wrexecute
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Everything posted by wrexecute
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Docking Launch Times?
wrexecute replied to March Unto Torment's topic in KSP1 Gameplay Questions and Tutorials
Best way to eyeball it is wait until the orbiter is directly overhead or perhaps a minute before, launch into orbit as normal but keep your Ap lower than the target's by a little. Circularize at Ap, and now you have an orbit a bit smaller than the target, but you are steadily catching up now. Coast until you've gained enough ground but don't allow yourself to pass the target. Gradually extend your orbit to match the target and you will notice you don't catch up as fast anymore. This is how I do it the first few times, until I get that Tracking Center upgraded. BTW: You don't NEED to wait until the target is over the launch site, this just drastically cuts down the catch-up time you spend coasting at a lower orbit. If the orbital periods of 2 craft differ at all, enough time-warping will eventually lead them together, no matter how far on opposite sides they are at the moment. This just isn't always ideal like when you're using life support and need to work quickly. -
non-optimal ejection burns
wrexecute replied to Fail-o-matic's topic in KSP1 Gameplay Questions and Tutorials
This thing is awesome with Alarm Clock! The details it adds to alarms when using the plotter is just amazing. Even better, pair it all up with KCT and then you really gotta grind and design on a deadline especially with Duna coming up around the 225 day mark in a fresh career. OP: While non-optimal ejections are totally possible and explained very well in some posts already, waiting for the right window has been made less uncertain and less boring with the help of Transfer Window Planner, Kerbal Alarm Clock, and Kerbal Construction Time. -
Heh, tell that to the walls crumbling around me! I just need KCT, KJR, FAR, KIDS, and RemoteTech then this captain is ready to set sail again. All seriousness, I can't wait to see what changes as a result of the new KSC mechanics. And with the inclusion of FinePrint into stock now, I only hope the dev team starts looking closer at this concept of time.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
wrexecute replied to Nereid's topic in KSP1 Mod Releases
@UAL002 - Yeah, that's the one I messed with. I'm getting a switch between these formats when I use it: (WrongDay), (h),(m),(s) or (WrongDay), (hh):(mm):(ss) The further I get along the timeline, the worse it's getting. I first saw it at Day 6, the logs saying Day 2. Now I'm 30 days into the game and the logs are on Day 7-ish. It's 180 hours either way you look at it, just weird that they're not adjusted for Kerbin 6h days. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
wrexecute replied to Nereid's topic in KSP1 Mod Releases
This is an excellent mod. Way better than trying to track everything on my phone calendar. One question: Does the time currently work? I have KCT and so my first launch wasn't until day 6, but the ribbons credit me for day 2. I see the Kerbin Time toggle in settings, but it's already on? EDIT: I get it now! It's working to change the display time format, I thought it meant something else. New Question: Is there an option I'm not seeing, to make the logs display the Kerbin day instead of a 24h human day? I can just math it out if not, but I thought I'd ask. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
wrexecute replied to RedAV8R's topic in KSP1 Mod Releases
Hmm, this is embarrassing.. It appears to have been working the whole time, and I only thought it wasn't working because something was different about the tooltip in VAB. I also play a 10x Kerbol game with RftS engines, and they show a minimum throttle on the tooltips. In RO, this shows up as a minimum thrust (not throttle) I believe. I was getting these 2 confused. I derped, you see? LOL anyway thanks for another update! -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
wrexecute replied to RedAV8R's topic in KSP1 Mod Releases
I seem to have lost the throttling limits on engines. They will throttle all the way down now, like the stock engines used to. Let me describe the situation: I had a clean RO but slowly started adding pieces from other mods. At this point, I still have throttle limits. Next the game started frequently crashing on the end of flights. Engines still have throttle limits at this point, but I can't take the crashing anymore so I totally scrap the folder to the Recycle Bin. My Steam installation of KSP is completely fresh, validated, and untouched. I use it as a mother-folder to produce offspring installs in another location via copy/paste. So I create a fresh KSP off that, and start filling its GameData with the required RO mods. Lastly I check the mod list against my folder, make sure it's all there and finally install RO 6a11. This is when I noticed the engines had stock throttling. I have ONE unsupported mod: GoodspeedPump This is installed on every proceduralTank* part like so: @PART[proceduralTank*]:HAS[!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } I installed this after noticing the problem, because my last install had both Goodspeed and limited throttles working fine. In fact I thought this would fix my problem, since at this point my GamaData was identical to the last install minus the extra mods that started crashing me. OUTPUT LOG HERE -
EatVacuum: You were dead-on about the TWR. It was way too powerful, and I built a lifelike R7 to compare. The R7 slowly inches up the launch clamps, beautiful star-shaped separation with no heat or flipping issues, and gets into a nice parking orbit. My other one by contrast, took off like a bottle-rocket, sometimes losing structural integrity on the way up. And yes, it was a big ol' nasty single-stage KeroLox lifter, pushing up a Hypergolic service module/MK1-2 pod. This may have worked in KSP but I obviously didn't follow Realism Overhaul's instructions of "forget KSP". regex: I'm taking your advice and getting another flavor of the game installed with the stock 6.4 scaleup and all my old favs. I am just getting so much mileage out of this little piece of software, between my bare-stock Steam install for career play and now a folder dedicated to RSS/RO and another for 6.4x and crazy mods. I personally can't say I've ever gotten 3 games out of 1 unfinished game anywhere else.
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I will try out both the 6.4 and the full sized RSS. Speeds will definitely make more sense to me either way. It's crazy how small Kerbin feels when the machinery works like its supposed to.
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First I'd like to say that since I've been using FAR, I haven't had much motivation to enter space since it's just so fun to tool around Kerbin with realistic aircraft. Now after getting back into the game to check out all the great things that have changed, I finally WANT to go to space. But I have a few issues in that area I'm trying to figure out. I absolutely NEED to have FAR, but I didn't realize how serious the "horror stories" were when they said how easy it is to get to orbit. So I thought I'd embrace RealFuel, RftS Engines, and KIDS(FAR to Real Adj setting). This is more like it... but I'm having a monster of a time trying to control the speeds of my contraptions. I either end up with a rediculous Apoapsis near the Mun, or I break apart trying to pitch down a bit. This is made extremely more difficult because of the engines pack having limits on throttling down. The early engines especially have little to no throttling down. Should I just give up and go big with RSS? Or is there some combo of realism that works and makes sense with stock Kerbin?
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For me, rendezvous was the trickiest part. Your orbits are different and you're travelling at breakneck relative speeds, very likely to over or undershoot without experience. Once you get down to the 5km or less range and get that relative speed down, following MiniMatt's instructions step-by-step, you will find that the actual docking difficulty is much less severe than a rendezvous. Slowly drifting near your target, you will have all the time in the world to maneuver and eyeball things to your heart's content. If you don't mind addons Navyfish Docking HUD greatly outperforms the navball, no parts and no autopilot. Just a UI that only pops up when targeting a dock port. Another thing: Unless your craft is exceptionally heavy, you will have too much translational power to dock effectively. CapsLock by default toggles all directional and translational movements to precision mode, and you will know this when you see the Pitch/Yaw/Roll arrows on the bottom left screen turn blue.
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Geostationary launch effeciency
wrexecute replied to wrexecute's topic in KSP1 Gameplay Questions and Tutorials
See, I was just firing them straight up like the first way. That explanation helps a lot. Kinda combines both ways, skipping LKO circularization. It even trimmed down my rocket a little, as it was slightly overpowered for the sake of just getting to 2868km very quickly before any major longitudinal changes relative to KSC. With a normal-ish launch profile, some patience and a 4hr period at 2868km, I only need to wait a few orbits before I'm back over KSC at the right altitude for an initial release. -
Which of these would take less effort? 1. Launching something straight up to geostatic altitude and circularize? 2. Launching to a stable LKO then raise Pe to geostatic altitude and circularize?
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[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
wrexecute replied to Gaius's topic in KSP1 Mod Releases
Sure thing. They go: Waste, WasteWater, and also I left out CarbonDioxide. They're defined names are CamelCased like that. These resources don't mean life or death since TAC autodumps any excess, but I can definitely see a use for waste pumping. Greenhouse comes to mind. -
[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
wrexecute replied to Gaius's topic in KSP1 Mod Releases
Try this out, I use it and love it. It would pump anything from TAC. I've also thought of ECLSS even though I'm currently not using it. It even grabs tanks with no default resource definitions like Spherical and Toroidal utility tanks after using MFT to fill them in VAB. It would take care of RocketParts, Ore and Metal as well.: //------------------------------------- // TWEAK FOR MFT @PART[*]:HAS[@MODULE[ModuleFuelTanks],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } //------------------------------------- // TWEAK FOR EPL @PART[*]:HAS[@RESOURCE[RocketParts],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } @PART[*]:HAS[@RESOURCE[Ore],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } @PART[*]:HAS[@RESOURCE[Metal],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } //------------------------------------- // TWEAK FOR TAC @PART[*]:HAS[@RESOURCE[Food],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } @PART[*]:HAS[@RESOURCE[Water],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } // This should grab ECLSS as well @PART[*]:HAS[@RESOURCE[Oxygen],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } // If not then this will @PART[*]:HAS[@RESOURCE[CO2],!MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } -
I see now, thank you. So modules sometimes have to be in a particular order, oh boy. I can see how the extra command module could be a problem as well, lacking the @ symbol for modifying the existing one. I'm guessing this created a second one erroneously? Or does the parser ignore duplicate modules unless it spots a @ for modification? This is why these things are best left out of novice hands like mine. Thanks for the explanation of this, it isn't lost on me. However, as a rule I keep all my tweaks to their own MM files, and am probably better off leaving this one alone. I can fix it like you mentioned, but you also brought up something else; I certainly do have many tweaked modules flying around my game directory, there's no telling when that science module will get out of order and break again.
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The FusTek part I currently use only has a light module for the windows, which works. Adding my cfg into the mix screws that up and anything else with a right-click menu as well. Also tried it on the Hitchhiker, and a KSPI Lab. Neither worked, and I suspected the KSPI Lab wouldn't like it anyway with all its inherent modules already running things on its end. Ah well, I'll have to go with the stock lab for my mission until I can figure this out. There's plenty of nice addons to light it up.
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I'm trying to add the experiment reset functionality (via ModuleManager) from the stock science lab to another manned part (FusTek Science Module to be exact). I'm having this frustrating problem making it impossible to right-click anything on the flight scene when I use the modified part. Removing the custom part from the design allows me to right click and open menus again on the next launch. After that I tried to migrate the science module into many other modded and stock parts, getting the same result. It only works right when I use the original lab piece. This some kinda sick joke? I want a lighted lab so badly! To clarify, here is also the stuff I wrote to the MM config, which was a brand new blank file made just for this purpose. I placed it in GameData/MyTweaks which is where I keep everything else I've customized: @PART[KarmonySciModule] { MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name = ElectricCharge rate = 0.005 } } MODULE { name = ModuleScienceContainer reviewActionName = Review Data storeActionName = Store Experiments collectActionName = Take Data evaOnlyStorage = True storageRange = 2 allowRepeatedSubjects = True } MODULE { name = ModuleScienceLab containerModuleIndex = 0 dataTransmissionBoost = 1.5 crewsRequired = 2 canResetConnectedModules = True canResetNearbyModules = True interactionRange = 5 RESOURCE_PROCESS { name = ElectricCharge amount = 10 } } }
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Enneract Space Industries ~ MM Compatibility Patches and Tweaks
wrexecute replied to enneract's topic in KSP1 Mod Releases
Large packs have a problem lately on Spaceport. I get them with a download manager like FlashGet just fine. Nice mod, I have been doing a lot of this MM tweaking myself but I don't think I've made anything particularly useful, just personal tweaks. On that note, if anyone knows the consumption rate of oxygen per day in ECLSS I would love to know so I can continue the conversion of Bobcat Soviet pack from ECLSS to TACLS storage quantity. -
[0.22.X] BobCat ind. Historical spacecraft thread
wrexecute replied to BobCat's topic in KSP1 Mod Releases
Yes, I get that they're not synced. I got around that with action groups, but the front gear just has a very weak suspension. Anyhow, I got around both my problems and my Buran is back on missions FINALLY! Pics below, if you have same problem and want an idea. Stock wheel gears.. They look nice enough on Buran: Also got around the airlock problem with a stock inline dockport, strutted to the shuttle body and capped with a nice FusTek lighted window like this: -
[0.22.X] BobCat ind. Historical spacecraft thread
wrexecute replied to BobCat's topic in KSP1 Mod Releases
Right, it barely clears the gear door. But as soon as I let the wheel touch the runway it buckles and gets pushed back into the bay, but doesn't seem broken. I am making as smooth and lightweight landing as possible, using RealChutes drags and dumping all oxidizer and monopropellant. Most of the liquid fuel is dumped also with a tiny bit saved up just in case I deorbit short and need to clear the mountains west of KSC. I land on the numbers at about 60m/s in a flare, then down goes the nose slowly and the front gear just compresses. I've never killed a crew yet even though every landing is a crash landing. But I have an even worse problem with the internal airlock dock not releasing now. Worked once yesterday, now I can't undock it anymore. I've tried the saved craft included and also tried rebuilding the whole thing myself with same results. -
[0.22.X] BobCat ind. Historical spacecraft thread
wrexecute replied to BobCat's topic in KSP1 Mod Releases
Has anyone else figured out the Buran landing gears? The front gear doesn't stick out enough to bring the nose down without scraping the runway. Back gears on the wings seemed fine at touchdown, I only scraped the belly when letting the nose gear touch the runway. Kerbals survived, but what's with the scary nose gear? I am still going to use this extensively, despite that problem. The vehicle is just so useful and awesome! -
Am I understanding this correctly? Mission to capture an asteroid?
wrexecute replied to Whackjob's topic in KSP1 Discussion
This is gonna be so legit! Planetary Annihilation for the low price of Kerbal Space Program, anyone? -
I like to throw junk at the Mun pretty frequently. Set up collision course, decouple towards retrograde, then burn til you get a periapsis. Mun and Minmus are easy to hit, even decoupling from LKO. Other outer bodies are a little sketchy, but can usually be nailed on your mid-course burn if you have anything left to drop. For stuff in LKO after launch, I either bring it down with sepratrons, or if that fails I kill it at the space center.. I hate making smart-stages with probe core; while it's a great idea, I imagine kerbals using brute force with sepratrons or self-destruct. It's in their nature to make stuff boom. Think they're related to goblins?
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I've got over 800 hours in this game, since 0.18. I have NEVER seen so much as ONE crash until very recently (post 0.22). Now I get them randomly all the time. I deleted stray parts I don't use, textures at half-res, but avoided the reduction packs. I managed to get my 3.4GB usage down to 2.8GB. Not good enough, I think. Decoupler arrows especially looked like crap. Fast forward, I got this bad ass mod and it totally ninja sliced my usage down to 1.7GB... with FULL res back on! Decoupler arrows clear as a bell! I don't believe it!