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BlazeKerba

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Everything posted by BlazeKerba

  1. Wow. You sir have gone overboard on the bucket, but I'll tell you one thing, if you miss a debris with that thing, your Kerbal may need glasses.... Also, I have this slight fear that, depending on the Debris and the rate of impact that Debris makes to your bucket, wouldn't it, if at all possible, snap one of those cables you got there? They ain't really all that protected o.o
  2. *unkills the thread* or NUCLEAR FUSION POWER JETPACKS O: !!!! We do have Nuclear Fusion Reactors being tested and some day, will replace Nuclear Fission Reactors all together!! Because they're SAFE o:, no catastrophic meltdown will ever happen. Also very tiny little radiation, that with a Nuclear Fission Reactor, you have to wait for months to get inside the Core Chamber after having shut it down. A Nuclear FUSION Reactor, even if it has been running for OVER A YEAR, you can walk right into the Core Chamber after its been shut down with practically no risk to yourself or to anyone else. So if a Kerbal had a Nuclear Fusion Back Pack, he'd be perfectly safe and have the most powerful battery on his back in history o: TRANSMIT FOREVER JEBEDIAH!! TRANSMIT. FOR. EVER!
  3. Oh I already know that, just they have so many parts to edit you know? So I'll get to it eventually
  4. The Landing Guidance of MechJeb I noticed can be a real pain if not done carefully. For some reason, it doesn't seem to understand how close the surface of the moon can be, and while the surface is roughly around 1000km (says on many of my vehicles) it says 'Will begin' slow down or whatever 'at 300+m' and I'm like, NOOOOO cuz its going like 10-20m/s which is too fast for landing and practically busts almost everything. It's a funky ship I made, I'll shot it in a moment but it helped a lot in getting one large part to the Mun, just landing that said part was a pain in the behind. That's what I used to get the Base Piece to the Mun, I got a different piece on it, intended to go to Minmus. Those engines are from a Wayland Corp ship add-on, the Eagle of sort but the Eagle was way unstable for me, even at 0.03 FPS. The rear was heavier than the nose, so the engines underneath it wanted to make the ship tilt the nose up further than the rear, which was a pain, and the RCS were even more unbalanced. I noticed that the thrust power was 18 while all the other RCS were at 1. Which made it much harder for the SAS to keep the ship balanced, so instead it kept rocking back and forth, side to side, and it was like, how the heck could anyone fly this thing? I know some people were able to but STILL!! Anyways, despite their engines being underpowered (the Rockomax Mainsail capable of doing 1500, while engines you see there do 480 and the other engines doing 680) I figured four of them would be efficient enough to get these base parts in orbit and they definitely were!! Problem is that the Chutes I put on the nose were not sufficient enough to slow it down when re-entering Kerbin's Atmosphere, which I intend to fix. You would think eight chutes could slow this thing down but oh no, they just rip the Nose cone RIGHT Off the ship, and down it goes into the water or into the ground :/ Here is my current Munar Base that I have begun to build, right now I am focusing on either getting a base to Minmus or putting a Spacestation in orbit. Can't decide at the moment lol. I know that the ladders of the Center Module is on the opposite side of the Command module (Center Module will be the Observation Module.) But with RCS jetpacks, I'm sure Alan will be fine, until I get something else on the other side to fix that lol. I don't intend to move the Command module because it was difficult enough to get them connected and yes I did move the base from its previous location because that one guy was right. Flat surfaces is ideal, because the craters I was going for, well, there werent so flat, left the Observation Module at a tilt which made connecting them even more of a pain and since I do not have KAS in Career mode, I had to do what I could :/
  5. I will definitely have to try that. Right now I am trying to add a specific ship to the Career mode, because it'll take me a while to add the KAS to the career mode, considering all the parts it has. But ship has less and apparently it can get to the Mun pretty easy and I'm thinking of ways to help refuel it and also use it to carry certain parts for the Munar Base, hoping it be easier .
  6. those are some heavy duty landing legs, where did you get them?
  7. Which is this, Kerbal Attachment System the one that we see being used in one of the screenshots (think he edited his screenshots and now they are not showing; guy on first page) and I'm thinking of doing that myself. First I have to get the Command Module SAFELY to the spot in the crater...thinking of undocking the 3 and moving them there one by one but that will take soooo much time. I just finished a recording, and working on saving it now, so you will all hear how stupid I sound haha, i'm just being shy.......... And i will be making another recording at how i made all these things work, especially with the ladders!! Which is why EXPERIMENTING on the launch platform and such is HIGHLY important, otherwise if I hadn't...let say climbing back into the cab of the Rover and such would be very very difficult lol.
  8. When I take my laptop practically everywhere to play KSP, and stay up until 1 or 2 AM and have to wake up at 6 AM xD
  9. Build it all in orbit and land it, carefully??? Well...you would need it to be very stable and rigid, definitely not wobbly (just looked at another topic and they suggested this for launching space stations or large rockets, Kerbal Joint Reinforcement ) This way you MAY be able to land it carefully, but I would suggest connecting the parts on the Mun itself, makes it a lot easier, and less risk of multi-explosion-crash-of-doooooooom
  10. Well...I almost made it to the spot where I want to set up the base. Um...its in a crater and going down hill was intense, I had to apply the brakes, set the autopilot to like -200 and REVERSE just to slow it down!! then once it began to flatten out, I reset the autopilot and kept going. You wouldn't believe how many times this darn thing has gotten some AIR/SPACE time xD. And um...once, I managed to get it on all LEFT wheels only!!!! O: You know how they call it a two wheelie? Try six wheelie.... o.o and I recovered!!! I was like, HOLY CRAP DON'T DO THAT AGAIN!!! Now, I then approached another down hill that I didn't expect. I should of quick saved earlier (I did at the edge of the large crater) and going down this hill...I wasn't prepared and the rear started to slide to the right, and then started to pick up speed and then rolled.... *cries* I have to start over at the edge of the crater but its late so I'll do it tomorrow lol.
  11. If you haven't already, set your Max Physics Delta-Time all the way to the right. It will slow down the FPS by a lot but it will at least make it easier to dock. Also, there are some texture compression plugins around here somewheres, can't remember where tho, look for those and they'll help too. Otherwise, your best chance is to go to Graphics under Settings at the Main Menu, not in game, and mess with those. Sad part is, KSP just demands so much and some people keep answering 'Get a better PC!' which is completely uncalled for. Best PC I can think of costs roughly $700 for me, I could afford it, but it will take me months and I have more important things to worry about than buying me a brand new PC rather than play this game on my laptop (its a really good laptop too, quad core and such, sorry not going to dig up the specs, its just really good for a laptop, cost me $500 cuz I needed for college and the current Desktop I had, was garbage.) But a gaming PC can range way over a thousand dollars. No one has that kind of money unless you got some high end CAREER job. I'm trying to get such job myself, going in for animations and what not, so yeah, lot of potential there. But I just started college this fall (i been to college before, but dropped out :/ cuz I wasn't positive on my previous major, this time I am.) So I'm sure I can afford a more decent Desktop in the future, but seriously.... 'Get a better PC' is NOT THE ONLY ANSWER! So...yeah. Texture Compression Plugins can help, otherwise you have to mess with the Max Physics Delta-Time and graphic settings. That's all I know man, sorry.
  12. This is what I have going right now. Basically, I did a Mun or Bust like at the very beginning of Career Mode, which meant absolute no return of Jebediah (aka Alan Kerman) and ever since then, he's been on that Mun for many days. But I've been doing tons of research and finally built the Rover Mk I.I (towing the Command Module for the start of the Kerbal Munar Command) and then I made the Command Module, finally I decided to make a smaller rover, the Experimental Rover Mk II.IIa (it has a special attachment, decouple-able, that allows it to dock with the Command Module. Once the attachment is decoupled, it won't be able to dock with the Command Module. Working a way around that for the next set of attachments to the Command Module.) Basically as what Rhyunix said, Plan! It really helps in a long run, so does taking your time in building the things you need. And if you go my route, towing the things like I am, load either the Tow Rover if you wish to call Rover Mk I.I that, don't mind, move it off the Launch Pad, then put on the Brakes, go back to Space Center that doesn't involve going back in time and your Rover not being OUT THERE, then load the Module you plan on putting on the Moon. Practice, design, planning, and testing, all needed for a Munar Base. I had to do extensive testing and experimenting with the Experimental Rover, in order to be able to get it to dock with the Command Module like that. And same with the Rover Mk I.I. The unmodified version was TOO LOW and was incapable of towing the Command Module. So I adjusted the Axle (whatever ) and the wheels just enough and walla. Docks like a charm. Oh, um, I haven't found a place for it. Sure flat surfaces and Equator is best, but I've figured out how to maneuver to get to where I want to be, whether its on the Equator, to the north or south, don't matter. Just be sure you have enough fuel to do it. And, look for a Rover Tutorial Youtube video or find KSP Keybindings if you haven't already, they help you a LOT in how to place certain things in a special way!! AND, Lights are important when it gets very very dark.... You're not afraid of the dark...are you? ....... BOOO!! Just kidding. One last thing, when you are bringing something in for landing on the Mun, ALWAYS QUICK SAVE!!! (F2. Hold F9 to load quicksave if you do not know this already) because believe me. Nothing is worse than the feeling of having to start all over from the launch pad. I've had to a number of times until I realized there was a Quicksave feature (god did I feel dumb when I realized this lol!!) and it has saved me LOADS of time. Quick save is your VERY best friend. But can also be your enemy if you accidentally load a OLD quick save after putting up a couple satellites. (Like I put up a ISA Map satellite around the Mun...accidentally loaded an old quick save, even though I save practically EVERY VESSEL I make, it just meant that I had to redeploy the satellite cuz it wasn't there :/ it sucked.)
  13. I know this seems much to ask, and I can't for the life of me add all the parts in order for them to show up in Career Mode (would really love to have these awesome stuff), so unless you guys already did it, and I'm just blind as heck, but could you guys make it so it does show up in Career Mode rather than just Sandbox? If it isn't too much to ask
  14. It seems that I do not have the crane and I am suddenly seeing how useful it is and it makes me sad.... But I will be building mine more horizontally with mostly just wheels and other things. I will say this tho, those bases are starting to look very well done, very organized, everything placed very well, you guys are really amazing or just really patient lol. I can be patient too, just love to get things done quickly xD. Oh well. Also, docking doesn't seem to be too much of a problem for me o.o, I just get in close enough, aligned just right with the breaks off on one of them and suddenly, its like MAGIC!!...Ahem...I mean magnets, the parked vehicle/module's docking port just pulls the unparked one and walla, docked like a charm. I have not done space docking yet and I plan on building a space station around Kerbin soon. This. Will. Get. Interesting. I swear if I fail, and sh...um...stuff gets destroyed, I'll just let it happen and record it. . or Screenshot it.
  15. Greetings Kerbanians! This is the Kerbal Space Corp bringing you some important news! We are getting closer to establishing a Kerbal Munar Command on the MUN! And guess what, we have finally built, the MUNAR MODULE! This module is capable of being used as a Command Module for the Kerbal Munar Command, as well as have Living Quarters and Gym in one Storage Unit, and a Kitchen and Dining Room in the second Storage Unit! This means that not only Alan, but two other Kerbals will be able to live on the Mun, INDEFINITELY! But at the time, Kolonel Alan is the only Kerbal on the Mun. I know I know, we were intending to save Alan when we launched him in the 'Mun or Bust' program, but lately we have been leaning more and more torwards a Munar Command Base on the Mun. And each time we send a Kerbonaut to other planets, we will be slowly working on establishing a base on those planets! Which means, extensive work and docking, refueling, maneuvering and more!! So yes, after the Kerbal Mun Command is established, there will be a Kerbal MINMUS Command! Won't that be exciting?! Not to mention, Lieutenant Kolonel Jenbur, who he and First Lieutenant Billy-Bob first orbited Minmus, has been our selected candidate to be the Mission Commander of establishing the Minmus base! Of course we will send probes first to analyse every bit of data, find out what Minmus has, what to expect, and more! We totally have to beat the Brits on this one...so lets get to it! That's it right there, the Munar Command Module just behind the Rover Mk I.I . Though we did had to make some slight modifications to the Rover Mk I.I, we found that the unmodified was too low to dock with the Command Module in order to tow it. Truth be told, the Command Module is capable of driving itself, thanks to the Lander Cab, but that didn't quite stop up! NOPE! So we just lowered the wheels down as much as they could go as well as lower the axles as far as they could go and then walla, the Rover Mk I.I gained a bit of height and was now capable of using its Rear Hatch to dock with the Command Module! As you can see there, Lt. Kol Jenbur and 1st Lt Bob were going to set up a temporary test command base at a specific spot on the Continent when ummm...this happened. The Rover missed an invisible rock, but NOT the Command Module!! (Low res = INVISIBLE ROCKS D:> ) And when the Command Module hit the invisible rock, well it took out one of the wheels, then the end of it began to drag, and Bob began hearing explosions behind him. He was tempted to bail out of the Command Module when Jenbur came to a complete halt after he too heard explosions. Bob happened to be in the front Storage Unit and not the Rear one, lucky him. And so when Bob and Jenbur checked on the damage, they knew they had to return to Kerbal Space Corp to get the Command Module repaired for it's delivery to Alan. In fact, we will also be delivering the modified Rover Mk I.I as Kolonel Alan has the unmodified one, which will not help him. No worries! I'm sure we can do it.... After extensive trials, we FINALLY got both the Command Module and the new Rover Mk I.I to the MUN! Oh and if you're wondering what that is attached to the rear of the Command Module, that is Kolonel Alan's requested, brand new, Experimental Rover Mk II.IIa!! Um...yes we had multiple versions, sorry we did not tell you ahead of time but we felt it wasn't necessary. But this Experimental Rover is very useful! And the reason for the 'a' behind the '.II' is because it has a special attachment that is allowing it to be docked to the rear of the Command Module. Sorry, but the Experimental Rover was too short and Alan didn't want any changes made to its height. So, we came up with a way for it to dock with the Command Module, and even a way to decouple the attachment, problem is, once it is decoupled, that is the end of it. We did not think of a long term on this, but we figured Alan won't forget to apply the PARKING BREAKS! He better not, we are seriously not bringing him a new one, or remotely controlling it back to him...No. Just. No. In case you were all wondering how far away did these land from Kolonel Alan? Well as much as we tried, we...experienced some serious technical difficulties and this is the best we could get without intense catastrophic failure.... Oh and to certain we made this clear, these were sent alone, remote guided. We will send two Kerbals to the Moon to be assigned under Kolonel Alan's command at the Kerbal Munar Command. So with the Command Module and Experimental Rover in tow, the Rover Mk I.I headed straight for Kolonel Alan's location. After extensive waiting time, we did hear that Kolonel Alan has received the two Rovers and the Module and began heading for a location that he believes to be suitable for a Kerbal Munar Command. When will we find out, will be in time.... For now we are deciding to build a Orbital Space Station around Kerbin! We are about ready to launch the first station already! Can't wait.
  16. If you have Docking Ports, try to get it in orbit of Kerbin, open the Solar Panels if any, which their should be , so it can recharge, then build another rocket that may definitely have more fuel or a stage or two for the probe, have it dock with the probe (have fun, F5 to quick save if you get to that part tho, then you can Load your quick save to practice!!) and then walla, off to Duna.
  17. Even if they're not solar panels, those are pretty cool looking, at least this way I get to learn about other cool Mods/Plugins haha. But yeah, you see one of those images in KSP Interstellar, like the one showing the Dual Technique Magnetometer, and Phased Array Microwave Transmitter on those satellites, those are the Solar Panels I'm talking about and I'm not sure if they're Vanilla or add-ons/plugins.
  18. Really?? I gotta try that out o: maybe even record it. 'This what happens when you go the wrong way....' and then BOOOOM!! lol
  19. Just a normal question really, not sure if it exists around here or not, I tried looking for it but I tend to not see things when they are there. Um, I been seeing ships with certain solar panels that I don't think are in game, and I have tried looking for them before but I can't seem to find them. I did find the Space Station Pack that has some solar panels to them but I keep forgetting to unpack it into the game...least I think I forgot...yup I did, the Kosmos 4.1 pack I forgot to throw into the game there, but since I haven't looked, not sure what it has otherwise, any other neat-o Solar Panels out there that I haven't found yet that others know about or love, that be great!
  20. Greetings from the Mun! KSP seems to getting rather popular very very fast I see, a whole lot of new players showed up after I did and I'm just astonished but absolutely glad to see how likable and lovable this game is and hope that some day, the Alpha Kerbal Multi-Player becomes more stable and is presented to all, kuz its more fun to play and build together, no? Tutorials eh? Wish you luck with that! And people would be happy to know why we burn east instead of west
  21. Welcome aboard maty, if yer trying to post a screenie, I suggest you get directly to your screenshots on the steam website, click it once, let it pull up, click it again to let it get into a new window or new tab, then copy the link and paste it in. otherwise, we can't see a darn thing from File:///C: lol, just for future reference!
  22. Indeed. I even had the Inline SAS installed or whatever it is, and its TORQUE was TOTALLY too much for the Rover to handle, it kept trying to pop wheelies without end. But when I disabled the Torque from the ISAS, it practically drove without a problem! It was good for helping out in balancing the weight but jeez lol. I guess it'll be time to launch some modules so Alan can start building a Munar Base for the all new Munar Command . Should make a flag for this....
  23. Update! We were successful in getting the Rover, TO THE MOON! Though we been noticing that the rover keeps leaning either to the left or right. Its not a perfect Rover that's for sure, we may end up sending a better version to him later but for now that's the best he's going to get, and not only that, since it landed over a km away from Alan's location, we were able to Remotely control the Rover to him. We even had to deploy the Solar Panels due to that the Rover lost over half its battery power. Can you believe it? All that battery power of 6750, and its down to less than half, sheesh. Well I had to lose a couple of the larger tanks in order for it to get off the ground, but otherwise here it is. I'm getting really annoyed over the fact of how much this game lags after this Rover started getting closer to the two landers. I mean, my laptop was handling it fine long ago, it has a quad core and i think 4-8 gig ram, so I don't know what the heck is going on, and the video card is definitely up to date. But I just don't understand much of it anymore. I just hope that future updates would help lessen the lag a bit, if not all of it. Which is why the graphics are nearly all the way to the Lowest it can be but it still lags, looks like I'll have to increase that Master thing down to 0.03 FPS...yeesh. Yeah I got it on Auto-Pilot to the Munar Landing Site, and I even increased its speed to 22m/s with that thing, which is nice, and the heading lock helped keep the rover from drifting to the left or to the right too. Um, yeah this time I could not get it to land any closer to the Munar Landing site due to the lag. The lag would totally mess up my slow decent and I would crash and burn, one time even took one or both Landers with me and it was just horrible. Oh and yeah, Solar Panels are out recharging the batteries for me. And here we are. Rover Mk I.I has arrived at its destination and is awaiting Alan to climb on in and take her for a spin. But for now, um...I accidentally loaded a older Quicksave which threw me off. I still had all my saved rockets an such, and I loaded this older quicksave before the Rover landed, so thank god for that. But it meant the loss of my ISA Mapping satellite, which sadly, after upgrading the satellite, I will hyper edit it into orbit of the Mun. I know, I know not very Kerbanian but I'm sorry, it was a struggle to get that bugger up there and I just want it there after I had already gotten it there before and I really want that map, really really do so I can have Alan start exploring without exploring blind!
  24. Partial Update Well, nothing has been working. it just kept getting worse and worse and worse and I was ready to just HyeprEdit the darn thing up there until I realized that I as going at this, THE WRONG WAY! I mean really, talk about Uber Facepalm through the skull. I mean, if you've guys seen the screenshots, it should of clicked already, if not, then don't feel bad, because THIS is what I should of done. Oh and I kept forgetting to boot Jenbur out of the Lander Cab, it's like, DUDE, you are NOT going to the MUN! I know you miss your buddy Alan but you are STAYING here pal! I hope this works....
  25. Welcome Aboard! I have yet to set a rescue mission for my Kerbal on the Mun, sent him there like...ohhhh, from the looks of the Flag I placed there, One Year and Eight Days in KSP time ago xD. But I am attempting to send him a Rover! Which is FAILING! D: because I fail at rocket designs it seems. But I keep trying. Which is key, never give up and improve improve improve o:
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