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Everything posted by khyron42
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I forgot to say - sign me up for another turn, destination DArkB0mb3rz22\'s Mun base.
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I\'ve updated the OP with tiger336\'s base (I took a picture, but feel free to upload more!) and more of the mods people have said they\'re adding. GabrielG.A.B.Fonseca has a 48 hour launch window starting now!
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I guess that\'s me! I\'m working on a lander right now. Since TheCardinal wasn\'t able to add mechjeb and my landing attempts on the stock base aren\'t going well, I\'m going to add mechjeb. ----- Landings were still a problem, so I went with a station. The 'Mechjeb Orbiting Space Habitat' or M.O.S.H has been delivered to a 420x355 km Kerbin orbit. It has room for 28 Kerbals, but currently is operated only by the launch crew of 3. It completes 6 orbits per Kerbin day and has enough stationkeeping fuel to alter its orbit slightly if needed. Unfortunately, no solar panels are available yet, but the crew will make due with bicycle-powered electronics. The launch configuration holds the station out of the way from the launch tower with launch clamps. Lots and lots of launch clamps. Liftoff! Safely in orbit. While one crew member takes the first watch on the bike, the others retire to sleeping quarters. Tiger336, it\'s your turn! Also, I\'m requesting a new flight reservation.
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I\'ve tried twice now, and on the junker laptop I have with me (I\'m out on vacation) I\'m having issues with the landing. The lag gets worst right when I come within 200m of the base - right when I most need it to, y\'know, NOT lag. I\'m going to give it one more try later today with the different flight plan of coming in straight down and very slowly. Even if I do end up lagging out in that last 200m, I plan to already be in a stable 2 m/s straight down hover before then to basically auto-land. ----- Hooray for drop straight in to a landing while keeping the camera angled up as much as possible! There is something about terrain that my laptop\'s graphics card hates a lot more in 0.16 than it did in 0.15... not sure why. Whatever the case, the 'Underling' lander has been added to Mote base. It\'s the one in the background of that shot, with the pod slung underneath everything. MikeMC, it\'s your turn!
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Zekes, this time around you don\'t need to name a destination - read the revised rules in the first post, this time around I changed it precisely because you and others wanted more flexibility. The only real limit any more is only one mod, and only one new landing site. I\'m currently on a really limited laptop so I am going to be doing only a small lander, but I\'ll go ahead and add the fixed camera mod on my turn.
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You might want to consider the 'Mod Community Base' if you want to use mods.
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I\'m amused that your crew is in the crewtank instead of the pod, Candre! I went ahead and took the picture: tiger336, that\'s fine. TheCardinal is up.
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[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
khyron42 replied to DYJ's topic in KSP1 Mod Releases
From the 'empty command pods' thread, I found this that should help with the picture issue - they ran into the same thing: -
I\'d say if you add Kosmos for now, avoid using any of the station parts themselves because those will need to have airlocks added and the whole thing will likely get a rescale as well. Maybe we should make a temporary parts pack of just the solar panels & trusses from it? Of course, by the time your turn comes around it might have been updated. We can hope! ----- There is currently a very ugly bug and we should expect a fix soonish. For now, if engines are run at low throttle, you get hugely reduced fuel consumption compared to what it\'s supposed to consume. 50% throttle uses half the fuel it\'s supposed to, 10% throttle uses 1/100th as much fuel as full throttle, etc. The engine itself will report the correct usage, but if you watch the fuel amount in the tank it\'s pulling less than it\'s reporting. I thought some of my designs were doing a lot better than they should - now I know why! What this means for the thread is, if you\'re running close on fuel, do your landing maneuvers with the lowest throttle setting possible if you want to exploit the bug, and never use anything but full throttle if you want to avoid exploiting it.
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[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
khyron42 replied to DYJ's topic in KSP1 Mod Releases
There are issues with the crew cameras if you have too many crewtanks... Overall though, this has become the most popular mod overnight. Thanks for being the first to add additional crew space. -
Nice location on the far side of the Mun. Do you have a name for the base? I\'ve added rule changes to make things less jumbled and set up basically what Gripen did, including this one: 3. You can only launch one landing-capable rocket per turn (rockets launched to deliver crew to the lander while it\'s still in orbit or prior to launch are fine.) That way it also covers 'launching' pods to the launch pad just so you can EVA the crew, move them off the base of the ramp, then put your real ship on the pad and have them go climb in. Candre, it\'s your turn! I guess the fact that Crewtank is already in lets you add some other mod.
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I just tried out a mechjeb\'ed crew tank as a separate lander (with one crew in it.) Mechjeb wouldn\'t maintain retrograde pointing - or do anything else - once the crew tank was separated from the main pod, so I had to hand fly everything. Mine had a parachute on the side and without SAS/mechjeb, could only be controlled by short burns when the cartwheeling aimed it in the right direction. I\'ll comment on this over in the mechjeb thread and see if there\'s an easy fix, though.
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The Poll pretty firmly says 'Go for it, TheGripenSaidWhat?' - restarting the timer on your turn with 12 hours left, multiple launches are fine.
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Since we\'re delaying your flight while waiting for opinions on the multi-launch thing, and since the 'ok go' was kind of sprung on you by surprise, we\'ll pause your timer for now - 12 hours and holding. It looks like KW has updated their rocket section for 0.16, but I\'ve never used that mod before. I\'m going to try it out and see how it compares with stock. It seems ok, mostly it\'s just adding 3 meter parts and a wider variety of 1 & 2 m fuel tanks/engines. Seems like it might be a good option for someone to add for improved heavy-lifter options! ---- I\'ve added a one day poll to the OP, we\'ll see what people say!
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Add me to the upcoming flights, Please! I\'d like to be added to the Minmus base.
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I have a unique case of Kessler Syndrome as a result of crew bailing out of return craft that couldn\'t quite make munar orbit: It doesn\'t help that Burry bailed out of his perfectly capable 1-man return craft at 1 km altitude, stole the three-man Bill, Jeb, & Bob arrived in while they were standing atop the Arch, then crashed it as well while putting himself into orbit. The rescue ship sent for them didn\'t do any better and they had to bail into orbit as well. Burry is the only kerbal I\'ve seen who is braver than Jeb and he needed to do something memorable ;D
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Hmm. What do you guys think - up to two launches for each person\'s turn, or keep it limited to single launch per turn? Gripen -it doesn\'t have to be a multi-launch setup - my single-launch lander with 3 crew and room for 3 more just rescued 3 crew from Minmus, the only thing non-stock on it is the crewtank itself:
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I was thinking more about the rescaling thing - I think if the mod you\'re adding doesn\'t include crew parts, that would work as long as you\'re also willing to host the rescaled zip somewhere. If it includes crew parts the rescale alone wouldn\'t be enough, you would have to wait until it gets updated to include an airlock node? TheCardinal, you\'ll know more than me about how easy it would be to do that.
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By specifying no mods that haven\'t been updated for 0.16, I wanted to avoid the case of people using things at the pre-0.16 scales, only to have the mod maker edit the mod in a week and cause major issues for those craft (when the guy 3 turns later downloads the updated mod, loads it, and the older-version craft explodes because the part sizes changed.) Unless it\'s your own mod, you can\'t expect the mod maker will use the same scale factor as you pick - so the same issue would apply to hand-rescaling mods. As for 'early player disadvantage', it\'s only their first time that they\'ll have that disadvantage - later turns that they sign up for will have better options, and most people take more than one turn. However, if you wanted to add both of those mods on your turn, feel free. If no one else adds MechJeb at first, you can add it too as a core mod. Oh, and sign me up for a turn. ;D
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Yay! we\'re unlocked! You can choose either - it\'s preferred to start over from the last save file if you damaged someone else\'s craft during your mistake, but otherwise you can leave the wreckage if you want to. I missed one thing on the first post, to sign up just post a reply that you\'d like a turn. Editing it now. So, if that was a request for a turn - it\'s your turn!
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Community Mod Bases 0.16 Welcome to the community base thread for Modded craft! With completely new stock parts and many mods needing updates before they will be useful, it's time for a fresh start. Please read the rules! 1. All flights must be flown with the latest KSP build, Presently KSP 0.16, and all current required mods. If your computer can't handle the full set of mods, TheCardinal has offered to help build limited mod sets to let you still fly - PM me when your turn comes up. 2. All flights must be requested in advance, to be added to the upcoming flight List. 3. You can only launch one landing-capable rocket per turn (rockets launched to deliver crew to the lander while it's still in orbit or prior to launch are fine.) 4. You can only create one wholly new landing site per turn. 5. You can add one or two landers to any existing base started by a previous turn. If your single launch is capable of it, you could add a new lander to every existing base plus start one new one. You can also choose to put a space station in orbit around any object during your turn. 6. If you create a station or landing site, name it! 7. Each person can add one mod on their turn, but doesn't have to. If you added one, post the name of the mod and a link to the forum thread for it in your after-flight post. Please try to avoid mods that are outdated or overpowered, especially 'space station' mods that haven't been updated to allow crew transfers. 8. I'll send you a PM and post in the thread when it's your turn to go. If you see that the person before you in the queue has posted their save file and I haven't gotten the notice out to you yet, definitely go ahead and start your mission! 9. At the end of your flight please post your persistent.sfs file as well a screenshot from any base(s) you landed at, space stations you put in orbit, plus any other screenshots from your turn that you want! 10. If you do not post a file within 48 hours, you are removed from the list and must request a new entry. 10a. If you warn me ahead of time and ask to put your turn on hold for up to 48 hours if it comes up, I'll just keep bumping you down instead of waiting for you to fly when you're not available. 11. If you screw up, you can try again in the same turn. 12. Have Fun! The goal is to build a set of Community Bases, where each player adds their own special something to the bases one at a time. It ends up being a glorious mess of player A's little lander because he has a slower system, player B's big fuel depot, player C's entire french cathedral made entirely out of wing parts, player D's rocket-propelled fighter plane, etc. When player E comes in for a landing he should be having to find a place to land among or just outside stuff added gradually over time by other players. To request a turn, just reply in this thread saying 'Sign me up for a turn.' Mun: Outpost Belka founded by TheGripenSaidWhat?, 02° 38' 46" N, 156° 11' 03" W Other landers: Candre, zekes (2 ships), Earthpulse, khyron42 http://i.imgur.com/184MX.png Tranquility Base (Eagle craft name) founded by Khyron42, 01° 24' 11" S latitude, 23° 35' 24" E longitude http://i.imgur.com/TAaSb.png Minmus: Zokesia-Minmus Base founded by zekes (2 ships), 34° 48' 23" N, 81° 45' 14" E http://s19.postimage.org/ud3uqi0w3/screenshot178.png Minmus Prime founded by khyron42, 24° 56' 40" N, 187° 29' 30" W Other Landers: TheCardinal (2 ships) https://dl.dropbox.com/u/47942810/screenshot210.png Methodios Base Alpha founded by Wildkittyv1, 4° 41' 05" N, 87° 50' 39" W http://i.imgur.com/GXX3y.png Unnamed Minmus base founded by Zekes, 32° 29' 52" S, 10° 21' 4 http://postimage.org/image/sa18cdkmh/ Kerbin: Outpost S.C.A.N founded by tiger336, 12° 0' 41" N, 75° 00' 44" W http://i.imgur.com/Ii8DI.png Kerbin Orbit: Mechjeb Orbital Space Habitat (M.O.S.H) founded by Khyron42, 401.8 km x 400.8 km orbit http://i.imgur.com/wmUq9.png Kerbora Australis Space station founded by Radzaarty, 200 x 150 km orbit (no pictures) Distant Observatory founded by TheCardinal, 30,000 km orbit https://dl.dropbox.com/u/47942810/screenshot128.png ZADA Space Station founded by Zekes, 118.3 x 117.9 km orbit http://s19.postimage.org/6kz4spo8z/screenshot186.png Munar Orbit: MUN COMMUNICATION PROBE 1 founded by GabrielG.A.B.Fonseca, 21 km x 20.8 km orbit http://farm9.staticflickr.com/8144/7688139008_b3af1eaed9_b.jpg CRAP-1 founded by dogon11, 508 km x 463 km orbit http://i.imgur.com/KnCWI.png Komms 1 founded by zekes, 10.8 x 10.4 km orbit http://i.imgur.com/yfSgD.png Minmus Orbit: Spacelab 1 founded by zekes, 10.0 x 9.9 km orbit http://i.imgur.com/NANir.png Ragnaroek founded by KCST, 10.9 x 11.1 km orbit http://i.imgur.com/PfG4J.png Past Flights: 1. TheGripenSaidWhat? - added DYJ's Crewtank - created Outpost Belka munar base 2. Candre - landed at Outpost Belka 3. Khyron42 - added MechJeb - created M.O.S.H kerbin orbital station 4. tiger336 - added Carts - created Outpost S.C.A.N. on Kerbin 5. GabrielG.A.B.Fonseca - added Mechanical Mouse Industries - created MUN COMMUNICATION PROBE 1 munar orbital station 6. dogon11 - added Kosmos Space Station Parts Pack - created CRAP-1 munar orbital station 7. Radzaarty - added Probodobyne DIY probe kit and Kosmos Angara launcher - created Kerbora Australis kerbin orbital station 8. Zekes - added NovaPunch - landed at Outpost Belka and created Komms 1 munar orbital station 9. TheCardinal - added Fixed Camera - founded Distant observatory kerbin orbital station 10. Zekes - no mod added - Founded Spacelab 1 minmus orbital station, founded Zokesia-Minmus base, left Runner-1 in Minmus orbit awaiting landing. 11. Earthpulse - no mod added - landed Mun Command Alpha at Outpost Belka munar base 12. Khyron42 - added ExPI station parts - founded Minmus Prime base 13. Wildkittyv1 - no mod added - founded Methodios Base Alpha 14. Zekes - no mod added - founded Unnamed minmus base 15. KCST - added KW Rocketry - founded Ragnaroek minmus orbital station 16. TheCardinal - added spaceport - landed multiple structures at Minmus Prime base 17. khyron42 - added memorial plaque - landed Eagle at Tranquility munar base, added 1 crew to CRAP-1 orbital station. 18. zekes - added K NB3 MM to Outpost Belka, landed existing orbiter Runner-1 at Zokesia-Minmus base, founded ZADA Space Station 19. TheCardinal - added Fuel Transfer - landed at and fully refueled Minmus Prime base 20. khyron42 - added Zoxygene mod - landed Oscar Foxtrot at Outpost Belka mun base Upcoming Flights: On all of the ones stating 'no new mod announced', they're still free to add one - and the ones that people have listed can change - you don't have to announce your mod ahead of time. Kasterfin - plans to add MMI's Kethane Saphira - no mod announced TheCardinal - no mod announced khyron42 - no mod announced zekes - no mod planned Here's what you're expected to do when your turn comes around: - make sure you have all the previously used mods installed. - add one additional mod if you like. - download the latest persistence file. - to check that the mods are all installed, go to the tracking station. If you get any message about a vessel not being loaded because of missing parts, you're missing one of the previously used mods. - make sure your craft doesn't use any parts other than the ones in those mods and the one you're adding. (The simplest way to do this is to use a separate install of KSP for the community flights, with only the appropriate mods installed.) - fly your flight. - Try to leave the base(s) in a condition where your craft won't roll away when the next guy lands there. - Make a post in this thread with the persistence file as an attachment, a link to the forum thread for the mod you've added, and whatever screenshots you like (minimum one per base landed at, showing all craft landed there.) DYJ's CrewTank 1.2 MechJeb 1.9.1 Tosh's Cart mod 1.33 Mechanical Mouse Industries (Satellite Pack ONLY) v1.0 Kosmos Space Station Parts Pack 4.1 AND Angara 3 Probodobodyne DIY kit v0.5 NovaPunch 1.2beta - It's back! Fixed Camera 1.1 (optional)config edit for Probodobyne telescope to add multiple fixed cameras - save to parts/probekit_Telescope folder - (makes the probodobodyne telescope a working one!) Extraplanetary Infrastructure Station Pack 0.4.1 KW Rocketry pack 0.5 for v0.16 ONLY (not the challenger or PLF packs unless someone adds them) Mobile Spaceport v1.1 Neil Armstrong Memorial Plaque Fuel Transfer Mod v0.2.1 Zoxygene v0.7 If you are defining a new landing site on your turn, after landing I recommend that you submit it as a place name to the Kerbin Geographic Society thread over in KSP Fan Fiction. The current persistence file is here for download. In order to prevent download problems from dropbox, I'm giving it a unique name every time I update it; the current one should be "20th-turn.zip."
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Once the forums are working well again, I\'ll set up Mod Community Bases 0.16 - hopefully some of the plugins with 'manned' space station parts will have updates soon to allow EVA crew to enter them! Instead of making a new thread in General Discussion with my screenshots, I posted a link to the photo album in the 'post your awesome pictures' thread.
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Here\'s a collection of screenshots from the 0.15 community bases. Every ship in these was landed by different players, passing back and forth a persistent.sfs file to add one ship at a time! Not all of the flights went smoothly, so some of the landers are a little... broken. Sample image:
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No, it\'s because I didn\'t want to disappoint those players (like zekes and Tim_Barrett) who wanted to do more than one landing per turn, and allow for more bases. It basically removes most restrictions on creating new bases. If anything, it will produce a larger persistence file by encouraging players to launch more complicated ships. Has anyone been working on screenshots? I\'m going to open a thread tonight over on General Discussion and post at least the current base screenshots over there, but I haven\'t had time to take any new ones yet!
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Nicely done! Everyone - with 0.16 experimentals going on, I think it\'s time to prep for a fresh start. That includes what changes we\'d like to make to the rules, keeping in mind that many of them are in place to give all participants a fair turn. The main thing I\'m thinking is to keep the current 'You get 48 hours to launch one new craft into orbit' bit, but not worry about where you put that craft. The only restriction on where to land (if you choose to land) would be that you can only start one NEW base per turn, and only add 1-2 new items to each existing base. So a space station with 20 independent landers hooked up to it could land one at every existing base, and 1-2 at a new base somewhere - and still keep 10 attached to land next time that player\'s turn came around. The limits would basically be what you can design, and have time to pilot within the 48 hours you\'re given. In short, 1 turn = 1 launch, 1 new mod, 1 new base, 1-2 new landers at existing bases. You\'re always free to land a monster craft with 10 detachable rovers on it - just don\'t detach more than 1 in a turn and leave it parked there. Landing one with extra rovers for later would let you drive additional rovers to any new bases set up later. You\'re also still free to just launch one craft, land one lander, at one of the existing bases. It just seemed like enough people wanted to do ridiculously complex multi-lander launches that I\'m suggesting this change. What do people think? leave things as they were or go this route? Any other changes you\'d like to see in the rules, post them here and we\'ll discuss them! In the meantime - I\'m going to stop flights for a couple days. Anyone who wants to help, I\'d like to build a record of our progress with the best possible screenshots of each base, and post the results over in a thread on General Discussion. Grab the persistence file and do whatever moving of rovers, turning on rover headlights, time-warping, etc. is needed to get a shot you think is perfect!