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SilentWindOfDoom

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Everything posted by SilentWindOfDoom

  1. One! Moho. They're not very interesting, no more interesting than say the Mun and a lot more difficult to get to or leave. The Jool system offers a wide variety all by itself, using all the delta-v you would use on visiting those solo bodies you can have a grand tour, concluded with a trip to the beach on Laythe! From an engineering/piloting standpoint it just isn't worth the time. The integration of fineprint has made visiting bodies a lot more interesting, but with the prohibitive amounts of delta-v you need to get there, I think these bodies need something more intrinsically valuable, other than being a different color or terrain roughness.
  2. This has a lot of potential. Other users have mentioned it before me, but it would be great if we could apply this to select parts. That cargo doors clip through attached parts is something that isn't game breaking for me, but one of the problems i have with the lack of intra-vessel collision is when I use KAS to secure a rover or probe in the cargo hold of a (space)plane. Using KAS to "dock it", then using (quantum) struts to keep it in place you can take stuff everywhere with a minimum of shenanigans, but the problem comes in when it is time to release the rover, because it'll fall through the floor the moment you "undock". I dont know if a version of this mod could rectify that or if it is something KAS needs to work out, but i'll watch this space for a "tweakable" version.
  3. Oh sure, but KSP tends to be a lot more forgiving, allowing much higher horizontal/vertical landing speeds on land, not to mention the impact tolerances of parts when things do get fouled up. BB balances the water to be in line with everything else, or so it would seem. Messing things up and then "saving it" via crash landing or another stunt is one of the more enjoyable things about KSP for me, giving me a reason to design a rescue mission like seen above.
  4. This is pretty cool, I hated that ditching in the ocean was an automatic death sentence. It is still risky as all hell, but your kerbals have a chance at least. Thanks Ferram. Before this tweak I only managed it once, when i went "screw it" and impacted the water so fast KSP glitched out. As for your latest comment, I would implore you not to make BB too harsh. 150 m/s is too fast I agree, but in my opinion the cutoff shouldn't be much lower than say 90 m/s. That's still very fast, but I'd say the nature of KSP means most aircraft are going to be high speed, low lift designs that can't really stay aloft below that speed, rendering BB a lot less useful. I have not yet had time to test it, but i'm sure you know about the stock intake "feature" that allows stuff to float even without BB, even if it is likely to get smashed when landing at speed. Will BB increase this effect? Pre-BB Intake floaters:
  5. Thank you for the clarification. I suppose with this fix functioning the amount of science you need to unlock all the items is drastically reduced as well, making a "proper" KSPI career impossible? I suppose I will just sandbox it up for the time being and wait for the devs to patch this issue out.
  6. Gotcha. Though the fix changes nothing for me. Using the KSPI techtree originally i only installed the "fix" when i unlocked everything I could, but nothing has been moved, at this point everything past experimental is just not available anywhere.
  7. I am using Karbonite too. I have removed the treeloader folder and placed the KSPI-0.13-no-treeloader.cfg file linked in this thread into the WarpPlugin folder. The tech tree is still broken though, it doesnt offer progression past experimental rocketry/electrics etc. Do i need to start a new game for this fix to take effect?
  8. I appreciate the effort you took to reply, but I am only interested in nerfing the effect of the aerodynamic stresses, not in learning how to design and pilot all over again. It's a cool mechanic, but for me it has been taken a bit too far to be any fun. Back when i played IL-2 Sturmovic, a flight sim that thoroughly kicked my ass I didn't have to walk on eggshells the way I have to do in FAR now as it stands. So I hope someone can point me at the relevant numbers and which way I have to adjust them, else i'll muck around some more on my own.
  9. I enjoy the mod, though for me personally the aerodynamic stress model is too punishing, with the way I fly (keyboard) tapping the keys while flying at high speed just to make sure i don't break my wings off is the opposite of fun. I was looking at the .cgf files to see if i could adjust something to tone it down a bit, but I am afraid I cannot make heads or tails of it, can someone inform me what i should tweak?
  10. I have experienced a set of strange issues with TAC that I am at a loss to explain. Using the radial containers, it will not take much for them to rip off, according to the log "due to aerodynamic stress", this is the only part that rips off ever. Secondly, when attempting to "cheat" my way out of a CO2 death prior to unlocking the waste container, i dumped it into space using the fuel balancer mod, yet Jeb still died of CO2 poisening. I'm using the 0.9.0.6 prerelease of TacLifesupport with 24.2 The only mod that changes the way the world behaves is: FAR 0.14.1.1 Anyone run into this?
  11. I really like the look of the spherical pod, though if I may offer one suggestion, the main window geometry could use some more resolution.
  12. Into space first eh? That's novel, that sounds dangerously close to KSP stock, god forbid I actually experiment! No but really, thanks for the replies and spreadsheet thingy, i will muck about and keep an eye on the wiki progress.
  13. Thank you for the swift answer. Another question, i rely on kerbal engineer and mechjeb to notify me of TWR and Dv numbers, it doesnt seem like those mods can make sense of the plasma thruster or the thermal rocket, which i suppose has something to do with the multiple fuel types and modular engine design (reactor x + generator y + nozzle z + fuel A .. etc) I dont suppose there is any way to get around that?
  14. I understand a lot of work is being done to improve the wiki, which is a lot of work but at the same time desperately needed. I just picked up the mod and frankly, even with the "wiki" as it exists now on github i scarcely know where to begin. There is talk of upgrading things like the thermal generator, but how do I upgrade components? When i begin mining resources, must i physically connect craft to transfer the resources or make use of mods like KAS?
  15. My LKO all purpose station. Refueling, crew transfer and long term docking accommodations for reusable spacecraft. On the right, the kerbin orbital tug, capable of pushing pretty much anything to either the mun or minmas. To the left of that a VTOL crew transport, both Mun and Minmus capable, room for four passengers plus flight crew. Here it is picking up some stranded bros on the mun. I deorbited the whole mess prior to the release of the current version of ksp, the lag was driving me up the wall. It's a shame as I really liked the dynamic of the operation, but docking is slow enough as it is.
  16. It would appear it is indeed the Quantum Struts to blame, specifically the ones on the cargo bay craft I imported using sub assembly manager. Once i turned those off in flight, the rocket is more than happy to flip over and burn, as it should. Thanks everyone for your help.
  17. During a normal launch the boosters would run out a the same time, i switched the right booster off to see if I could turn it with brute force (asymmetric thrust), the fuel flows as it should. As for the QS, I will try to build a version without them, though securing the cargo without them will be a challenge.
  18. Edit: I suspect a problem/limitation to do with IR. Gentlemen, I present you with the largest payload I have attempted to launch into low kerbin orbit to date, and I find myself utterly stumped as to what is keeping me from achieving that goal. It is not a matter of thrust, delta-v or structural integrity, it's simply the fact that the craft refuses to do anything but go straight up. I have tried adding stacks of reaction wheels, removing all reaction wheel torque (including the cockpit torque), Ive even action-grouped boosters to force the craft to turn over and added side-ways firing rockets. The cargo contained one micro reaction wheel, which i have removed to no avail. I cannot make the gravity turn, so i reach my apoapsis with almost no horizontal speed. This is frustrating me to no end. Wings with control surfaces seem to make no difference either. I'm close to giving up. The craft minus the boosters weighs about 120t. COG + COT: http://i.imgur.com/OS53OaX.jpg Payload: http://i.imgur.com/HTY75Ic.jpg The entire thing: http://i.imgur.com/pple1qn.jpg You'd think it would flip over, right? Nope: http://i.imgur.com/nX3a9y1.jpg This last picture leads me to believe the problem lies with the cargo. It is attempting to torque the craft upright, while the engines attempt to turn it over, causing the structure to bend like it does at the end of the cargo bay. Would this be a IR (infernal robotics) issue? The cargo contained one micro ASAS node (since removed) and 1 small and 1 medium size remote control node. Can anyone assist?
  19. I likely missed something obvious, but I am having some trouble getting this mod to work. When i install it i get the washers and the adjustable rail, but i get none of the other parts, the hinges, pistons are all missing, they're not in the part directory. Can someone help me out? I'm too dumb to figure it out on my own.
  20. This is fantastic, the construction, the planning and the execution. All of it. I really wish stock trolls would just keep their mouths shut, sour grapes.
  21. My second successful landing of kerbals on Duna, now with 100% more return capability! The interplanetary stage is waiting in orbit.
  22. That aint quite right. Games can be in perpetual development and not suffer for it. Eve online has been going for 10 years. Granted with the engine / graphic updates it is somewhat like the "grandfathers axe, my dad replaced the handle and I replaced the head" dilemma, but yeah.
  23. I landed my first moon rover like so. It was a bit messy because upon arrival i figured out there was no way to get the lander stage off the rover without undocking and squeezing out from under it with the hope it wouldnt topple and crush/trap the rover. Lessons were learned. For Duna I use a small descent stage that can apply some burn and the final part is simply done with parachutes.
  24. Flying is fun, docking is satisfying, but when you have to launch 4 identical payloads one after the other and dock them in orbit, something that will take hours, i really don't feel i am missing out on satisfaction when i use MJ to launch and get close. Maybe you enjoy six hours of wrestling spacewhales with RCS but i sure dont. Then again, to each their own.
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