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mr. engino

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Everything posted by mr. engino

  1. What I'd suggest is starting a new game. If it appears that whatever planets or whatnot you had before the update is gone, it's safe to say that Kopernicus is broken.
  2. Yes, please do include a white texture for Gemini pod. It'll help reinforce the purpose of my early tier rescue craft!
  3. I have a question. I've been considering using strategies in my current career save, and I was wondering: how does this mod affect strategies like outsourced r&d? Do I gain science when the budget 'updates'?
  4. I'm not sure who else is having this kind of issue, but in my career save, the tracking station is said to be at tier 4, when it should actually be at tier 2. Because of this, I am unable to properly upgrade the facility, leaving me frustrated. Is there a fix besides uninstalling and reinstalling the mod? Also, are there any mod conflicts that might cause this?
  5. Sometimes contracts can help you with recreating real life space missions like rovers and space stations, but there appears to be no contracts for impactor type craft (NASAs' Ranger project, for example). So, I 'd like to request a new contract type to be made to promote this kind of craft. I know that the Impact! mod adds a similar type of contract, but it requires a separate craft to record the impact, but I find that to be a bit tedious, not to mention unrealistic. What I'm looking for can be described/designed as a contract that requires you to either crash a space probe directly into a celestial object, or do some science while on a collision course with a celestial object.
  6. Well I'm back with another facepalm moment, and it's a whopper! It was only recently that I started playing more career mode, partially due to the fact that I was bored with science mode, and also due to installing some mods that added cool contracts. Anyhow, I accepted a rescue contract, figured it'd be easy despite not being that far down the tech tree. After designing a rescue craft that just barely fit the 30 part limit of the T1 vab, I launch the craft, and after a few maneuvers, I reach the stranded kerbal, who was in a command pod. All was going well until I got this message: "kerbal can't EVA, no crew hatch" My simple rescue mission was SCRUBBED because of this! Good thing the mission doesn't end for a while, because I'm going to have to research some more tech tree nodes before I'd have the parts I need for situations like this!
  7. Ok. Make a separate copy to keep original saves, got it. It's a shame there isn't a way to have settings on separate saves so that they can have different space center locations...
  8. Good to know! One other thing, though. If I install this mod, does it affect other saves made before installing the mod? Do they stay with Kerbin as the home base, or do they get affected as well when setting a different planet as the main base?
  9. I have a question about this mod. I understand the concept that having your space center on a different planet can provide convenience and challenges, but I'd like to have at least two things cleared up before I install: 1) does the science multiplier remain the same? (I.E. do you get the same amount of science as on Kerbin, or is it different?) 2) what effect does it have on contracts, do certain ones break, or are they still achievable? (like the milestone ones, for instance)
  10. Spaceplanes are really difficult to properly design, more so if you try to include a cargo bay and have the center of lift balanced enough to compensate for changes in overall mass and center of balance. After 2-3 whole days of testing, frustration, and sweat, I finally created a spaceplane capable of carrying a payload. I named the craft the K.S.S. Starflyer, and she is quite capable! Using a mk2 size fuselage, she has a crew capacity of 6, ample fuel with a proprietary fuel generation system (read as personal mod in development and yet to be released), and a somewhat complex propulsion system composed of the following: two atmospheric nuclear jet engines, two Nerv rockets as main propulsion, and five auxiliary rockets (four thuds and a terrier). For the Starflyers' maiden voyage, I figured a ground mission to Duna would suffice, with a small space station as a payload. Takeoff was a little rough, kept having trouble with staying on the runway, I nearly collided with the lights at the end! Getting into orbit was not as easy as I hoped, but the auxiliary engines really helped. When I got into a low orbit around Duna, that's when I detached the miniature space station. Thanks to mods, making a small space station with a mpl is doable, the only hindsight to the station was that I forgot to add more batteries to keep it active... (Ah well, could always send another mission to fix that!) While I was entering the atmosphere of Duna, I had noticed a slight flaw with my craft design: the parachutes weren't evenly placed, the craft was pointing upwards instead of level(ish)! In my attempt to try to level the craft so it could land on the landing gears, I failed to notice how close I was to the surface! The Starflyer landed, but not perfectly; I lost one of the main engines and two auxiliary engines. Now at this point I thought the mission was a failure and that I'd need rescuing by Matt Lowne's Blunderbirds, but nope! Turns out the Starflyer is quite resilient; it was only crippled, not disabled! Since the atmospheric engines were both intact, it was not that difficult getting into orbit, sort of. I used up the rest of the oxidizer circularizing my orbit, so the remaining auxiliary engines were useless. Because I only had one nuclear engine, the thrust was imbalanced, forcing me to lower the thrust of said engine. Getting back to Kerbin was very lengthy, but at least the mission was successful!
  11. Is there a mod that either adds decouplers that only function manually or by custom/abort action groups, or a mod that allows you to disable certain parts from staging?
  12. For some reason, the Narly probe core is not cooperating whenever I try to attach it to a rocket. When I do, the rocket usually disappears, with the probe core on the ground.
  13. TST is a fantastic mod that includes space telescopes and science data hard drives. I was wondering if there are any mods that add telescope parts that function like TST telescopes?
  14. In my current playthrough of ksp, I've found myself using a similar design motif when building my spacecraft, so I figured I'd challenge others to try to do the same. The rules/guidelines are rather simple: your probes, rovers, and space stations can be built and launched however you wish; but any manned missions to planets and moons are to be done Gemini style. You launch two separate craft, the propulsion module, and the command/lander module. After you have rendezvoused and docked the two in orbit, you use the propulsion module to get to your destination, undock and land with the command module, do whatever you plan on doing on the ground, ascend and rendezvous with propulsion module, and get back to Kerbin. Beyond the limitation of having to launch two separate craft for one mission, you can design them any way you want; you don't even have to have two kerbals in the command module. Don't fret over the potential complexity, it's quite similar to Apollo style missions, except for the two separate launches and the fact that the propulsion module is most likely unmanned. Mods are suggested, but not needed; same goes for the making history dlc. Post progress, images, videos, and whatnot below!
  15. Well, I gave it a try, from first experiences I find it quite fascinating. A question for the masses though: just out of curiosity, would something like MechJeb still work, or would it wig out from the new physics?
  16. Ok. I guess what I could/should do then is make a copy of my KSP and install principia there; I'd have to anyways, since I have kopernicus mods installed...
  17. Rephrasing my previous question: are there options in the difficulty menu when starting or editing a game to switch between principia physics and stock physics? I figured I'd ask before I ruin the progress in my older save.
  18. Principia most certainly intrigues me, but I was wondering if it's possible to "turn off" the mod in settings when starting a new game?
  19. Well, according to the article I read, the AREE rover would have electronics, but they'd be simple components instead of the sophisticated hardware rovers like Curiosity contain. As for communication, they proposed using a reflector to bounce radar signals back to a main orbiter, using Morse code to transmit data.
  20. The Automaton Rover for Extreme Environments, or AREE for short, is a proposed solution by NASA for getting a durable rover on Venus. Given the harsh environment of Venus, all the successful missions that landed on Venus only lasted anywhere from 1-2 days to only less than an hour. The AREE rover would fix that by being built with durable but unconventional, and to an extent outdated, technologies. The build of the AREE rover would be mostly mechanical with few electronic components; making it able to withstand the intense atmospheric pressure and temperature of Venus. So, to emulate that in KSP, I would like to request for someone to make an AREE-esque probe core. I'm not quite certain how it should be done, but it would most likely be either: A) a probe with an electric generator that works by converting intakeAir into electric charge or, most likely, B) a probe that's powered solely by intakeAir
  21. Probably the faceplam-iest thing(s) I've done can be summed up in two (somewhat related) sentences: 1) attempt to launch a tall rocket without any struts 2) attempt to launch a rocket without any fins/control surfaces You would not BELIEVE how many times my rockets suddenly flip over and head towards the ground.
  22. As far as crimes go for me, I'd say, and I quote, "reattempting to land on the 'surface' of Jool long after the ability to do so is gone" is pretty high up there. Another one is "attempting to land a class E asteroid on Kerbin with nothing but kerbal parachutes, only using way less than recommended; specifically just one kerbal".
  23. I noticed a small error with the b/w camera in the vab/sph: the viewing range cone is not centered to the lens, instead it is a few meters(?) below it. It appears to be only cosmetic, as the camera functions properly, but some people might find it an annoyance.
  24. I was wondering if there is a mod that adds a basic science experiment to probe all probe cores, both stock and mod versions?
  25. Thanks! Now I just need to figure out how to implement it into the game properly... Nvm about that, turned out it was easy as sticking it into a folder in gamedata! Now I just need to tweak the orbital parameters, refine the surface texture/bumpiness, get time warp to cooperate at the lower altitudes, and then I should be all set to release my first mod!
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