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M4ck
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Everything posted by M4ck
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"Ignore Agency Mindset" does what exactly?
M4ck replied to AgincourtDB's topic in KSP1 Gameplay Questions and Tutorials
I think in theory it should give you missions randomly without considering reputation at all, but I have not noticed any effect so far. -
For now there is not much beyond manually removing the parts from the savefile(you will also probably have to recalculate all the parts id for every part on this vessel listed below the one you remove - let's say you remove a part no. 7., then you will have to change the next part's id 8->7, 9->8 etc; it worked this way a while ago). Other thing to consider might be assembling such a corrected base in the vab, launching it and hyperediting it to replace your current one. Or open the debug menu, open whack-a-kerbal and manually smash these not needed parts with a high speed lightweight bullet. The last one works very well for bases on heavier bodies, to be honest
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
M4ck replied to Fractal_UK's topic in KSP1 Mod Releases
Wow, that's great news! I have just started to play around with this mod in its current state, but everything seems to be falling apart I was surprised there was no mention of 0.24 in the main post, but now I see someone else is working hard to get this working again. Thank you for your dedication -
Adding completed craft onto other craft
M4ck replied to Algomeysa's topic in KSP1 Gameplay Questions and Tutorials
You can do it by rearranging the icons on the right side of the build screen, or on the left side of the flight screen. Space triggers these stages from the bottom, one stage at a time. You can drag parts between stages(sometimes it takes a few clicks if the parts are added using symmetry), and add or remove stages by clicking the small plus and minus icons that appear when you place your mouse on this list. You can also drag whole stages around the list by grabbing the label with a stage number. If you place your mouse on a "triggerable"part, its icon will highlight, and vice versa. It makes finding when will what trigger much easier than experimenting. And for some specific triggers to be activated by hand only - place their icons at the very top stage. You can then lock staging in flight to prevent accidental triggering by pressing alt+L, if I remember correctly - the light in the lower left corner on the screen will turn pink. You can then selectively activate stuff by creating new stages below the top one and dragging their icons there, unlocking and pressing space, or by clicking on the part with the right button and choosing the trigger from the menu. -
One feature I find myself in need of quite often is a way to resize, sort and anchor windows such as the contracts list while in flight. The current one is very short, only showing about two contracts at a time - it could be simply resizable like any program window on a computer - grab the bottom edge and pull. Another thing with it: it keeps opening descriptions of contracts that are impossible to complete on a given fight after any of the conditions are true. If I have a list of 10 contracts, out of which I want to complete two on this flight, why can I not leave only those two be displayed/detailed? Either remove the auto-unroll, change it to "unroll if all conditions are complete"(like a reminder), let us rearrange the list as we see fit or simply let us check what contracts do we want visible for the time being. And the last one: if the menu/debug windows can be moved around, why is it not possible to do this to other stuff as well? I mean the upper-right corner tabs. So far I have not found a way to for example keep the resources tab open and contracts visible at the same time...
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Sea Sickness Cure - walking on floating vessels
M4ck replied to dukeofhell's topic in KSP1 Mod Development
Well, it used to work great in previous game versions, but right now it murders any vessel after loading it. My test boat(the lightest, smallest part, to be precise...) ended up on Kerbol escape trajectory, blazing through Kerbin's atmosphere at 20km/s I have no experience dealing with plugins, and don't really know how this one is coded, but maybe one way to avoid this would be by checking if a vessel to be saved is floating, and if yes, save it to persistent/quicksave back as "splashed"? To be switched back to "landed" after loading it again. This would enable walking just fine, like on landed ships, and wouldn't cause any problems with loading. Right now the only safe method that works for me is grappling to the seabed using a modified KAS cable with a claw on the end, but it takes a looong time to activate and can bug out anyways... -
How can i improve my building skills?
M4ck replied to Bearsh's topic in KSP1 Gameplay Questions and Tutorials
You should also try Editor Extensions plugin and SelectRoot. The first one adds more symmetry options, larger workspace and other useful tweaks, the second lets you change the root part by lshift+lctrl + left clicking on a part - this enables building some clever joints using radial hardpoints etc. -
Problem with docking crafts side to side
M4ck replied to Cirocco's topic in KSP1 Gameplay Questions and Tutorials
Now that's weird. Can you post a picture somewhere during the docking? Maybe seeing the navball + vessels orientation will give us some ideas how to help. -
After checking the game files, I'd say there are different situations for the samples to be taken. Precisely landed(anywhere on Kerbin), splashed, atmosphere low, atmosphere high, space low and space high. I have collected both for space and one in atmosphere while falling, can't remember if the last one had any specific name. It won't hurt to check it in-game again, though.
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Does the clamp-o-tron actually work?
M4ck replied to Derivative's topic in KSP1 Gameplay Questions and Tutorials
Nope, this is the correct orientation of the Sr. port. The other, wrong side is flat, with a white circle and a tiny "+" mark in the middle. -
Detecting Asteroids
M4ck replied to SeventhArchitect's topic in KSP1 Gameplay Questions and Tutorials
If you let me, I would like to ask another question about detecting asteroids. I have noticed that after I track and catch or miss an identified asteroid, some new Unknown markers appear which can be further identified etc. Are these other, already existing asteroids coming close to Kerbin, getting in range of the tracking station, or are they randomly generated after the existing ones are "used up"? To make it simple: can you run out of asteroids, or are they constantly regenerated? -
Does the clamp-o-tron actually work?
M4ck replied to Derivative's topic in KSP1 Gameplay Questions and Tutorials
Judging from your second picture, I'd say it may be as simple as the fact that they are not in line with each other, but angled. One of the rovers would have to be pulled up for the docks to connect and the clamps' magnets are not strong enough for that(your rovers probably weigh close to 8, 10t, right?). I've had similar problems happen simply because both crafts I wanted to dock in orbit had SAS on, which kept them from rotating properly. Try getting them to touch like in the pictures, then hit alt+F12 and click "hack gravity". If they connect, this was the problem here. -
Problem with docking crafts side to side
M4ck replied to Cirocco's topic in KSP1 Gameplay Questions and Tutorials
If the station is not very large(you can rotate it without things ripping apart), a very easy way is to point it at the docking ship as well, like this: 1. After getting the docking ship within like 100m to the station, zero out the relative velocity. Switch to "control from" the docking port, set the target docking port as target, rotate so the target marker is in the middle of the navball. Activate SAS. 2. Switch to the station. "Control from" the docking port you want to dock with. Set the port on the docking vessel as target, rotate the station so it is ALSO pointing right at its target, and activate the SAS on it as well. 3. Switch back to the docking ship and use RCS to move towards the station. If done correctly, you will be lined up for docking and probably won't have to correct the approach at all, only use the H/N keys(or whichever you have set to RCS forward/backward movement). I'll make a short image guide if you want. -
How does one determine a space crafts length?
M4ck replied to meyst's topic in KSP1 Gameplay Questions and Tutorials
I've measured some pieces by stacking something like probe core/decoupler/main structure/decoupler/probe core. After launching and decoupling both of them, check how high above the sea level both cores are - the difference is approximately how long your structure is. It should also work with separatrons instead of decouplers+probes, but I haven't checked it. -
For low gravity worlds you could also remap your rover keys so they don't overlap with attitude controls(as normally pressing W makes your rover pick up speed but also try to backflip, similar with every other wsadqe key). Either that, or turn SAS on after landing and then switch to docking mode; that way SAS will keep you straight and you still can drive around. This way can make turning a bit harder on really low gravity ground, but in case you bump into something and go flying, you will still land on wheels, not side or back.
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While all the volcanoes and lava will probably be fun, I'll still miss the good, old Laythe. It's so calm there right now...
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The Floating Gardens of Eve, phase one: getting there In an amazing example of cooperation between two rivaling design fractions, it has been decided that the first thing to land on Eve should be a land base, as it's more difficult to mess up than water landing. Kerbals cannot spend all their lives in the lander can after all. But first, the best landing spot possible had to be chosen. That's why the Seeds were designed. They are tiny, unmanned probes, that will serve only one purpose: collect as much info on their way down as possible and transmit it to the Mission Control, where the data will be used to create 3D models of each landing site. This way it will be possible to select the most suitable(or the prettiest) of them for the base and fine-tune the descent profile for the mission. After all, this will be the first landing there, no other missions had ever reached Eve before. First, a single Seed has been tested to see if it can actually land safe and sound. After riding about 1km up, the engines were shut down and detached, then the chute was opened. After reaching 500m it deployed fully and slowed the descent to just a little bit over 3m/s. The Seed landed intact. Now, some method of transport had to be created. A jumbo tank with four LV-N engines was perfect for the Job. Somebody tried to argue that we would only need about three probes, as most of the needed data can be gathered while still in orbit, but... We applied MOAR BOOSTERS Seeds - twelve of them will do. The mothership was lifted along with its load by a simple 1+4 set of 3,75m tanks with medium thrust engines underneath. All fuel lines pointing to the middle, no asparagus was needed. Also, this was the time I came up with quite a clever way of reinforcing the connection between the lifter and the payload without leaving anything unnecessary attached to the payload. Lifter/[strut]/separator/payload. It hasn't failed me even once so far. Now, another thing we will be landing. This time it's even more important for it to stay intact. We have 12 Seeds, but only four kerbonauts. And only two of them will actually be landing there. Another test and another success. Terminal speed on Kerbin is less than 6m/s, The crew is safe. But why only two of them will be landing if the capsule can take all four of them to the surface? Well, the smarter two will remain in this: That's the orbital fuel storage, as well as an orbital construction yard. It was a real pain to get into orbit until somebody created an even more elaborate strutting system. And the system that actually works really well: The station got to LKO safe and sound, but it had absolutely no fuel remaining after that. And, as you can see, the living quarters were redesigned a bit to minimize the risk of getting the operators crushed while docking something huge. It will be used with this miner, for a while, until a proper mining station is established on Gilly. Again, the engines are probably a bit overkill, but nobody knows what to expect there(I do, but my kerbals are still developing their skills and technology; they have an interesting project already designed for when they conquer all of the strange-but-not-insane areas. They want to be sure the miner works no mater what). Before docking, the miner was reoriented relative to the lifter(it still had some fuel left) in order to keep the mass of the assembled tug close to the middle. After pumping all the fuel to the orange tank, the white one was detached. Now the last module had to be sent: the crew cabin. Everything went fine all the way to just before docking. The vessels got hidden in shadow. The only way to proceed now was to turn the lights of the Seeds on. Let's say I was surprised the core didn't melt from all the light... Unfortunately the target dock was still hidden in the dark. Right after docking and waiting for the ship to get to the light again, the on-board computer detected some strange oscillations, which kept growing stronger and stronger. An emergency decoupling was ordered and a decision to launch the mission as four separate ships instead of just two was made as well. Three launches later the fleet was ready to go. What you can see on the right side of the first picture was an attempt at creating a heatshield for the crew tank, but it seemed to attract the Kraken when attached to everything else. It will be constructed again while in Eve orbit and attached to the bottom of the lander, like intended. The docking of the fuel storage was even more fun, as NONE of the vessels had any RCS... You can see it here. Now, after 86 days waiting for the perfect transfer, the time has come. The armada was launched one orbit apart(around 45 minutes between each ship). The burns were about 950m/s, no more that 5 minutes each. Two ships had the remains of lifter stages attached, so these were used first - no fuel got wasted today. Now, almost 50 days to go... Three of the ships will require a little fine-tuning on the way there, but one is in a perfect trajectory. And the album can be found here.
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The Floating Gardens of Eve Harmful Environments Research Program, project 3. Projects completed so far: The Hanging Gardens of Mun The Soaring Gardens of Laythe After developing, launching and completing two projects successfully and providing invaluable scientific knowledge about the kerbalkind, the Harmful Environments Research Program division of the International Kerbal Space Agency was green-lighted on all their crazy, future experiments testing kerbals' resistance to various forms of stress, both physical and mental. Unfortunately, "after much deep and profound brain things inside their heads", nobody working there had any idea what to do next. Could such a successful project simply die due to lack of things to do? No, not yet. Thanks to the brilliant suggestion of the staff janitor: "guys, relax, chill out, go outside, go to the beach and swim a little - maybe that'll help ya", another challenging mission was quickly planned and four victims brave explorers were chosen to conduct it. Destination: Eve. But there still remained the question: should they be playing in sand or the deadly not-water water? Two teeth and a nose were harmed during the argument, but the designers somehow managed to reach consensus: the operation's main goal will be to establish a semi-self-sustaining, permanent oceanic base, with a secondary, back-up base on the shore not too far away in case something goes wrong. So, another great operation begins... Mission log: First objective: design, send to LKO, assemble and transfer to Eve everything needed to construct the base according to the blueprints By the way, I've decided to post smaller pictures here, like I did in my first project, and link an album with the full sized ones at the bottom of each post.
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The kraken eats you, unfortunately. I've heard that's probably due to computing errors from rounding the last digit getting insanely large for these distances. It effectively equals hitting a wall on the edge on the universe.
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We already have the Kraken. You want more?
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rbray89, this looks very promising Just a small suggestion: what about a bit wider streets? The runway is something like a middle size street, I think it would be quite hard to drive anything rover-like into the gaps between your buildings. Good work so far anyways, though.
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Ouch. That could be awful... I'll give it a try later, if you don't mind
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Keyboard and mouse, although I'd like to try using a gamepad(my beloved Logitech Rumblepad II) for planes one day.
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I don't know if this is the correct forum to post this, but I'd like to share my newest KSP achievement with someone else here. I am now in a process of assembling an interplanetary armada for establishing an Eve oceanic+land base. I have already assembled a tug + crew capsule + core with 12 smaller probes ship, now I was going to dock another tug to an orbital processing facility to be taken to Eve's orbit and filled by sending something else on mining trips to Gilly. The station was already in LKO, an interplanetary transfer stage was sent to meet it. After getting to around 80m from the target and making the ships relatively stationary, I've decoupled the liter stage, rotated the crafts to face each other and discovered something awful... None of them had any RCS! What to do about that... I could've sent something to dock in between them and to connect them to each other, but that would take some time and make the construction weaker(both stages were almost exactly 60t, so the smaller stage between them could even get crushed during the burn). I have decided to try docking them anyways, using short pulses from the tug's engines. It worked The resulting vessel was 129t heavy and ready to go to Eve. Can I consider myself a docking expert now? Or at least an apprentice, or whatever the rank would be in some RPGs...