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SgìobairOg

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Everything posted by SgìobairOg

  1. Oo, I'm tempted to get in on this one. Would you be agreeable to, as Highlad suggests, implementing the asteroid. If you were to go through the setup Scott Manly does on a fresh game then distribute that quicksave file that would be everyone's starting point? I suppose that would only work in sandbox though.
  2. I've had a Kerbal re-enter with nothing but the spacesuit before. He survived re-entry just fine, splashdown was the main issue.
  3. Haven't made a company yet. I' have a flag and my own nation though. Alba Kerbadh gu brath!
  4. I revert all the time but mainly because I don't have the time to see a defective ship, or a mission gone astray, through to the end.
  5. Made it to Duna! Thanks guys, couldn't have done it without you. I've now got my first career mode permanent base!
  6. Thanks to help from my fellow Kerbonauts I managed to get a career-mode, stock-part research base landed on Duna! Intercept Orbit Descent Celebrate This thing had plenty of delta to spare, unfortunately this design had no way to make use of it. Next design is going to be a lighter payload and a return stage. Got to love those nuke engines. Only mods are the very basic Mech Jeb to provide orbit data, and the CONIC_PATCH tweak so I could see where I was going.
  7. Thanks guys, launching a quick mission to deliver the kerbals that I left on the launch pad then trying again.
  8. About slowing down to make orbit. I've been trying to get to Duna the last three days. I've looked up all sorts of tutorials and they all say pretty much the same thing. Leave in the right place and burn until you capture. This is what I've been doing but the Duna Periapsis is always in the millions of meters and I can never seem to change it enough to actually be able to orbit Duna. I imagine I'm going to have the same problem with any other planet. What am I missing here. How do I get close enough to aerobreak? Also, how do I figure out if I'm leading the planet or trailing it when Quicksave doesn't appear to be working?
  9. Failed miserably to make it to Duna again. Trying to land a small base there. But I can't get my delta right and I can't hit whatever narrow window I'm supposed to avoid flying right past the planet at 31,000 KM. This is the seventh attempt. Blegh.
  10. What I'd like to do is take the old Apollo style docking control and be able to use that for RCS; added realism and, in my theory at least, better performance.
  11. Wanted to see if anyone had noted any recent slowdowns on their systems? I'm getting some slowdown on larger part-count rockets and ships, which is to be expected to some degree, but I'm getting crippling slow-downs on ships with less than 150 parts. More puzzling is the fact that it seems to be recent and worse in .22 than .21. Now, before people go ripping on about this being "a development out of Squads heart, not deep pockets," or, "still a beta," I understand that, fully. I am simply trying to diagnose whether there is a problem with my setup, my computer or the game code itself. If it's with the game, I'm trying to see if it is something Squad knows about or if it is something to be brought up. I'm playing on an iMac 2.9 GHz Intel Core i5; 16 GB DDR3 at 1600MHZ; NVIDIA GeForce GT 650M 512 MB; running OS X 10.8.5. I know that video card is nothing special but my understanding is that the CPU is the choke point due to the physics calcs. The CPU seems like it wouldn't be that bad. On the CPU front, not entirely sure what to make of my activity log details. I'm seeing up to 130% CPU usage for KSP's process but also 30% user usage for the CPU in general. Maybe someone more familiar with Macs and Multi-core processors can make more sense of that than I can. There anything going on here other than "need more CPU"? I seem to exceed all recommended specs but I know those were also estimated recommendations and with .22 may not be entirely accurate.
  12. For the Ion engines to really be useful we'd need to be able to leave a ship throttled up while we go do other things.
  13. Hmm... so it does seem like the Whack-a-Kerbin is firing but it is coming from random places off the screen. Doesn't matter at this point though, I accidentally destroyed the ship. Is there a revert to last auto-save?
  14. That sounds like an excellent plan but I can't get it to fire. I'm on a Mac, I've got Middle Mouse Button in other programs but not KSP apparently. Anyone know what I can do?
  15. ALT-FN-F12 should get you to the debug menu, good luck getting a middle mouse button to work. Still trying to figure that one out.
  16. Hey again, everyone, Is there any sort of mod which would allow a kerbal on EVA to remove parts from a ship? I'm playing in career mode and have hit a bit of a snag. I've been spending today, having just started playing career mode this week, by executing free-return orbits past Mün with a science bay and two goo canisters in tow trying to rack up as many points as I can. As part of this I've also been doing EVAs when near the moon, though it doesn't give many points now. Once I got my FRT correct my pods were returning a little hot so I switch out the single chute for three of the heavier chutes. I also added some struts between the pod and the science bay after a couple of frustrating losses on splashdown. Something in that mixture obstructed the crew door on my pod in such a way that when Jeb went out for his EVA he was forcefully ejected from the ship. I got him back and tried to re-board but nothing was working. Dang Good news is, I've just executed a flawless recovery of a stranded kerbal from Mün orbit. Having swapped out my science bay for a second command pod I inserted into Mün orbit rendezvous with Jeb and got him on board for a safe, uneventful return to splashdown. Bad news, I've got a perfectly good rocket, fuel, and valued science points up in space. I'd like to go up there, remove the two chutes and one strut that i think are blocking the hatch and have one of the two kerbals fly it back. Any such luck?
  17. Question... We seem to be randomly blowing up. Is that a known issue?
  18. So, similar vein to Boomerdog's Space Station post but little different info sought. I've been working on an orbiting fuel depot. Wanted to put it in high Kerbin orbit or Münar orbit to allow smaller ships to come up, refuel then head on to Minmus or one of the planets. I had a good amount of fuel in orbit, managed to dock everything together then tried to use the two engines I thought I had lined up together to push the assembly out to Mün. As soon as I applied thrust the depot just started flipping. I tried to move the side modules so their engines were pushing along the axis of the main tank but ran out of RCS fuel. So it looks like pulling rather than pushing is the key to the erratic flight. But how can I go about precisely assembling the sections in orbit? Every station I see looks like all the parts are perfectly aligned and symmetrical but I don't know how I could do that without a whole lot of trial and error. Right now I'm using mostly stock parts. I'm not opposed to mod packs if they're the only way to make this easier. Eventual goal was to assemble a massive ship I could send out to the outer planets.
  19. I was about eight miles away during the launch, it was an awesome experience, can't believe how quickly it got up there. THis may interest everyone here too: http://www.orbital.com/NewsInfo/Publications/Minotaur_IV_Guide.pdf
  20. As far as recreating it in KSP goes, my attempts have failed but I'm trying to make it a stacked rocket. The solid fuel boosters I've got are no comparison.
  21. Took my son (6) out to watch the launch last night. We were out on the causeway to Chincoteague. The immediate thing I noticed; the thing was fast. I didn't have the experience or tools to time it (and didn't know I'd want to either). I used the diagram below, to try and work out how high up the thing got and how fast. If I'm doing it right, using the viewable radius and working backwards through the line-of-sight horizon formula, it took it 30 seconds to hit 147m, 60 for 2.526m, and 120 seconds for 46,188m. It was an awesome experience to say the least.
  22. So I've been playing around with heavy lift because I have a design I want to assemble in space and I want to be somewhat realistic about how it gets up there. To that end I've been using a design made using the techniques from Temstar's Nova design. Since I've been having trouble getting anything I make to orbit with any fuel left I've been using MechJeb to get up and let me see what I should be doing. All of my latest design though have been getting to some altitude then slowly drifting off course falling back to earth and going up in a fantastic ball of flame. The root cause is that the thrust is breaking my connections between stages. It's not shaking apart or twisting apart it seems like it is just pancaking the joints. As soon as that happens MechJeb loses control or I lose a stage. I've tried addign struts but it doesn't look like I can do that very well between sections. Are there stronger components or something else I can do? Of course when I went to grab screenshots of this in action it worked without a problem.... Here's the Craft file if you want to be hands on. https://www.dropbox.com/s/9ij8u24v6h1tbwp/Rionnag%20Cluster%20Test.craft
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