

Benie
Members-
Posts
424 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Benie
-
Hey. There's another problem. I haven't used my Duna Base in awhile, ok. Now I want to use it. The Sphere is still open. I'm able to spawn what I need. But a problem. When flipping to another craft, what has been spawned, disappears if it doesn't move from where it was. It's just... gone. Doesn't show up in Tracking Station. Can you fix this, please? I got an important mission to do, and this is jeopardizing it.
-
529: All of the bugs in the game and all issues with mods... fixed, with a snap of a finger.
-
"Time to Probe Jool again" *framerate drops to 0 due to rendering all of those probes*
-
I personally let MechJeb do most of the orbiting work, landings and launches. But I still have to set up Capture Burn Delta V's manually, if the approach isn't close enough to me. Like my approach to Jool to probe it. MechJeb kind of screwed up and had the orbit going right into the planet. Had to do a Delta V to get me a Ap + Capture, so I wouldn't crash into the planet. As for designing a rocket, I care less about weight and mass, or how much Delta-V I'll need... bah. As long as it looks good, flies flawlessly from launch to orbit, and the CoM isn't in the joint of what I'm building that requires something to be detached (like a rover or a probe). I want to play games my way. Freak the math.
-
Is it possible to disable key control by default of Winches? I don't see an option anywhere in the KAS folder, and I'm tired of having to tell it to turn it off when I'm not using it. I have Numpad 2 bound to my ship's controls. Also, this has been mentioned before, but I use a Winch to reel in ships that have no docking port to my space station. Unfortunately, the speed the winch pulls is a bit excessive. And when the ship hits the station... it's not pretty. I had it shake itself apart. An option to set the speed of the winch (especially in space) would be nice.
-
New pics of the VAB and SPH with finalized shaders !!
Benie replied to Leveller's topic in KSP1 Discussion
These are nothing new. They've been posted weeks ago. -
This. (10 char)
-
Hmm. I'm using Part Catalog. How better is yours, and does it support small resolutions (like the lowest resolution allowed in the game)? I do like how it almost has an "NEI from Minecraft" look.
-
Rockets are easier to build for me, since I don't have to worry about all of that crap about speed and flameouts and air breathing engines.
-
1. Build station in VAB. 2. Launch it. 3. HyperEdit it to 200M. 4. Activate Solar Panels. 5. ? 6. Profit! I seriously would love to make a station with a working Shuttle Bay, that I can have my ships dock inside of it, but I feel the game engine will hate me.
-
So, one of my fails. I was coming back from an important Eve mission of my rover getting samples of Eve's soil and "seas" for the scientists back on Kerbin. Got back to Kerbin, rendezvous with my space station, but couldn't dock since I had no free docking ports. So I had to get my Kerbal that was in the station to EVA and repack the chutes. After that was done, I used MechJeb's Landing Guidance to pick KSC as my LZ. Burned through the atmosphere, no problems seen so far. Then at 110m/s, I popped the chutes. At 100m/s, the chutes ripped off due to tremendous Gforce, and my Rover/Lander plummeted to the ground. And if that's not the only thing, the Landing Autopilot picked the VAB as its LZ... So I tried to Quickload, and it was before I got to the station. So, three fails in one. 1, didn't quicksave before I entered Kerbin's atmosphere. 2, chutes ripped off. 3, MechJeb landed me on the roof of the VAB instead of on the ground.
-
I personally don't have any problem with the size of the planets. I find Kerbin big enough to look realistic. You got to remember, the Kerbol system is just one of billions of systems. It's not supposed to be like RL, because it isn't our Sol system. I think of it that way.
-
Modding engines / Is this too powerful for Eve?
Benie replied to Benie's topic in KSP1 Gameplay Questions and Tutorials
Yes, but I don't need to go overboard with the thrust and possibly rip my lander apart. There's got to be a balance. -
Modding engines / Is this too powerful for Eve?
Benie replied to Benie's topic in KSP1 Gameplay Questions and Tutorials
First off, fuel isn't a concern for me (note my title). The problem isn't the fact it's not slowing down enough. When I burn through the atmosphere, my lander slows down substantially. It handled Eve better than I expected. With the chutes, my speed dropped to 3.4m/s. And about the deceleration burn, it's what MechJeb's Landing Autopilot does. I've landed on Duna several times, no problems with it. -
Modding engines / Is this too powerful for Eve?
Benie replied to Benie's topic in KSP1 Gameplay Questions and Tutorials
I see. But are these engines too powerful for Eve? What should I tone them down to, like 175 to have like 700 pounds of thrust? -
Don't know how to pronounce the title, but I got a situation. I modded the Mark 55 Radial Mount Liquid Engine, to have 500 pounds of thrust. My Rover/Lander has 4 engines, which equals to 2000 pounds of thrust; 500 pounds more than one Mainsail. It also has a very high heat and damage tollerance This is to get my ship to leave Eve's atmosphere unharmed. But, is it too powerful for Eve? You see, I use MechJeb's Landing Autopilot. And it didn't do the breaking burn like it has in the past, with this design, which is why I feel I made the engines more powerful than they need to be. Here's a picture of my Rover/Lander, on the launchpad. Going by it, can someone help me out by balancing the right thrust to make MechJeb use its breaking burn again, yet also be able to escape Eve's crushing gravity? And that's not all. When I tried to land on Kerbin, the chutes ripped off after it slowed to 100m/s. This has never, ever happened to me (even with this design), and it feels very discouraging. I'd like that not to happen again. And I think it happened because again, Landing Autopilot didn't do its breaking burn. I think of how powerful the engines are, it let physics slow it down, and had no need to use the engines.
-
Not a problem, guys. Happy to help. Now I have a problem. I'm wondering if this modded version of the Mark 55 Radial Mount Engine that I "hacked", played a part in Landing Autopilot not doing the breaking burn during passing through the atmosphere. I saw this on Eve, and on Kerbin. My Rover/Lander has 4 of these modded engines. All 4 are able to produce a thrust 500 pounds higher than one Mainsail (this was to get out of Eve's atmosphere). The landing on Eve was good. Parachutes helped slow it down to like 3.4m/s, which the touchdown burn wasn't needed. But on Kerbin, when it slowed down to 110m/s, I popped the chutes, then about 5 seconds later, the chutes rip off. That has never, ever happened to me. Again, the breaking burn wasn't being used. It depended on the game physics to slow it down. As I said,, I didn't see this (the chutes ripping) happen on Eve; only on Kerbin. The chutes ripping is a major concern for me. The modded engines I have, each engine has 500 pounds of thrust. The engines had a "999999999" heat and damage tolerance. I'm thinking the fact they are so powerful, the Landing Autopilot didn't think they were needed to slow it down. I'm using version 2.0.8.
-
This looks perfect for Space Stations. But will it simulate Kerbals being able to go into, say habitation modules? Also, some connector joints (like 3 or 4-way connectors to branch off these passageways) would be cool.
-
What does "1E+09" mean? - Playing with a modded Stock part
Benie replied to Benie's topic in KSP1 Mods Discussions
Now my question is, would they be able to get in and out of Eve's atmosphere? -
What does "1E+09" mean? - Playing with a modded Stock part
Benie replied to Benie's topic in KSP1 Mods Discussions
Can I have that in English please? I just want to know if it will make the physics hate my guts. -
See the title. I "hacked" the Mark 55 Radial Mount Engine to hopefully be able to get in and out of Eve's atmosphere without a scratch. I basically put "999999999" for maxTemp, crashTolerance, and made the maxThrust at 500. Going by my sample math calculations, my four engines will produce more thrust than one Mainsail engine. But ingame, they are listed as "1E+09". Does this mean it's beyond what the physics will handle?