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Hotblack Desiato

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Everything posted by Hotblack Desiato

  1. okay, interesting. because I upgraded everything to tier 3 but the mission control (left it on lvl 1, since I want to play with a few elements of career mode and grinding missions isn't one of them). and I was under the impression that the tracking station is responsible for maneuver nodes, nothing else. now I've upgraded it and it works as intended. thanks.
  2. so, since I don't want to use your solution, how do I create maneuver nodes? I'm stuck with the same problem. since I'm using quite a fair chunk of mods, the only solution I found so far was: order mechjeb to do anything, and it will create a maneuver node for you. one of the next things I'll try: start a new career and copy the craft-parts from the old cfg to the new cfg, and transfer the kerbals aswell. but I don't really like messing around in save-files too much. EDIT: created a new game, and gave myself enough money and science points to upgrade the tracking station and to build a small suborbital rocket. and again, no maneuver nodes available. would anyone mind to explain, how to avoid this? I also have a sandbox-game to test everything. and maneuver nodes work just fine there. so how do I get a working game? EDIT: if affects newly generated career-mode games in 1.0.4 and 1.0.2 aswell, an older 1.0.2 career game is unaffected. (unmodded). seriously, what have you done? EDIT3: my solution so far, since I wasn't deep in that career (2 planes in the air): took a 1.0.2 savegame (early test) and added money and science points. then I hyperedited the crafts in the air. funny side effect: it's much quicker now. something was causing troubles with newly generated career-savegames (version and mods irrelevant).
  3. what does a module manager file need to look like in order to make a hitchhiker-container be able to store food and other supply-goods. I like the hitchhiker, and my recent crafts are usually equipped with hitchhikers for long duration travel, and hitchhikers are not meant to reenter kerbins atmosphere.
  4. I built a space plane, sent it into a very narrow orbit (80km x 35km), and then reentered atmosphere. at 63km height and close to 2300 m/s speed, I tried to do an EVA. bill kerman immediately had a red bar above his head and exploded seconds later. apparently the skin temperature was beyond 800K or so, and bill didn't like touching that surface. KSP 1.0.5 win 7 64 bit unmodded ;-)
  5. open your persistent.sfs with the text-editor search for "sci " (with the space) you will find that: (the value is my current amount of science points in one test game). edit it to a value which pleases you. the same can be done with "funds " (again, with a space). of course, copy your savegame, and keep in mind, that the quicksave-file is not altered, but it will be altered when saving a new quicksave.
  6. as far as I know: it can be as large as the physics bubble. 2.5 km in every direction. you can look into ubiozur part welding, and weld parts till they are insanely large. and there was once a mod that allowed to expand the physics bubble to 100km radius.
  7. my plan for 1.0.5, maybe it's something for you too: mods: KIS/KAS Extraplanetary launchpads OSI Workshop MKS-lite, USI-LS, Karbonite, a few of the other usi-mods, not MKS/OKS. deadly reentry procedural fairings Outer planets (I need to look into it, no adjusted solar curve, solar energy should be useless beyond jool or sarnus, same goes for the remotetech-antennas). Remotetech enhanced navball, navhud near future tech mods and maybe a few other mods, which help with a few things. start a carreer game, edit it to have a fully upgraded ksc, 10 million cash, 0 science. contracts are forbidden, and only 2 types of rockets are allowed, similar to spaceX falcon 9 and heavy with roughly 15-20t and 50-60t LKO-capacity. mining on kerbin is forbidden too. you can only get kerbals by hiring them (which costs money). you can only earn money by bringing harvested resources and products (with EPL) home. your kerbals can only level by coming home. science points are trophies. you can only go to far away destinations by having some kerbals on your ship, so it can act as command center (remotetech). you can only bring back science by flying capsules with results back. you need nuclear reactors basically everywhere, since the near future engines consume large quantites of energy. mks lite limits you to food-production on surface-stations, however there are modules which allow food recycling.
  8. how about adding a drill (or several drills) and a highly skilled engineer? this way you can suck ore out of the asteroid, making it lighter AND giving you extra fuel. I'm just not sure how much fuel a class E asteroid gives.
  9. one question regarding serran: when I first landed there, I immediately went down to -150m (because that's where the ground is). as far as I know, serran once had an ocean. any idea when this ocean will be back? the biggest problem is, that it's hard to use science experiments on serran, while the camera does not accept to rotate (it just allows to look at it from above). and besides: this planet deserves an ocean
  10. okay, then I hijack this thread and ask: how do I change a part in a vessel the persistent.cfg (I do know, how it works with single part ships as in the recover kerbal missions, where kerbals were stuck in probe cores)? situation: I play with the MKS mods and the planet mod new horizons (and a few other mods). I have space stations in various orbits equipped with the MKS-dockingports (kerbitrail), which don't work. I'd like to change them (all) into standard clamp-o-trons. otherwise I fly to them with a claw + dockingport-combination. (dock to the station, and when I leave, the claw + docking port remains at the station for further visiting ships).
  11. I usually go with the near future truss segments, which can contain various tanks and so, and one is even hollow for accepting other parts. then I weld that structure, so it becomes one big tank for everything, probecore and SAS. a hitchhiker turns it even into a manned system with 4 places, and mechjeb adds nice options too.
  12. I think, multiplayer would allow something else too: imagine, you have one PC with 4 cores and >8gb ram. currently, KSP uses one core, and 3.5 gb ram maximum. so there is enough power to run a second ksp-client. install your favorite mods and mechjeb, and connect them. this way, mechjeb handles the boring background-stuff for you. and since minecraft was mentioned: for those, who play modded minecraft, this system would act like a railcraft-train with worldanchor-cart, doing things in the background.
  13. I'll send you my persistent through dropbox tomorrow (via pm). or do you have a mail address, which you can send me? I'll try to replicate that bug. mods which should be installed for testing: new horizons (of course), MKS/OKS, USI Life support, station science (that should be everything using parts which are built into the involved ships, since ships with missing parts get deleted) and kerbal joint reinforcement (maybe something starts to wobble?). I guess, it doesn't matter that I edited a few bodies (aptur, arin, astid and a few others... they had a too high gravity for my taste). EDIT: regarding taxes, I'm waiting for a tax refund. apparently I was successful ;-)
  14. I have a weird bug: I had 2 contracts, save a kerbal from the mün-orbit and recover a part from mün-orbit. I brought a ship to the münar orbit, and discovered that my kerbal (anna) was sitting in a probe core (a bug with MKS/OKS), in an 13km-orbit. I logged out and changed the probe core into a cockpit. when I logged back into the game, my ship, the cockpit (which was a probe core) and that other part (which I did not visit) were on a suborbital trajectory. I have a savegame immediately before I changed the persistent.cfg (backup, if something goes wrong with editing the file), so I should be able to replicate the bug (over and over again). maybe it's not the editing, but the logging out and in. maybe mün changes its position (and does not update its orbiting objects). interested? by the way, mechjeb acted weird in müns orbit too. I think, it usually does NOT place maneuver nodes below the münar surface. so, maybe mechjeb didn't fail, but mün "jumped"? and because of that bug, which you mention in the OP, which ejects ships out of münar orbit: if mün "jumps" while a space ship is in low orbit and moves it into high orbit, the ship would then eject out of müns orbit.
  15. interesting idea. is this a module manager config, or more? because for those who play with lifesupport-mods, the lab isn't that OP, and yet some of your changes are very interesting. although, on some point, science points become obsolete and become trophy-points àla "I did a mission to XY and gathered 10000 science". the science is of course worthless because of the unlocked tech tree, yet it is fun to have it. I'm looking forward to this mod.
  16. look at X33 and Venture Star. nasa designed real SSTO planes, but they had issues with the fuel tanks. those problems are already solved, but the project is stopped...
  17. nice torus I'd go too with the claw-parachute approach + at least one craft (single or multi-stage) that can deliver 500-1000m/s delta-v. this way you can perform a partially powered landing. and dive very gentle into the atmosphere. another way: land the kerbal and hit Alt-12 and grant yourself the mission as finished. this way, you have that torus sitting in space free to use. my guess is, the mission was never meant to be this way...
  18. life sentence on prison planet eve. just one capsule for 3 kerbals, drifting around on the oceans of eve. no chance to escape.
  19. no problem, I just thought I should mention it. by the way, aptur is a PITA to fly to. ;-) (I love it). I hope I'll find a low delta-v trajectory to access that low hanging rock.
  20. I have a funny litttle bug: Mission: Extract ore from Sonnah and deliver it to Serran. Aquire 400 units of fresh ore from Sonnah... is there a way to detect which planet actually allows ore extraction? ;-)
  21. interesting, so the bug is still in the game (I found this nice thread http://forum.kerbalspaceprogram.com/threads/128122-Launch-Clamps-follow-me-into-space ) let's hope that this bug gets fixed sooner than later... launchclamps aren't supposed to fly.
  22. okay, at least I'm not the only one. one thing I'd like to know: I had this funny idea of sending a craft equipped with a claw and a probe-core, so I can grab the cockpit and land with it. well, the claw can't grab the mechjeb-module. any ideas? guess, I need to use KIS/KAS to rescue the poor souls from their traps. EDIT: okay, my situation: I can grab the mechjeb-unit, and place it in my inventory. and then the system tells me that I failed the contract. apparently kerbals get removed from the game as soon as they are put inside a KIS-inventory. next step: since I had to learn to operate KIS, I try to nail that mechjeb-unit onto the side of my spacecraft. EDIT2: found a solution for missions which are already in progress: 1. make a copy of your savegame (important), the whole directory. 2. open persistent.cfg 3. search for your vessels name, for example Nedrien's Shipwreck 4. search in the code of that vessel for the string "part" and the first entry "name = " (here a partname like mumech.MJ2.AR202 for the radially attachable mechjeb-core shows up). 5. replace that name, so the string is "name = Mark1Cockpit" (you could also use some other parts name, the important thing is, it needs to be something with a crewhatch. 6. enter the game, your part is now a mark 1 cockpit, and the kerbal is happily sitting inside. 7. rescue him, as planned.
  23. I assume, that this is quite easy: nail a rocket at each of those 6 senior docking ports, and do the launch. each rocket should consist of at least 2 of those big SLS-tanks + the 4 way engine, and a half SLS-tank + the big single bell engine as second stage. add 2-3 SRBs to each first stage, and you are good to go. maybe it's even a bit over-engineered, and would carry much more into orbit than necessary. the only downside: the cargo hauler would reach orbit "upside down", but with a click on that nice cupola in the middle and control from here, that issue gets fixed... EDIT: you can bring it into space in the right way too, but then you have to deal with the rockets being attached to the nuclear engines, that might be less rigid than using the senior docking ports.
  24. for quite some time, I thought about mechjeb as being some sort of cheat-tool. then I started using extraplanetary launchpads and MKS/OKS. and guess what: doing docking after docking, and flying ore-freighters isn't fun. it's actually quite tedious. and I don't like tedious parts in my games. so I'm using mechjeb for those flights, and for dockings (I know how to dock), and for ion-propelled burns (just hit execute next maneuver node, and mechjeb deals with a multi-hour burn ) so, for me, mechjeb brought back the fun into KSP. oh, and furthermore: the mechjeb-part acts as a radially attachable probe core. that's extremely helpful for some designs. there are just a few little rules I've set for myself: 1. kerbals don't trust probe cores, especially scientists and engineers don't want to be piloted by a probecore. only probes and unmanned freighters can plot courses with mechjeb. 2. kerbals want something to eat 3. pilots don't want to be flown by mechjeb, unless it's a simple execute maneuver node. they want to be in charge, otherwise they are useless ;-)
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