

espm400
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Everything posted by espm400
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Station building question
espm400 replied to iueras's topic in KSP1 Gameplay Questions and Tutorials
The way I've always done it is to send a 'utilities' module (electricity, solar panels, and O2) up first with a probe core attached. It's just infinitely easier to dock when both the parts that are docking can at the very least, control their orientation. The probe core doesn't necessarily have to be part of the module, as it's usually part of the orbital tug it's attached to in my case. It's just a bugger to try and dock with something that's 'dead' in space. -
Not only that, but they're ablative heat shields. Spend too much time in the lower atmosphere slowing down, and you'll burn through it. On top of that, the mod now models the g-forces your kerbals are experiencing, so if you decelerate too quickly certain parts may explode (same goes for positive acceleration during launch, generally anything over 8-g's is too much). If you couple this with FAR, you really have to get your approach angle right because the atmosphere isn't guaranteed to slow you down enough for parachutes (been a couple times I've come screaming in at mach 3 below 10,000m.
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- Yes, just right-click on KSP in your Steam Library and select 'delete local content.' - Then, go to your Steam download directory (default is C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program - on a windows system IIRC), and delete any remaining contents (this will delete any saves you have). - Then, simply re-install KSP
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If you want to go beyond purely cosmetic, you could always install Deadly Re-Entry. Doesn't take as much getting used to as you might think.
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It may not have been updated, but works fine for me. What issues are you having with it? So far, out of my large repertoire of normally used mods, the only issues I have experienced were with Lazor Systems (but that's since been updated and work perfectly), and Quantum Struts, which will cause your game to enter some 'quasi-freeze state' where you can't click on anything upon returning to the Space Centre after a flight.
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This is my way to test the new sas : Let's Dance !
espm400 replied to XaTriX's topic in KSP1 Discussion
Well, gotta say, this thread definitely brought a smile to my face on an otherwise dull Saturday afternoon... -
Docking with Multiple Clamps at a time
espm400 replied to Khalashnikovf's topic in KSP1 Gameplay Questions and Tutorials
It is entirely possible, and it's how I usually setup docking ports on my space stations. Just remember, with Unity's parent>child part-tree, there's a right and a wrong way to do this. If you just want multiple ports on a single multi-couple (I use quad-couplers, as they allow you to dock in 90* increments) here's a video I found after having some serious difficulties of my own a few months back: Now, this isn't my video (it's by youtube user HoYin1600p), and I can't take credit for anything other than finding it. That being said, it's a great simple little video that shows you the proper way to circumvent to part-tree. If, however you're trying to line up multiple docking ports that aren't on a single part, the setup is much easier, but the docking is much, much harder. You must make sure that every port is perfectly lined up, otherwise you'll end up with this: (Just a test ship I built to check someone elses design) On top of that, as UbioZur mentioned, there are some wonky fuel-flow mechanics that happen when you do it this way, so that's one more thing that you have to worry about. -
Despite what their intentions may have been, the mod has grown substantially in that time. Couple that with the fact that it's FREE (although you do need ARMA II), and it's inexcusable how the community responded. I haven't played DayZ in probably about six months, but I keep looking for an excuse to go back. Personally, I was one of the 'good' players. I had a separate Skype and email account for taking medic requests, I helped out newbs, and had the most fun when I found someone randomly sniping fresh spawns, sneaking up behind them, and then scaring the bejesus out of them over general chat before popping one off in their mellon. What got me to stop playing was just a series of bugs that caused me to die and lose all of my gear. That coupled with the main server I used for storage going down without notice, and I just got frustrated.
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I actually just started doing precision landings the day before .21 was released, and despite the fact that I picked up non-atmospheric landings pretty quick (as long as I timed the suicide burn right...), I'm still having some issues with touching down a rocket at KSP. Just need a bit more practice, but that's what probe cores are for. Docking, on the other hand, I picked up within about an hour (after watching a video and realizing what all the icons on the navball meant). As for MechJeb, I've used only one of the autopilots, and only once. Back in .19 I decided to try out the docking autopilot, but considering it used about five times the monoprop that I would have used, that was the also the last time it got used. For me, MechJeb is all about the wealth of information.
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Reusability of spacecraft
espm400 replied to Jodo42's topic in KSP1 Gameplay Questions and Tutorials
It's funny, I had a longish, slightly convoluted post all written out about the Lazor Systems Pack until I had the probe core thought. I had forgotten that it wasn't just debris that got deleted at 2.5km. I guess it's been a while since I've tried the 'drop and forget' re-usablility' tactic since I'm currently working on a Falcon 9 style lifter. -
Why Can't I Get This Into Space?
espm400 replied to TheHockeyPlayer's topic in KSP1 Gameplay Questions and Tutorials
The docking ports aren't required for the fuel, the fuel lines do that just fine on their own, the docking ports just make the structural connection from the fuel tank to the bi-coupler. If you take a look at this I know, as I said the TVR-200 and 200L don't line up, but it serves to illustrate my point fairly well. Just imagine that docking ports aren't there, notice how the part tree only connects to one of the fuel tanks? It wouldn't matter if it was two TVR-200s that lined up perfectly, the bi-coupler would only connect to one of parts, leaving the other flapping in the breeze. Sure you could strut the thing, and it would probably stay in place, but it's good to know the proper way to assemble multi-port designs like this as when you start building bigger and more advanced ships, that lack of a connection can cause some serious problems and serious frustration (Side note: This is a few months back, but it took me three launches to figure out why the quad coupler with docking ports in the middle of my ship (the top was a space station module and the bottom was a tug) was loosing three of the four docking ports every time I decoupled them. Turns out, although there was a connection between all eight docking ports, the quad-coupler could only connect to one of them, leaving the other three drifting in space and my ship unable to dock. On top of that, it took a good few hours of searching to find that video with the solution). Anyways, I'm glad you figured out a work-around and got to space today. If you need any more assistance with KSP feel free to PM me and I'll help you if I can. Just keep in mind, math is not my strong suit (I'm not bad at it, I just don't like doing it in my spare time), so don't expect me to rattle off dV numbers and the like... -
Reusability of spacecraft
espm400 replied to Jodo42's topic in KSP1 Gameplay Questions and Tutorials
Just put a powered probe core on your jettisoned stages. As long as they can land safely without your input, they should stay in the world as you fly on. -
I'll start by saying that I'm pretty big into mods, so if you're against those, the rest of what I say might as well be blowing smoke. 1. Step one of an escape method begins on the launchpad. I used to use the Orion capsule from Bobcat's American Pack since it seated six and came with a launch escape tower that worked pretty well. Barring that, you can always just build one out of structure and sepratrons. Just be sure to use docking ports to jettison it when it's no longer required. Step two, you've got your Kerbals on an orbiting station and something has gone catastrophically wrong. For my escape vehicles now, I use a three man command pod with the smallest 2.5m tank, four small radial engines, a heat shield (for DRE), and parachutes. Usually I can get away with launching three or four at a time on a single lifter rocket, that way I have more than enough attached to my space station to get all of the crew home safely. As for anything farther away than KSO, I'll get to that in a moment. 2. Despite my initial statement, I've tried to keep mod use to a minimum here. This is one subject where I have to bring them up. If you're going to be building SSTOs, you're really going to want FAR and B9 Aerospace. As I've said many times, the original KSP aerodynamic and drag models are just awful, and FAR solves that issue. As for B9, don't get me wrong, but I hate the look of the stock plane parts, again B9 solves this problem. Not to mention just the sheer number of options it affords you (in your case, the six Kerbal crew compartment makes for a good crew transfer pod). 3. As for the rescue ship, I always have a remotely controlled one in orbit around any planet I plan on building a base on. In my case, it wasn't much more than a frame with docking ports, some fuel and an engine. The crew would come up in pre-dropped LVs with just enough dV to get a stable orbit and dock. Just remember if you build it this way, you'll need more dV than you think to get back, as the ship is now toting the planetary escape vehicles. I suppose you could build one with habitats on board, but those tend to be much heavier, and usually need to be built in orbit. Lastly, the 'I missed the planet' rescue vehicle. I've never built one of these, since I tend to greatly over-engineer my LV's, I always have enough to get an orbit with my target. However, there is always the possibility of catastrophic failure mid-burn, or something along those lines, in which case, you shouldn't need much more than what you were using for your inter-planetary ship. Just modify it a bit, maybe some extra docking ports, Romfarer's Robotic Arms Pack or the Kerbal Attachment System work great if you have a stranded crew in a capsule with no docking ports. Well, I hope this helps. If you've got any more questions, feel free to ask.
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My nuclear tug spins (yaw) when engines on
espm400 replied to hanvyj's topic in KSP1 Gameplay Questions and Tutorials
Where is your CoM in relation to your CoT? Although I've never experienced it before, I've heard if the CoM is above your CoT it tends to reverse the gimbaling on your engines. Try locking the gimbals on your engines and see if it still wants to spin. -
DayZ was my favorite game for a while there (still definitely top three) , but this is one of the reasons I've come over to the KSP side; the DayZ community is awful. Rocket's pretty cool, and sure, there are some good people, but the vast majority are whinny, self-entitled dicks. I've said it before, but KSP has, hands down, the best community out of any that I've come across. That being said, I just recently picked up DOTA 2, and have heard some great things about theirs.
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How did you learn how to rendezvous and dock?
espm400 replied to Fox Arcana's topic in KSP1 Discussion
Unlike 90% of you guys, I hadn't heard of Scott Manley until I became active here on the forums. After fumbling around for a couple days by myself (don't read too much into that one:huh:), I came across a youtube series by 'StompThompson.' After a couple vids I came across his docking tutorial. As soon as I understood what the symbols on the navball meant, and how to interact with them, docking quickly became a snap, time consuming, but fairly easy nonetheless. I just wish the guy didn't drop off the face of the Earth a few months back, he had a good series going there (and a great speaking voice). -
If I could make one suggestion to anyone building spaceplane SSTOs, it would be 'get Ferram Aerospace Research (FAR).' It actually gives the game a proper aerodynamic and drag model. Gone are the days of pitch to 45* and having your prograde marker barely above the horizon. If I could make a second suggestion, it would be to 'get B9 Aerospace.' Not only does it add a ton of space plane building parts, but it allows you to make your planes look good (like real planes). That is unless you have those and I'm missing something, in which case I'd ask for some pics...
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I haven't used it, otherwise, from what I've heard anyway, it would probably be on my list. Personally, I don't really need it since I've got a set of very stable lifters that I just build my payloads on top of. With the exception of my X-15 dropship (never finished it), I've never really needed to import one ship onto another.
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A generally good convention to have is to map specific functions to certain keys on all of your ships. That way, no matter what ship you're flying, the action keys do the same thing. I'll give you an example: For me, these are my constants 1 - main engine shutdown (has saved me a couple of unnecessary space station 'maneuvers' and a bunch of flat-spins on my SSTOs) 2 - toggle engine mode on SABRE engines (part from B9 Aerospace) 9 - toggle antennae/dishes (great for RemoteTech) 0 - toggle solar panels AFAIK, things like solar panels should sync up on docked ships. i.e. Say you dock ship A with the panels closed, to station B that has them open, pressing '0' in my case, would open the panels on ship A, while pressing '0' a second time would close them all. At least that's what I remember from .20.
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Command Module question :
espm400 replied to Herbin's topic in KSP1 Gameplay Questions and Tutorials
MechJeb is working fine. Quantum Struts freezes your game when you go back to the space centre after a flight, so, not working... -
Brand new to the game, must have mods?
espm400 replied to Dewm's topic in KSP1 Gameplay Questions and Tutorials
See my comment in the other thread you started for my list and explanation of the mods I use. HERE -
I did a list not too long ago in response to a similar question, but can't find it. Oh well... Off the top of my head, here's a few that I use: (Names in parenthesis () are the short names of the mods that are generally understood in the forums) PLUGINS: Ferram Aerospace Research (FAR) comes to mind as a must have. Especially if you plan on trying your hand at spaceplane design. The base game has a really poorly implemented aerodynamic and drag model. FAR basically just adds a proper one. Crew Manifest: It hasn't been updated for the new release yet, but very handy. The recent KSP update implemented some of what was in this mod, but it also allows you to name your Kerbals and adjust their stats. Not to mention the most important part; if your ship has more than one crewed pod (e.g. space stations), it allows you to move the crew around without requiring them to do an EVA. Kerbal Alarm Clock: I've never used this one before, but I've heard good things. Prevents you from time-warping past maneuver nodes and such. Chatterer: Really small mod, but can add some really good immersion. Just simulates communication between ground control and your ship. MechJeb: This one does it all. It provides any form of in-game information you could ever ask for. I would recommend that you don't use any of the autopilots it provides (add it provides a lot of them) until you've gotten yourself a firm grasp on the game. I've been playing for near to a year, and I personally never use them. PARTS: KW Rocketry (KW) and/or AIES Aerospace (AIES): Both of these are fairly large part mods that just increase your options when it comes ship building. Huge amount of new parts, from fuel tanks, to engines, to fairings, etc. You really should have one of these (I use KW). B9 Aerospace (B9): If you want to build spaceplanes or SSTOs, this pack is a must. Like what KW and AIES do for rockets, this one does for spaceplanes (plus a bunch of really cool cockpits to boot). Just another huge amount of parts in your inventory. Procedural Wings (pWings) and Procedural Fairings: Two mods by different authors. pWings allows you to create your own wing shapes and Procedural Fairings creates a set of fairings molded to your payload. Very handy. Kerbal Attachment System (KAS): It's basically just a couple winches with almost limitless possibilities. You can use them for cranes, as a method for resource transfer in bases, or even just as a trailer hitch. ISA MapSat: A part/plugin mod that allows you to create mapping satellites to make topographical maps of any body in the Kerbol system. It's still under development, so you might need to tinker a bit to get it working properly, but usually it works just fine. Aviation Lights: Exactly what it says. Navigation lights for your aircraft (red, green, white, blue, and a couple strobes). Romfarer's Lazor System: This is actually a series of mods. I've been using it for months and have barely scratched the surface of it. I mainly use it for the 'Robotic Arms Pack,' but the missile pack is great for clearing unwanted debris. FusTek Station Parts Expansion: Just a bunch of really awesome space station/base building parts. The mod page can give you a much better explaination than I can FOR A LITTLE LATER: These mods, you might want to hold off on until you have a fairly firm grasp on the basic concepts of the game, as they can be quite game changing. Also don't do what I did and install them all at once, unless you want to have a very confusing (see: Kerbal Massacre) night... RemoteTech: This one requires you to setup a proper communications relay system in order to use your unmanned probes. Comes with a bunch of parts. IonCross Crew Support: This mod basically requires you to put a functioning life support system (parts are included) on your craft to provide your crew with oxygen and remove carbo dioxide. If you don't, your Kerbals will die, simple as that. Deadly Re-entry (DRE): Again, just like what it sounds like: if you don't put a heat shield on your craft, or slow yourself down during re-entry, like I said above, your Kerbals will die (while on fire), simple as that. It now also models g-forces, so you also have to keep that in mind when taking off and re-entering. Some parts will break at different g-loads, but it's best to keep them low (I've pulled 6gs in an Extra, it's a rush, but not very fun in the long run...) I'm sure I've overlooked a few, but I hope this list helps you on your way. Oh, and welcome to KSP. EDIT: When I get some more time tonight, I'll update this post with links to all of these. Right now though, I need me some chicken wings. EDIT Mk II: I didn't mention Kethane, but even though it's mentioned above, I'll iterate it again. Very good mod. EDIT Mk III: I gots me my chicken wings... Anyways, I've linked all of the mods to their respective mod thread. Also added FusTek's Station Parts Expansion, because it's awesome. Please note, if you want ISAMapSat you'll have to follow the link to the authors blog at the bottom of the first page of the mod thread. Mmmm chicken wings...
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Multistaging with nuclear engines
espm400 replied to Jarin's topic in KSP1 Gameplay Questions and Tutorials
'Something fancy...' Seriously though, I've posted this guy's video in these forums so many times. It's basically just a quick tutorial on how to use mulit-couplers and docking ports to be able to cheat the part tree.