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Everything posted by Mr.Rocket
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ksp .23 running very slow but not lagging
Mr.Rocket replied to brobel's topic in KSP1 Gameplay Questions and Tutorials
There are some texture reduction mods, you might want to look into those. Also, you should turn ground scatter off if it's not already (although this means no rocks or trees) You could turn the graphic setting to 1/8 resolution, and could probably do something with the shading. If you are using alot of mods those slow the game down alot too. -
I'm probably going to enter this challenge, going for 3rd level. I will use a few mods though: Kerbal engineer redux, Void (another info mod), kerbal crew manifest, kerbal alarm clock, and then kerb paint, because might as well go in style. For parts, the jool going ship is almost all stock, will have KAS struts to hold it together. The launchers have some AIES aerospace parts, and some mega struts and larger SRBs from a stock-alike pact, so nothing too cheaty. I just needed to better strut my stuff . So far, i've just gotten the main engine part into orbit, it was probably the biggest thing i've ever launched. There is a separate ship for return that i've yet to dock. I have a lander for Tylo, on for Laythe, and one for Vall, Bop, and Pol, so three landers all-together. I can provide the links to the mods if you want. Oh, and the payload for the first launch was 310 tons Here are some pictures of the main engine section:
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Wow, that is really cool, mpink, did you use docking ports on the sides of decouplers? I'm curious as to how you did this.
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I had just landed a plane (i had of course forgotten wheels) with chutes, but they deployed too quickly and broke the plane into pieces. The part with the crew landed, and i looked up to see this:
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Lander/rover subassembly woes
Mr.Rocket replied to Erebus's topic in KSP1 Gameplay Questions and Tutorials
Did you try turning the part with wasd? or shift wasd for smaller? -
Lander/rover subassembly woes
Mr.Rocket replied to Erebus's topic in KSP1 Gameplay Questions and Tutorials
Make the rover as a separate subassembly, and have the root part be a docking port. Then, put one of those side attacher thingys ( what ever the thing that is currently under your docking port, forget what those are called) under the docking port, and build the rover from there. Then your can save it as a subassembly and the attachment point will be on the top of the rover. -
This is actuallly completely normal. I think i saw there are advanced methods of doing it to save alot of delta-v, but i don't know where i saw this. You could slow down at Eve somehow, but otherwise 6100 is normal for this to happen. This is coming from someone who made the same mistake. I got a pe of about 7 km, and i flew by that planet in about 10 seconds, barely had enough time to take pictures.
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I just did a Pol landing and return, in one launch, and on the way back did a flyby of laythe, tylo, and vall, it took about 550 days. Before i really knew how to get to other planets (like i really was doing it wrong) i sent a two kerbal one way trip to Duna, and it took 14 years. of course i was still happy, i did't really know what i was doing.
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Definatly getting this. Now, i have to figure out how to even get to Laythe in the first place.
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Any trick for navigation on Kerbin?
Mr.Rocket replied to goldenpeach's topic in KSP1 Gameplay Questions and Tutorials
Couldn't you just use the navball? If you are at the northpole, and want to go to KSC, couldn't you just point south on the Navball and navigate from there? I use this method commonly. Or i just zoom out in flight mode alooooottttt, see where it is i want to go, and turn that way and carry on. Are you talking about a rover, or a plane, or a rocket, or an EVA? -
My current Duna Base, houses 5 kerbals, but I recently sent two up to the station, where there are now three. Use KAS to refuel other modules with the fuel tanker/general rover. And my previous Minmus base, lost. Also uses KAS for putting the modules together. Housed 10 kerbals. Also, theres a thread for Kethane miners: http://forum.kerbalspaceprogram.com/threads/32991-Show-off-your-Kethane-Mining-Designs!!
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Do landing legs actually break?
Mr.Rocket replied to I_Killed_Jeb's topic in KSP1 Gameplay Questions and Tutorials
I think i have. If you look at the impact toloerance of the leg in the VAB/SPH, that is the impact speed that if you exceed, the leg will break. Not sure if that's the fixable speed though. -
Okay, I added the values, but I am up for possible change. If you do a mission, and then the journey scores are updated, then I will also update your score. They will change if anyone finds them odd, or i/someone else sees a problem. Also, for Alternis Kerbol, only the top 3 will be on the leaderboards, as i expect less people to use it. Everyone will still be on the scoreboard and listed as using the mod! Good luck with this challenge
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Sure I will, I know what Alternis kerbol is. As long as you still only use stock parts. I will need your help on this though. I don't use it so it would be helpful if you could give accurate scores for the planets and moons, that is similar to the original. Make sure to make it accurate according to the current one, so i don't have to change the achievables. Once i find out more i'll make another scoreboard.
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Its actually Kethane, and you can mine kethane and convert it to fuel: http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-4-Find-it-mine-it-burn-it%21-Now-w-Toolbar-Critical-bug-fixed
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Well, as the challenger, i decided 60 points just wouldn't be enough. So, i'm trying to use every part, not there yet though (i mean, what do you do with all the jet fuel? ) He are my attempts and failures so far: These are some of the most kerbal rockets i have ever built, although they are yet to go anywhere, but it is close. Maybe i could dock, and go further than orbit? My most recent attempt, whose second stage did not have a great enough t/w ratio
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Found a big purple ball on Minmus
Mr.Rocket replied to AlkalinePorcuipine's topic in KSP1 Discussion
Never seen it before, or even heard of it, where is is? Could you stand on it, or was it just a bug? Is it photoshopped, because that would make me sad? -
Program rover movement?
Mr.Rocket replied to sledgeweb's topic in KSP1 Gameplay Questions and Tutorials
I think Mechjeb can do this, i've heard it can, but i don't know for sure as i couldn't figure mechjeb out, but i think its called something like automatic rover or something. But overall, mechjeb can do this. -
Well, they do have to leave the pad, otherwise they wouldn't count as part of the rocket, sort-of like the launch clamps. Although, you can ditch them as soon as you start moving up! (part count is taken just after launch, one it leaves any launch towers) I'll see if i can make that more specific in the rules.
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Looks very good so-far, except of course you don't have enough parts. I'm excited to see where you will take it! Hint: you could add more close to nearly useless parts, like maybe a radial parachute, or a separatron, or ladder. I just want to keep away from the where can you get with -- parts challenge.
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Tips and tricks you found out yourself
Mr.Rocket replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
I've got one. Putting Nukes on the quadcouplers and activating them seems to have their sheilds destroy the others, right? Before you activate them, quicksave. Then activate them, they should all have their sheilds blow off and break all the other engines. F-9 back to last quicksave. Your ship will appear with no sheilds, and you can activate the nukes with no explosions. Took a while to figure this out. -
150 kilometers on Duna's hilly terrain, in a VTOL oil tanker, just to find land flat enough for a base. It only took about 3 days.