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Everything posted by User Unrelated
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My game runs fine if I look straight down, and straight up (in atmosphere), but has begun lagging when I look at the horizons of planets... My guess is that it's that glow that is rendered around the horizon. It happens in orbit, too, when the sun peeks around Kerbin, and that glow shows back up again. It lagged REAL bad on Eve the other day... but if I looked straight down, I gained almost 20fps. does anyone have any other ideas why my game lags when looking at the horizon? How can I fix this? EDIT: I realize that this may not be the best place to put this? My original idea for a question was how to turn off that glowing effect, but I went a bit astray, and submitted without thinking.
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I just landed "something" on eve the other day for the first time I've been playing for almost a year haha. Before that, the best I'd done is orbited it. I say "something", because that "something" is now a neat little pile of debris. It still transmitted science, though! It landed nice, but tipped over, it was slightly too tall. I've also very recently aquired the rocket building (and landing) expertise to return kerbals from both Mun and Minimus (which I'd never really been all too good at before) Nice album, though, lots of nice pictures!
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how do you "use" part clipping? I hear people talk about it all the time, but I'm not exactly familiar with the mechanic.
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LLL - Lack Luster Labs - Development Thread
User Unrelated replied to Lack's topic in KSP1 Mod Development
No, the ship doesn't have whatever those are on it My textures are at quarter res (except for pictures) I only have 2 "big" mods, this, and the interstellar mod (which gives me no problems on it's own) I think I'll have to settle for that last one -
LLL - Lack Luster Labs - Development Thread
User Unrelated replied to Lack's topic in KSP1 Mod Development
I LOVE LOVE LOVE the look of these parts but unfortunately, for some reason, whenever I use ANY LLL parts, no matter how small, the game runs INCREDIBLY SLOWLY if I attempt to load a craft in the VAB with a LLL part on it, it takes AGES if I go to launch a craft with LLL parts, it takes AGES to load, and then if I realize I forgot to put the right kerbals in the driver's seat, and revert to the VAB, the game crashes if I am in the VAB, load a ship with LLL parts, and then attempt to load a DIFFERENT ship with LLL parts, the game crashes... if I go to the VAB, load a ship with LLL parts, then immediately exit to the tracking station, and load up a ship with LLL parts in orbit, the game crashes. and just in general, launching ANYTHING with LLL parts is a 2fps nightmare. but I did suffer through it to launch this awesome ship I built in my career save I spent almost an hour building it, I at LEAST wanted orbit shots. I don't think I can use this pack, though, which is a huge bummer. I really want to use it! -
Post your space station MEGATHREAD
User Unrelated replied to joppiesaus's topic in KSP1 The Spacecraft Exchange
who needs carbon nanotubes when you can have orange tank MEGAtubes! haha... connect 30 or so of those end-to-end and you'd have a sweet space-tunnel! -
I decided to see what was the biggest thing I could launch was... so I launched 86 tons of Interstellar mod Aegletes nuclear reactors into orbit... in my... career save? I was tired, don't ask me why. I will try for a stack of 4 tomorrow. those are all skippers, too, I haven't unlocked mainsails. The skippers do great, though I'll probably keep them for all that extra burn time. My original plan was to see what was the largest portion of a LKO space station I could launch at one time was. I'd say I could PROBABLY do 80 tons with this launcher? It got those reactors to a stable 120kM orbit... I tried to shoot for munar orbit, but didn't have enough juice. they really are super heavy
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
User Unrelated replied to stupid_chris's topic in KSP1 Mod Releases
The chutes were bouncing around really fast, and making movements that didn't look "correct", like warping around almost, and the larger chute was spinning really really fast. it is hard to see in the video, I'll give it that, but it was definitely glitchy. I'll try to shoot something over there again in sandbox sometime soon and record it off the screen with a video camera or something. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
User Unrelated replied to stupid_chris's topic in KSP1 Mod Releases
They work on Eve! I forgot to get a screencap of them opened but unfortunately my "I don't even think I'll MAKE it to eve, why would I need landing legs" statement was a bit of a bust... I could still do science though! I had at least ONE little panel. it just took a while. There was one minor little hiccup, though check out this video http://s1273.photobucket.com/user/UU92/media/ScreenRecording20_zps055de057.mp4.html ignore the fact that my computer excretes a cinder block when I try and record and play KSP, but check out around halfway through, see that little glitchiness? imagine that happening about 5x faster, because that'd be actual game speed when not recording. the chutes still worked as advertized, but just LOOKED a bit wonky. -
I went to go land in one of the munar canyons today to gather some science... well, I got a little twitchy trying to bring it in (the ground was ANYTHING but flat), and I was trying to use as little fuel from my lander ascent stage as possible (so I was still burning the larger previous stage) well... I oopsed and hit space a few too many times and then I landed the TOP of the lander stage... on the tip of a tiny rockomax engine... on a huge incline it was balanced SO perfectly... when Kenlas got out to take some surface samples, he almost knocked the thing over! and then getting back in... he did but I still made it out of there, and had BARELY enough fuel to return home. but I ended up crashing into an ocean, and Kenlas died I hit the ocean at only 6m/s, so I have NO idea what happened... I also didn't get ANY science, because I hadn't transmitted anything, because I was panicking that my lander was tipping over as I was boarding it, so I just hit space and took off... and figured it'd be better to return the samples instead of transmitting them with loss. LOOK at that... you can see the legs of the lander stage and the previous stage over there, too... I did the same thing the other day on Minimus, too... except I had landed it fine, and then when I boarded to transmit some science, I accidentally hit space, which fired off the 6 separatron solid ascent stage on the bottom, and I panicked and hit space AGAIN to separate the 2 remaining stages I've since learned my lesson, and added a bunch of empty buffer stages between the separation of the lander stages, and before the solid ascent stage.
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Hm? (actually the launch from the above lander!) this WAS a bit dangerously close to the surface, though... didn't crash, but I ended up backing off a bit and didn't get ejected. I'm not experienced enough to pull it that close. I think the lowest point was 500m or something haha
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What are the space center buildings made of?
User Unrelated replied to rewdew2's topic in KSP1 Discussion
Nintendium is probably a great guess... No matter how many craft you smash into them, as long as you blow on 'em a bit, they'll just keep working... -
I just used the little transfer window thing, and it actually sort of works (for someone who doesn't know what they are doing) From kerbin escape, I got to eve, circularize my orbit, and *attempted* a one-way science probe landing using only the fuel in 1 tall 1.25m tank and a standard gimballed liquid engine (forget the name) and 1 medium 1.25m tank with a nuclear engine. The ground LOOKED flat!... I hadn't even intended on landing, or going to eve with this craft, for that matter. I had put the parachutes on to return the materials lab to Kerbin after a tour of it's 2 moons. I had planned on dumping the fuel tank/booster... but I uh... forgot the decoupler I figured, might as well go for another planet since no kerbals were in danger. I still got lots of science! I just had to wait a while, because the larger solar panels further down the craft a-sploded. SOMEHOW the thermometer, which got crushed underneath the probe body, survived, too!
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"Manufacturer: Found lying by the side of the road" IT ALL MAKES SENSE NOW
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I am going to use this from now on... I still don't really know what I'm doing when it comes to launching to anywhere but the mun, or minimus, but my method before was always to just launch into space randomly, and then hope and pray I can make it somewhere with the fuel I've got. Knowing when an optimal time period to launch would be, I feel like that'd help me save fuel, even if I don't really know exactly what I'm doing beyond that. I've made it to both Eve, AND Duna back a few versions (not landed, though) with my random-launching-hoping-and-praying method... I got to Duna completely by accident! I wanted to just launch some probe as far out as I could, and while I was thrusting towards the outer solar system, I saw my orbit flutter into the "new trajectory" purple color... thrusting the other direction for a sec, I caught Duna without even trying Needless to say I was VERY excited. I still hadn't even made it to Minimus at that point haha
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is there any particular reason for this science Jr. parachute nonsense?... I'd care to know before I go launching them everywhere haha. (I just recently unlocked it)
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there are so many things wrong with this picture
User Unrelated replied to katateochi's topic in KSP1 Discussion
I had a "wut" moment earlier today, too. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
User Unrelated replied to stupid_chris's topic in KSP1 Mod Releases
Once the chute was "locked in", there was absolutely no movement. I could rotate the ship in-atmosphere, and the chute would follow as a stationary, rigid body. Once you roll out the update tonight, I'll try and do some more testing. I just tested the same chute without leaving the atmosphere (just tossing a module up into the air real quick), and I really like the new opening physics. That sudden jolt of the stock chutes always had me so worried that my stuff would just fall apart. If I was landing something big, I'd pack 2 or 3 spare sets of chutes -
"Go ahead and drop the boosters."
User Unrelated replied to Whackjob's topic in KSP1 Mission Reports
I'm not "the best" at KSP... I always try and design a little overkill. (My maneuver to reach munar encounter today was around 850m/s this one happens to be QUITE overkill, and well, it works, so don't fix what ain't broken. (I've run 2 munar missions with the same design so far) that's what I'm landing... I had originally designed the module on top to pop off and return home, but I can actually land it with the lower stage 90% full, so I just take that home, because I don't think the top half could do it on it's own anyway. Today I ran up to the polar crater. Lots of extra fuel to make that orbit happen. I'm going to try and get this to land on minimus and return to kerbin when I get the time, I feel like I could do it. -
EDIT: oooh... ninja'd. Photoshop takes a bit of time to open on my computer where is this con? I want to go!
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
User Unrelated replied to stupid_chris's topic in KSP1 Mod Releases
there was no noise from the chute after I opened it, as far as I could tell... I turn game sound down real low and play through my ipod onto my stereo system, so I can't quite be sureThe chute was acting stock-like (in the fact that there was a hinge between the chute and the craft) during the first re-entry attempt. After I bounced out of the atmosphere, though, it just sort of got stuck there, and never went back. It might have something to do with the whole parachute assembly moving back ABOVE the maximum height that the chute would normally open at... -
I didn't FORGET the parachute... but the 'chute forgot how to work today. Almost lost my (second) favorite kerbal after a very successful Mun landing. 800m... 700... 600... 500... 400?... 300!? FULL ENGINE THRUST WHAT IS GOING ON OH GOD OH GOD just barely saved it... had a nice little... uh... 15m/s kiss with the ground at a weird angle (with no landing legs) after frantically trying to get the craft vertical after the initial booster flip-out. I had .01 liquid fuel left when I hit the ground.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
User Unrelated replied to stupid_chris's topic in KSP1 Mod Releases
I saw chris mention this mod in another thread earlier, and decided to try it. I plopped it into my save, and mounted a realchute main chute to the top of my slightly re-designed lunar lander. I was just going to trust the mod and go for it. No issues getting there, nice smooth landing in the polar crater On the way home, I prepared for fuel-saving aerobrake... and cut it a BIT too shallow. I was burning up around 35000meters up, and opened the chute. It acted as normal, but then I just bounced off the top of the atmosphere, and tumbled out to my apoapsis (or whichever one is further out), which was around 60,000m, JUST out of the atmosphere. The chute stayed deployed, but sort of locked into a vertical position above the ship, it wouldn't move around like stock. Also, when the craft re-entered the atmosphere, the unopened chute and lander acted as one body, rotating about their center of mass. I didn't know what to think of this, but just put it off as maybe how the mod worked? Well, cut back in for landing coming in smooth and then... uh... MAN am I lucky to have landed this thing. If I hadn't went around for that second round of aerobraking, I wouldn't have had enough fuel... then again, it might have been that same second round that glitched the chute... who knows. Kenlas Kermin was very happy to be alive... but he was NOT happy with those pesky engineers. He thinks maybe Kenny Kermin spilled some starch into the chute bay by accident. -
I have a bad habit of tossing parts around in midair until I need them... or if I go to re-arrange a portion of the rocket, I just take it apart and put it back together without grabbing new parts. I used to forget solar panels ALL THE TIME on tiny little probes. I'd have them on the rest of the ship, but as soon as I jettisoned a probe, it'd just go dead. D'OH! Also yesterday, I forgot a communication device on a lunar lander... good thing the design was still fudged up and I never got to munar orbit. I went to transmit a crew report... "NO COMMUNICATION DEVICE!" I'm just glad that I didn't make it all the way to the Mun haha... I made a few more changes... including adding 4 antennas (always carry 3 spares!) and finally landed in the east-side crater.
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I did the opposite yesterday... decoupler instead of reaction wheels... right under the pod... I was wondering what that random vertical decoupler was floating around in the staging window halfway to the mun... *pop* hey... hey... hey now... silly command pod, get back to the rest of the ship!