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User Unrelated

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Everything posted by User Unrelated

  1. It'd be much better to have a function-packed initial release, there should really be no rush! It's almost 60 days before my next rover will touch down on Duna anyway
  2. not KSP, but my brother did that in GTA5 haha we had picked up 2 random other kids who were playing, and they were FREAKING out over the mics, and called my bro "the god of planes" haha
  3. I land planes with parachutes. no pictures because the closest thing I can build to a plane that "flies" is a rocket.
  4. had some rapid unplanned disassembly of a ship destined for Jool... luckily, it a-sploded while still in Kerbin orbit (but just BARELY), and even though all 3 of the NERVAs randomly blew up, I was able to wait until apoapsis and use RCS to slide back into an aerocapture. then I sent a missil- I mean space probe to the sun. (10 solid boosters, and 1 medium 1.5m tank with a mini rockomax gets 1 of every science part to the surface of the sun... neat!) ~10K Dv with FAR THERE IS ANOTHER SMALLER SUN INSIDE THE BIG ONE FASCINATING
  5. I just ventured into one of my Mun ravines yesterday, too! (look for my thread in the mission reports) I need to get an imgur account
  6. I love KSP, and I run a LOT of missions, but only some are worthy of being typed up. I'll come post up some of my missions here when I do something interesting! This will be less of a story-based thing, and more of a place to better explain in detail some of the crazy things I do. (and just show off some of my ship designs, I love sharing my creations!) *March-13-2014 Operation: Eastern Rift Analysis Description: A manned Mun base will be sent to the mouth of the Eastern Far-side Rift, and an autonomous rover will be sent into the canyon to analyze the walls of an impact crater that have exposed ancient layers of rock. Goal: To better understand the origin and nature of the Mun's Eastern Far-side Rift The ship: I didn't document this as well as I should, but I crammed a habitation module, 2 rovers, and custom retractable landing gear into an expanded 2m fairing of reasonable height. Landing gear deployed, rovers jettisoned: The rover: *self Righting *Retractable analysis probe (just a big light so the cameras (that don't actually exist) can see better) The Trek: total distance (straight line): 15.8Km I knew this was going to be a long one, but I just settled in and kept on pushing. I crept over to the edge of this crater to get an opportune scenery shot, even though it was a bit out of my way. The canyon is in sight! The walls are curiously steep, and appear rounded and weathered. There is no sign of collapse, or other anomalies. Around 10Km out, I had a little mishap, and busted a wheel. It was too far to send someone to repair it, so I had to keep on pushing. I used the incline of the canyon wall to balance the rover on the 3 remaining wheels, and keep the damaged one off the ground. The climb into the crater was incredibly steep, and progress was made very slowly. The rover finally crested the crater wall, and deployed it's analysis scope, ready to do some science! The data retrieved by this rover will go on to help determine the origin of the curious canyon, and further the understanding of Kerbin's nearest neighbor for future generations. Some curiosities to note, is that from orbit, the crater appears to be of normal shape and dimension, but on the surface, the mid-section of the crater is spread down the walls of the canyon like a stretched-out photograph. Comparing the crater wall debris to the rock exposed on the side of the canyon suggests that the canyon is MUCH older than the impact crater, but logic would suggest that the canyon formed AFTER the impact crater was made. If the impact occurred after the canyon was formed, then the wall of the canyon would have been blasted away by the impact, and no such anomaly is found. The rounded and weathered nature of the canyon is also curious in it's own right. This suggests that the rift may have been formed by a flowing liquid of some kind, instead of the earlier-accepted hypothesis of geologic activity.
  7. I, too, would love to have some config-ability.That would really put it out there as a plugin that more people could use as they wished, and have their own sort of fun with. I'll go snag the update right now.
  8. I took a rover to the Mun Well, I actually took TWO rovers, each with their own rover brain I am guessing you limited it to 1 brain per vessel... and since both rovers started out attached to the mothership, only one of them was active... because even after the rovers decoupled from the base, I could only activate the rover terminal from one rover, the other did nothing. Would there be any way to check when new vessels are made, so someone could do something like I did? (send 2 rovers) I sent one as a backup, mainly because I had an epic trek in mind for one, and expected failure, but it would also be nice to have a backup science rover... If I blow up the good rover, the other one still doesn't work. in other news... still really really low. After resetting the science spot almost 7 or 8 times, I finally got a "normal" spot. Still enjoying the mod, though I did some self-inflicted rover science today, and edited in a cool 600 science... because I drove my rover almost 17Km through the canyon on the east side of the Mun (To investigate a curious impact crater on the canyon floor, in an attempt to better understand the origin of the massive rift)
  9. Is it possible to change the distances in the config? Me, personally, I'd prefer a maximum of like, a few kilometers (maybe even 10 or 11), and a minimum of 800m or something like that. (look at my first screenshot... I moved almost 5 Km when that sample got taken, it didn't take long at all) I'd want to actually have to TRAVEL to a location, not just happen to be right near it. (but that's just me, I'm sure a lot of other people wouldn't like that) And I have booted my game up again since this happened, so my log doesn't contain last sessions data anymore, sorry about that. I'll try it again tonight, and see what happens. Also: If you could find someone to get some modeling done for you (if you couldn't just do it on your own), the rover science part would look really cool as a camera stack like on the older Mars rovers (maybe in 2 size variants for larger and smaller rovers?)
  10. man I love infernal robotics... it's really the little things that make me happy. ^^ Can you spy kerbin in the background?
  11. I can't be the first person to try this... right? but... seemingly for no reason, the rotatrons break, and the wheels come "detached" from the main module, but are still "attached", as in, they still rotate with control, and provide friction with the ground, and move the main module. Quite curious. Not asking it to be fixed, I can assume the rotatrons were never designed to be wheel motors, but... (in this one, I broke the front 2 wheels by jumping it off the launchpad, but the hinges broke long after that (I was busy doing wheelies)) the "wheels" also don't have collision boxes once they fall off, and are affected by gravity, but can still rotate under control I'm thinking about making huge roving bases out of these... I'm trying to figure out what makes the hinges go flop, but it just happens whenever it feels like. "uuuh... Eve-rover to base... we seem to have a problem. We just lost all 16 of our wheels..."
  12. I did a little bit of testing... and I got some not-so-good results. The heading and everything worked fine, and I was able to analyze a science point but: *It did not warn me about, nor did it give me a cool down time. *The first science spot I analyzed, the science window (where it pops up how much you got, a description, etc) was all wonky *The second spot I analyzed, I only got .3 science (and I drove quite a ways away, and re-set the science zone to get a new one nearby) I like the idea, and I'm sure you have plans to change this, but the science points were way too close to the current location of the rover, imo. I reset the science zone 4 or 5 times, and every time, there was a new zone within 30 or 40m.
  13. Well, you CAN do all those aerodynamic analyses and such from the menu in the VAB... I don't really know what any of it means (I never paid enough attention in fluid dynamics class ) but it looks complicated... Everything behaved itself this time around. Now I'm having glitches with Infernal Robotics... well, I AM using the rotatrons as wheel motors, so...
  14. That was probably FAR, I can't think of any other plugins that do maths... I'm about to boot the game up again, and I'll see if it happens again.
  15. I also think that the ISS needs permanent bill/bob/jeb statues somewhere onboard...
  16. Unlocked the new telescope in the interstellar mod, and decided to launch one. I used some infernal robotics hinges and rotatrons to fold up a dual-dish scope into a fairing. I had some room left on top, so I squished another small probe in there. Launched the first probe succesfully into LKO, and went to go climb up to a higher altitude outside Minmus' orbit to park the telescope... I didn't know that it needed liquid helium, so I deorbited it to build a new one. New fun fact! Those telescopes, when attached to infernal robotics bits... they go nuts, and seem to turn all the joints in their vicinity to jell-o! hahaha I wish I could have caught it on video
  17. KER got all sorts of hung up right now. I launched a small, simple, linearly staged ship (6 solid boosters, and 2x 2m stages) I realized that I needed more solar panels, so I went back to add some. Along with the panels, I added a few small radiators (interstellar mod), and it all just got stuck. The KER window went blank, and I couldn't move the camera, or choose parts. I could interact with other plugins in the toolbar, such as FAR, and Blizzy's achievements and such, but I couldn't launch, or save the vessel. here's the log of right after I added the last radiator (when it hung up) I looked at the log above, and it all looks fairly normal, but if you want to see it, I can post it up. I generally have a good idea what the log means, but I have NO idea what any of this is. I think it looks like KER got stuck in a loop somehow. and NaN is never good I had to force quit KSP. [LOG 14:40:09.178] RadialRadiatorzzz2(Clone)(Clone) added to ship - part count: 90 [LOG 14:40:09.178] stage count is: 8 [LOG 14:40:09.204] BuildEngineer: OnSave [LOG 14:40:16.534] Lock [LOG 14:40:17.737] Unlock [LOG 14:40:18.002] Lock [LOG 14:40:18.631] Unlock [LOG 14:40:20.486] Lock [LOG 14:40:20.775] Unlock [LOG 14:40:20.978] Lock [LOG 14:40:22.990] Unlock [LOG 14:40:23.190] Lock [LOG 14:40:23.480] Unlock [LOG 14:40:24.689] Lock [LOG 14:41:28.377] Init Dump... [LOG 14:41:28.431] [0,0,0,0] [0,0,0,0] [0,0,0,0] [0,0,0,0] [LOG 14:41:28.431] Deriv Dump... [LOG 14:41:28.431] 0,0 [LOG 14:41:28.431] 0,1 [LOG 14:41:28.431] 0,2 [LOG 14:41:28.431] 1,0 [LOG 14:41:28.431] 1,1 [LOG 14:41:28.431] 1,2 [LOG 14:41:28.442] 2,0 [LOG 14:41:28.442] 2,1 [LOG 14:41:28.442] 2,2 [LOG 14:41:28.442] 3,0 [LOG 14:41:28.442] 3,1 [LOG 14:41:28.442] 3,2 [LOG 14:41:28.443] [0,0,100,0] [0,0,0,-9.81] [0,0,0,0] [0,0,1,0] [LOG 14:41:28.443] [0] [0] [0] [0] [LOG 14:41:28.444] Runge-Kutta 4 init... [LOG 14:41:28.475] Solved... [LOG 14:41:28.475] Got 0 [LOG 14:41:28.583] Got 1 [LOG 14:41:28.690] Got 2 [LOG 14:41:28.828] Got 3 [LOG 14:41:35.329] Init Dump... [LOG 14:41:35.329] [0,0,0,0] [0,0,0,0] [0,0,0,0] [0,0,0,0] [LOG 14:41:35.329] Deriv Dump... [LOG 14:41:35.329] 0,0 [LOG 14:41:35.329] 0,1 [LOG 14:41:35.329] 0,2 [LOG 14:41:35.329] 1,0 [LOG 14:41:35.329] 1,1 [LOG 14:41:35.329] 1,2 [LOG 14:41:35.329] 2,0 [LOG 14:41:35.329] 2,1 [LOG 14:41:35.329] 2,2 [LOG 14:41:35.329] 3,0 [LOG 14:41:35.329] 3,1 [LOG 14:41:35.329] 3,2 [LOG 14:41:35.329] [0,0,-1,0.09810001] [NaN,NaN,NaN,0] [NaN,NaN,NaN,0] [0,1,0,0]
  18. Oh, okay! I'll just update EVERYTHING then, haha...
  19. Downloaded, I'll try this out tomorrow, this'll give me some incentive to start making rovers! I always WANT to, but there's never really a point besides just looking cool
  20. First off, LOVE these habs... 2 questions: has the torroidal base thing always been here? I installed this mod a month or so ago, and I totally don't have it. Not a big deal, I'll go download it right now second: is there any easy way to slow down the rotation of the centrifuge? I realize that it'd have to spin fast in order to simulate gravity, since it's so small, but for aesthetic purposes, and not caring about simulation realism, I'd love it if I could go change something in the config to slow it down.
  21. I don't have any real interest in procedural tanks/whatevers like in the OP (don't mind me, just fatin' around the forum because bored) but THIS THIS THIS is something that I would be VERY interested in. calculating aerodynamics might get hard.
  22. Downloaded, and installed. I've never had any issues with the current release (aside from it not always updating when I add parts in the VAB, I'd just take the part off and put it back and it would usually update) but I'll let you know if anything goes wrong.
  23. You should buy the smallest video camera you can (they make some REALLY small, and cheap!) then supply some lighting (via an LED, and some button cell batteries?), so you can observe the insects and document any changes in behavior. (put the camera INSIDE the container somehow) And common guys... I'm sure all of you have stepped on ants in your lifetime, be it on purpose, or by accident (You surely wouldn't see every single ant that crosses your path) so let's cool it on the ethics stuff. I could understand if he was planning on launching something like a squirrel, but hey, ants. and no "Bu-bu-but it's the same thing!" no.
  24. I decided to be ambitious, and land on/return from Duna before I had even landed/returned from the Mun (I've mines Minmus for quite a bit of science, though) Well, according to the math, the ship could make it, the return craft was a hobbled mess and used what was essentially a medium rectangular strut piece with 4 solid rocket boosters, and 2 command seats to return to orbit (and then the mothership would rendesvous and collect the sciecne and return to Kerbin) but I just couldn't get the darn thing to launch I gave up, and decided to wait until I had unlocked some 2m engines and then I had some random unplanned disassembly on my first attempted Mun landing. then, to top that all off, after I re-launched, I did something that I thought I would never do. I successfully LITHOBRAKED the lander on the surface of the Mun, and RETURNED SAFELY TO KERBIN. I have been doing lots of work on Minmus, so I forgot how much more gravity the Mun has. I planned a suicide burn (my preferred method of landing without atmosphere), and cut in for descent. Needless to say, I reached the surface at around 200M/s. I ditched the radial tanks, and pitched the nose up, pinned the throttle, and mashed the stage button when the bottom engine made contact. I was at a shallow enough angle, that the impact destroyed everything up to the VERY LAST decoupler underneath the return stage, and I casually bounced off back into space. I had around 900dV in the return stage (actually the second stage of the return craft), and I got back all in one piece! Sorry, no pics of that, I was panicking the whole time haha
  25. I landed a 2m nuclear reactor/generator on Minmus near the science lander that I had sent earlier. I miscalculated the number of radiators that I would need, so I need to send a big radiator module... No pictures, because I just recently updated my OS (skipped 3 versions!), and it appears that my screenshot button no longer works? I'll be looking into it. I also set up a very simple automator workflow to back up my saves folder each time I boot up the game I added a second renaming clause to add a seconds-from-midnight stamp after the date to prevent overwriting if I boot up the game more than once in a day. It is currently sitting in my dock, skinned up with the Kerbal icon like the actual KSP app... I'll never forget to back up my saves ever again! GENIUS
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