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xtoro

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Everything posted by xtoro

  1. Again, shouldn't have to disable things to make an out of beta version work.
  2. Thanks for the tips on the temp gauges, I'll try disabling them and see what happens. As for rating the game positively, I would do the same, I love KSP. It's just from a bug /technical point of view, it's a poor release for being 1.0 and out of beta. Technically, it should still be in beta since it's not 99% stable, and needs tweaks or things disabled in order to get it to work properly, which is really my point.
  3. I usually play the Linux version, always have, because it just doesn't crash. With 1.0.x, I assumed it was safe to install a windows version on my windows partition. Unmodded, it crashed often. I even installed ATM to solve memory limit issues, and still get lots of crashes. So my thought is that Squad really jumped the gun on releasing a 1.0 version. It's not stable IMO and should still be a Beta version at this point. Pretty sure if any other game dev released a game that crashes all the time, there would be outrage from the buyers. Anyone else think that we shouldn't be at 1.0 yet or is it just me? Mature replies only please....
  4. For a low-gravity moon, I suggest you overshoot your target with reference to your orbit path. Since the gravity is low, you can burn retrograde straight at the horizon to slow down your horizontal surface speed until you're falling straight down right next to your intended landing spot. With practice, you'll get the hang of burning at the right angles to slow your horizontal and vertical speeds simultaneously to land at the right spot
  5. Thanks! The real challenge was getting the vtol rover/lander into kerbin orbit to begin with lol, but I managed: This is what's inside the fairing: I have MechJeb installed, and I can fly manually but for the tedious stuff, I'll use it just because it gets repetitive. I do however do everything manually about a dozen times to perfect it before getting MJ to do things for me. I also use Davon Throttle Control for the VTOL because it balances out the engines thrust based on where the COG is automatically. I tried so many designs to get it to balance regardless of how full the tanks were and decided to go the high-tech NASA route
  6. Just started mine but it's going well. Here's my manned lander which brought the 2 kerbals onto the surface to run the mining rig: The lower garage housed a rover. There's ladders in the back to get back in to return home. The top part above the garage separates to leave the garage behind when going back to orbit. On reentry to Kerbin, the lander can decouples revealing a heat shield underneath. Drogue and regular chutes are on top of the can. Then there's the mining rig: Yes, it's a VTOL and works great with the low gravity of Minmus. It is also a rover so I can drive around to the best drilling spots. And if I happen to land on a slope, I can drive to a flat spot. With all the XL panels, I can run all 6 drills AND the ISRU converter during sunlight hours. If that's not enough, the service compartment inside the cargo bay holds fuel cell arrays for more juice. During the night, I can run 3 drills all night long. In less than 1.5 Minmus days I can have everything filled, mono, fuel, and the ore tank. 1500 Ore 850 Monoprop 5602 LF 6847 O2 Then I fly up to my orbital refuelling station, dock, transfer, convert the rest of the ore to fuel, and keep just enough to land again. The big engine on the back is from Atomic Age, it's the lightbulb nuclear engine and is very efficient for lugging this full ship around orbit. Also made it easy to get from LKO to LMO by burning little fuel, but still having decent TWR. Speaking of the refueling station: The station holds 19440 LF and 23760 O2. I still have to send up a monoprop tank to attach to one of the docking ports, and maybe a xenon tank. But the station itself is simple. And finally, the little rover I brought up with the 2 Kerbals. I landed a few KM away so that both ships weren't loaded at the same time and drove over. It also has an ore surface scanner to find a high concentration on the way.
  7. Just started mine but it's going well. Here's my manned lander which brought the 2 kerbals onto the surface to run the mining rig: The lower garage housed a rover. There's ladders in the back to get back in to return home. The top part above the garage separates to leave the garage behind when going back to orbit. On reentry to Kerbin, the lander can decouples revealing a heat shield underneath. Drogue and regular chutes are on top of the can. Then there's the mining rig: Yes, it's a VTOL and works great with the low gravity of Minmus. It is also a rover so I can drive around to the best drilling spots. And if I happen to land on a slope, I can drive to a flat spot. With all the XL panels, I can run all 6 drills AND the ISRU converter during sunlight hours. If that's not enough, the service compartment inside the cargo bay holds fuel cell arrays for more juice. During the night, I can run 3 drills all night long. In less than 1.5 Minmus days I can have everything filled, mono, fuel, and the ore tank. 1500 Ore 850 Monoprop 5602 LF 6847 O2 Then I fly up to my orbital refuelling station, dock, transfer, convert the rest of the ore to fuel, and keep just enough to land again. The big engine on the back is from Atomic Age, it's the lightbulb nuclear engine and is very efficient for lugging this full ship around orbit. Also made it easy to get from LKO to LMO by burning little fuel, but still having decent TWR. Speaking of the refueling station: The station holds 19440 LF and 23760 O2. I still have to send up a monoprop tank to attach to one of the docking ports, and maybe a xenon tank. But the station itself is simple. And finally, the little rover I brought up with the 2 Kerbals. I landed a few KM away so that both ships weren't loaded at the same time and drove over. It also has an ore surface scanner to find a high concentration on the way.
  8. Yeah I usually like to let the disaster play out and see if I can fix things before quickloading. If it's a manned mission, I'll send a rescue ship if they survive, but if the whole ship blows up and I lose Kerbals, I tend to quickload...
  9. Just wanted to clarify my reasoning that too much twr is a waste,it's because for one, the first 10km need to be slowish anyways because of drag. And secondly, high twr engines are extra weight, and throttling them down is not using their full potential. So my advice is, if your twr is a little on the low side at launch, don't put bigger engines, strap on boosters instead.
  10. For 1.0.2 I try for between 1.5-2.5, but it depends on the payload. I think anything over 2.5 is a bit if a waste. Just my 0.02m/s
  11. Go big or go home! Don't be afraid of large wheels or large payloads or fairings. Here's my mining rover getting ready for launch: This is what's inside the fairing: Got to orbit no problems. Drag isn't a huge problem, just keep the speed down for the first 10k ascent and slowly speed up after that. My rover is based on the MK3 parts and holds over 5k LF and O2. It's now landed on Minmus and drilling for ore. The large wheels are great, they never break and can take a hard landing. XT
  12. Actually, the Kerbal way is more like F5, Try, Fail, Try, Fail, F9, Blow up, F9, Try, Fail miserably, Try, Almost got it but forgot to F5, F9, Try, Success!
  13. Everytime I EVA a Kerbal from the Mk2 lander can and and let go of the hatch, game crashes. Every time.
  14. UPDATE : My story is on temporary hiatus since I was using a version of KSP that's several versions behind. I also took time off for real-life medical reasons. I'm currently getting the hang of 1.0.2 and looking at updating everything to 1.0.2, which means redesigning the entire Avalon so that the atmosphere reentries are doable. There's lots of work to do, and I need to find updated versions of all the mods I was using, OR, come up with something different but similar for ship parts.
  15. I've done this a few times just to get extra thrust to a higher orbit, as mentioned earlier, but I don't really find it necessary anymore. With simple asparagus of only 4 engines around the main center tank in 2 stages, it's more than enough for most heavy loads. For more I just add 4 SRB's so I can run at 1/3 throttle until they burn out, which leaves me with more dv higher up. This allows me to lift 85t into LKO. To lift very large ships, I just make sure their tanks are almost empty and refuel in orbit.
  16. I'm getting the same thing happening with 1.0.2 EDIT: And it only seems to happen with the MK2 lander can.
  17. 2 things can make this happen from my experience, using hyperedit to get to orbit and/or land, and time warping while landing.
  18. Could also use the bigger wheels, they're heavier but you'll only need 4.
  19. Guys, remember, Squad has said that KSP is a game first, a simulator second. So things that are unrealistic are designed for gameplay/playability, and not based on reality. No sense getting all upset over these things or comparing KSP to real life... It's just to have fun. Remember, the solar system isn't that small, and there are no little green kerbals running around in real life either
  20. Very stylish! Although I don't think I can agree that its the best, even though its the most downloaded. There are several ships posted that orbit with more payload and more dv in orbit. Mine carries 6t with 3600dv remaining, but I'm still tweaking it, and it only weighs 60t... But major bonus points for good looks!
  21. I'm not home till late Sunday but Monday I'll post up my craft for people to try out. Weighs 61t Can carry 5.8t to LKO with 3600dv remaining. Has 2 rapiers, 4 turbojets and 2 nervas. Easy climb off the runway using jets and rapiers, 18 degrees all the way. At 6km I light the nukes for extra oomph to get speed up and then turn off the nukes. Once I hit 17km I light the nukes again, and when the rapiers hit 170 kn I switch to closed cycle and close all the intakes, and at this point I'm going over 1300m/s. Burn until all o2 is gone, from then just the nukes are needed to circularize.
  22. True, but my plans are to bring much heavier payloads up, so the ssto plane is out of the question. It was just fun to play and see if I could do it since I've never really been into plane building. I do find 1.0+ easier to fly with.
  23. I'm enjoying the new aero, it's more of a challenge. SSTO planes getting to orbit and then visiting several planets were pretty unrealistic, overpowered and ridiculous anyways... Still, I've managed to get almost 6t to minmus, land with ssto plane, deliver and return to land on kerbin. I've now lost interest in ssto planes I think anyone upset about the change is upset because they mastered an incomplete aero concept, or they're mad because all their hard work on their designs is now garbage and unusable, so now they need to do rockets to do what they did before. Welcome to reality
  24. After a few hours I got an ssto plane to minmus with 5.8t of cargo. Delivered a satellite in minmus orbit, landed, dropped a rover to drive around and flew back to land on kerbin. Not super hard, but no plans to fly to visit other planets using an ssto plane, it's just not practical... EDIT: Unless I'm able to refuel at an LKO refueling station and I'm just flying to a very low-grav moon at another planet. But any higher-gravity or non-o2-atmosphere body is again, not practical. To be honest, flying out to a low-gravity moon isn't really worth it either.
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