your friend tell me how large a surface area the microwave transmitter and receiver should have for the beam not to destroy anything which crosses its path? A second number for the safe passage of biological lifeforms would also be appreciated. A total beam power somewhere between 1Gw and 10Gw sounds about right. For reference, the solar constant for Earth is about 1.5Kw/m2 - which is safe - and up to 15Kw/m2 for Mercury - which certainly doesn't sound healthy. If we want reality we may as well cover as many details as possible. Or we could just accept this is a game and while self consistent within its own reality it need only cross our reality where doing so does not get in the way of the fun factor. Here is the problem, we all find our own fun through our own play styles and there is no definitive right answer. So please, express your opinions but don't bash on WaveFunctionP or Fractal_UK for ignoring pink skin reality while simultaneously cherry picking your own pink skin reality examples to justify your case.
  22. This is the same place my game was crashing when I tried IS. This happened with 0.24 x64 and the previous x64 hack, no matter what I tried, even a clean install with IS as the only mod I could not get IS to run under x64. Yesterday I was ready to give up on x64, in preparation for the return to x86 I installed Active Texture Management. With nothing to lose I had one last try running IS and it worked http://forum.kerbalspaceprogram.com/threads/87157-How-is-64-bit-working-for-you?p=1288848&viewfull=1#post1288848 So, make a clean 0.24 x64 install, add ATM 3.1, use the fix from biohazard15 that you see in the above link, add WaveFunctionP's IS and see what happens
  23. Well, I don't know what is going on but just ask if wish at some future date the gift of my 1st born. The 0.24 update to KW was released a short time ago so I tried adding it to my stable configuration. Crash during game start <grrrr> Created a fresh KSP install, added KW and all was good - oh my, that 5m engine - Next I added MechJeb... Crash during game start. Okay, this really is getting stupid. Added ATM 3.1 and applied your truecolor fix. All looked fine. Added MechJeb. Okay. Added toolbar, chatterer... Strange, everything is still ok. Editor Extensions. SCANSat. DMagic Orbital Science... Everything still good. Finally added the current IS mod, this has never run for me in x64 even on a clean install... Party!!!!!!! More testing needed of course but at the moment this is all working I need to test KAC and IR but I can live without them if necessary.
  24. Some combinations of mods are working fine for me, other combinations simply fail. Then there are some mods that others say work fine but I cannot get them to work past the loading screens, even with a clean install. All in all, I suspect I'll be back to x86 once Active Texture Management is working correctly. This does make me sad, but we have many, many more eyes looking at the x64 issues so I'm sure it will all end well
  25. Neither ALT+221a or ALT+251 work for me <shrug> Anyway, moving further off topic. According to Kerbin history they had no real need for currency, their system of science and exploration first worked fine. As time passed and safety improved the reduction in fatalities resulted in ever longer queues of Kerbals waiting for their chance to fly off into space. These Kerbals became prone to fits of boredom and we all know how dangerous a bored Kerbal can be. In an effort to to alleviate the growing boredom it was decided to give the waiting Kerbals something to do. Counting was suggested as a suitable activity and to make things more interesting a number was assigned to each and every rocket part. Imaging combinations of rocket parts that yielded the smallest or largest total number became a popular activity and, much to everyone's relief, the boredom problem was solved. All numbers need a symbol of some kind to differentiate them from other similar looking, sometimes identical numbers that in fact have a totally different meaning. What to call the new numbers soon became a topic of heated discussion. Remembering a science fiction story of a race of pink creatures who invented something called currency and went on to invent numerous mechanisms which ensured the value of this currency would continually decrease over time - a story with a very sad ending by the way, they decided on √ the symbol they used for square root. Not only would this be amusing in the context of the story, it would also act as a very practical reminder of what can happen if you allow people to simply invent numbers according to whim and fancy.
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