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Francois424

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Everything posted by Francois424

  1. Okay I just finished fixing my install (took roughly 60min)... Had to replace MKS, Kopernicus, OPM, FTP, Interstellar Fuel Switch, Alarm Clock, KER, MRS and Procedural Parts. Not bad ! Jeb and Bill are on their way to a 9year (only getting there) to Sarnus to check if Tekto still works in 1.2.2 (had custom clouds made for it a few months back). Good to be back, and thanks for replying guys ! Edit-1: Sheesh solar panels working at roughly 1,4% at Sarnus' Orbit. Going to go Nuclear Reactor next time. Edit-2: Decelerating at Sarnus Edit-3 : Yup, Clouds are there everything is officially working ! Cool !!
  2. Hey all, I just downloaded and installed 1.2.2 on my PC. Is every 1.2 mod still compatible ? Anything I should be watching out for ? Thanks !
  3. At 100%, without science Lab and some dedication, you can clean the tech tree from Minmus/Mün/Kerbin alone. So if you want to explore a bit more while exploring, go with something like 70%. 50% and you start to have to grind Kerbin too comfortably get to the Mün or Minmus. But if you don't explore every biomes everywhere, you get to explore a lot. Below 50% you just have to use the science lab to cope. And I would do it shamelessly on Kerbin to sample as much stuff as I can (Probably design some kind of 727 with science lab). Good luck.
  4. What a great Director. The things he can do with same-ish clips of music is insane. His other creations are pretty nice too.
  5. Okay, KSP is firing up... what shall I do today. Oh, oh I know... Let's start working on my new grand tour Mothership... Except MKS/Interstellar fuel switch aren't installed in my 1.2 folder, nor did I get an updated version before my 2 months leave of KSP. Well that sucks. Alright then, let's mod those cockpits to have internal lights with the default code now present in stock KSP... Code's now in there, but the cockpits do not turn on ? Oh oh, I see... you need to have a "light bulb" inside the model to make them work. Unfortunately that is beyond my skills so... meh Well, this is going well today ain't it ? Let's try and re-mod the M27 cockpit from B9 to use the old analog instruments instead of the RasterPropMonitor witch I never install. Umm nothing in the mod's webpage/folder to use the old models. Good thing I kept my old folders... Nope. The instrument are in the wrong place and much too small. Trying to enlarge them... well... does not work either. Well I'll be damned if I don't get *SOMETHING* done in KSP today. Meh, let me check the available missions : blah blah blah... ferry 2 tourists, ferry 1 VIP, ferry 4 tourists, ferry 6 tourists. Wait what !? I think I've found something to occupy my afternoon. It means not going to Duna... again... but w/e, NASA's been putting it off for the last 40 years so the hell if I know. After mulling around for an hour or so, I've done something compact with great dV and room for 16. Launch was easy and uneventful, so here's the mission album : « In orbit around Kerbin, the 'Tourist-One' sets sail. Forgot the damn heatshield again, but what could *possibly* go wrong ? » « Mün deceleration burn. The tweaksized 1,25m KR-2L+ engine performs incredibly well with it's 340 ISP and 128 kN thrust. » « Final approach to surface landing spot. At least something's working well today ! » « Erm... Kerbin? We have many happy tourists here ! » Of course, we then set sail to Minmus. A very convenient transfer window was waiting for us a day later for 200 m/s. Nothing special happened, and it was decided we did not need to dock with Mün's fuel depot afterall. Shortly after, we reached Minmus: « Final landing maneuvers are in progress, landing in the flats and fuel status is great. » « Annnnd... Touchdown with a sliver of fuel in the fuel module on top. Tourists remark that Kerbin is much smaller from here. » « Minmus departure initiated, successful ejection of the fuel module... » « Ejection burn in progress, enough fuel for a braking burn around Kerbin as well. » « Speaking of the devil, we're back home after a two weeks trip. The crew aims at the maneuver node... » « ... and gives the ship all she's got to brake the orbit down to 'safer' levels... Betcha you regret not taking that heatshield to 'save weight' now, eh Jeb? » « Man was that ever close. Too close. But we have successful parachute deployment . . . » « ... and Touchdown in Kerbin's oceans just 60km east of the KSC. » So I started that mission with 5.8mil kerbucks. After the mission I'm now at 7mil. But in order to get all the mods I want to continue my exploration of the Kerbol system, I will need to update to the latest version of KSP and re-upgrade all my mods again. Not looking forward to that at all. I guess it's a good excuse as any to keep fooling around in Kerbin SoI, but I really want to head to Duna soon. Hope you enjoyed, and happy holidays all.
  6. Today for the first time in over a month, I got to play KSP. I decided to stick with 1.2 and push on to make that miner ship that will be used for my science 'grand tour'. The miner's job will be providing LFO to the Landers, so will effectively replace the "Mission Fuel Tank" module I had on my Jool-5 trip a few months back. So here's the story of it's first test run: « Sitting on the Launchpad and just got the go ahead. You can spot the miner on the top. » « Successful launch of the Miner ship, the first module that will make the interplanetary Mothership. » « Solid boosters have been discarded and first phase of the gravity turn is complete » « Confirmed separation of the liquid fuel boosters, some disassembly but the main vessel is intact » « We have orbit and deployment of the Miner craft. The craft lost one of it's radiator but mission is still go. » « Ejection burn complete, the vessel is on it's way to the mission's target. » « Approaching target, deceleration phase initiated. » « Vessel is now performing soft landing on the Mün. » « Landing complete, drills deployed. Mission is successful, repeat: Mission is successful ! » « Secondary objective successful, vessel is docked and sharing fuel with the Mün's fuel depot ! » So yeah, that worked fine... except for that one radiator that I blew-up when ejecting the top cone on the miner just before achieving orbit. Apparently, the gimbal on these radial engine also blew-up 4 verniers engines. The vessel features it's own Nuclear Reactor, 4 drills, 2 large ore converters, room for one Kerbal (the Cupola, which the engineer will sit in), lights, radiators, and landing gears. Note: The 4 engine used 120% size, thanks to Tweaksize... thank god I had that mod, otherwise I did not have good radial engines for the design. Some minor redesign is in order, but overall the first part of my interplanetary vessel is complete and very satisfactory... Hope you enjoyed, Merry Christmas and happy new year !
  7. Thanks for the heads-up. This promises to be interesting. Even just flying in the atmosphere the the home planet is interesting as I've not dabbled with the mod yet =)
  8. Today, I launched a Fairy dispenser... Because every astronomical body needs it's own fairy to read and relay signal to nearby ships. After fixing the Fairy-eating Kraken bug yesterday, I start working on my DSN, fairy network ! At 1 million Kerbucks a piece, you really don't want the Kraken to get it's hands on the fairy dispenser. Here it stands in a 500k orbit ready to release the fairies. The 'Kerbin Fairy' has just spread her wings and will go into a 90° polar orbit. Long Ion burns are long, but I have a good book. Then it was the turn of the 'Mün Fairy' ... Same deal, 90° orbit around the Mün at a 500k orbit. It's already working well with my rover and a fuel depot. Not feeling like time warping 24 days for the 'Minmus Fairy', I looked at the mission building and noticed a few missions... Plant a Flag on the Mün Plant a Flag on Minmus Ferry 4 tourists in a mix of Mün-Minmus, and another mission to ferry 3 tourists at the same place. Science around Kerbin Dock 2 vessels around Mün Build a space station around Minmus Build a space station around Mün Build a space station around Kerbin. Now... This seems like a nice mission to do... all at once. Ok, I means it needs space for 12 kerbals, have a cupola, power generation, antenna, 2 pilots, 2 scientists, and room for 7 more tourists. I just couldn't resist. I dug into that one the whole evening. I went a bit tight on the fuel, and even with a refueling ship, not sure I have enough for Minmus... Maybe. But another tanker could be sent rather quickly around Mün if I find out I need it. I am also not sure I didn't spend more money making the thing than the mission will provide. I think so, but not 100% sure yet 2 Ares Capsules = room for 12, both can eject and re-entry (forgot heatshields again tho). 2 antennae, a few solar panels, 4 large landing gears and 2 Poodles. And a whole 1850 dV. Mün was expensive, but I feel I've got this one assuming I don't burn-up at re-entry later... The mission is not over, but so far so good. Conclusion to follow some other time ! EDIT: I'm such a dummy, I did not forget the heatshieds, they are the inflatable ones and stashed just behind the Ares capsules. yay !
  9. I was having problems with my satellite, every time I deployed it, then went to do something else, then came back to it, Kraken made it vibrate violently (+ insane spinning), and it exploded. This problem started going from 0.24 to 0.25 (I think) and was driving me nuts to this day. After much testing on the launch pad, here is how to replicate it : Make a thin central shaft (the 0.375 tons iron shaft or a stack of cubic octagonal struts), then take a Gigantor solar panel and put it to x4 symmetry to the shaft. Launch craft (hold in place with say, stability enhancer) to the launch pad. Extend all solar panels Go to the tracking station and come back to the craft. BOOM, instant Kraken ! The Gigantors do not like "touching" each other and if placed too close (such as on a thin shaft) will simply self-destruct. I fixed it on my satellite by adding cubic octagonal struts on the sides just before putting the Gigantor... tested and... IT WORKED ! Had to share this with everyone. You might not care, but this is one hell of a mystery I am glad to have resolved !
  10. Of course. OPM has been taunting me for a while now, I just didn't have the time, then I needed to build my install/game up. It does mean a more streamlined lander, and possibly with a Mining attachment (extra tanks/drills), so more part counts. It also means refilling the XENON Mothership, but I have this idea on paper using air intakes+atmospheres+ISRU unit... I like the challenge it's providing tbh, and if it all works, will provide some interesting mission reports. Of course I have yet to build a streamlined rover that has modular mining apparatus and enough tank capacity that I liked. That will be the biggest challenge I think, the 3-in-one lander (Light/Heavy/Mining). Once I have that tested and ready, the grand tour begins. And Laythe, Tekto, and dunno which moon of the other gaz giants will have mining outposts to produce stuff and store it for Mothership refueling. If my xenon thing works, it's going to be a slow production rate. Basically, I set up the rovers, the outposts where applicable, and the Kerbals go down to do their missions afterwards. I have a good idea for most of the planets/moons, but Tekto... Not sure, will be my fist (serious) time there; I don't even have a clue where the Biomes are, and I am not cheating by looking it up. Going to be fun !
  11. Thanks, Real-Life being a pain and slowing down progress. updating abandoned/un-maintained 0.22-0.23 parts into 1.2 is taking a lot of time too (testing and re-testing). My install is almost complete, but then 1.2.1 happened... I'll say I am annoyed as some of my mods hadn't been properly updated for 1.2 yet. But I don't want my game to break. Might create a separate install when everything I need is ready. I need to redesign a new Mothership(pen'n'paper concept is over) after doing my satellite network, but I'll see if I can post a tidbit every now and then Hopefully I can get my science grand tour rolling sooner than later.
  12. About a month ago, I decided to go to the Mün (after a very lucrative Minmus mission) It took quite a while to get all the Biomes, but I managed. Many times, the clock would turn yellow and slow down to 1/2 real-time... KSP or EVE? Hard to tell, but it wasn't so bad in the long run. Here's the expedition in a few pictures highlighting the more important parts . . . Enjoy ! What's left of the launcher will bring the skycrane to the Mün, and land the Eureka rover there. We're here ! However the real work is about to begin. The Skycrane is slowly decelerating, lest uncontrollable rotation occurs. Everything's fine tho. The final landing maneuver... On a flat spot for once. We decoupled the rover and the skycrane flew off to crash somewhere unimportant. The Eureka Truck, a jewel designed in the 0.23-era, will be doing most of the driving for the next RL month. Might not be much on the Mun, but I like it. Of course I will become sick of it by the time the mission is over Driving fast ( > 25 m/s) does create some... interesting situations every now and then. I'm going to say it keeps you awake, that's for sure. The crew taking a break, and planting a flag at the Mün's Highlands. Valentina seems to be enjoying herself. The 'Rescue-Three' arrived hours before the 'Eureka' got to the rendezvous point. But everyone made it safe and sound. Planting the last flag on the last Biome before heading into the 'Rescue-Three' lander An Apollo-esque take-off, only using the Ares Capsule's engine to get home . . . . . . gets the crew in a nice path and cosy 35km re-entry. Errrm... Getting uncomfortably hot here. What do you mean this capsule does not have a built-in heat shield !? The crew is safely landed back home. Now let's see if we got enough science to begin a real exploration program ! That's a lot, but I was missing 800 more science to unlock the last of the tech tree... Maybe skipping the dangerous 'Polar Lowlands' biome wasn't such a good idea... So I sent another Eureka Truck to Minmus using same skycrane, and managed an extra 1200. Now I am done with the unlocking and starting to work on my Deep-space Network of satellites. Unfortunately, another 0.24 design I brought over automatically calls the Kraken when switching back to it. I'm going to have to rebuild my "Fairies" from scratch in 1.2 it seems. Noticed a couple of things doing these missions that I have to watch out for: - The Mobile Processing Lab's science gathering distance is too short to allow collection by a Kerbal. I had to edit Squad's part to change the distance to 2.5 and it fixed that. Had me quite puzzled for a while. Might be fixed in 1.2.1, but I haven't downloaded that version yet, - The "Ares Capsule" does not have any science container by default, So I could not grab the science from the Eureka and board the Ares without dumping all experiments. A quick edition of the part fixed that issue. - The Ares' engines do not work on Monoprop. I needed to restart the mission because I assumed it was the case. I am considering changing it go from 3 fuel (LF+O+Monoprop) to Monoprop only to keep it simple... - The Ares also does not have an heatshield, so won't make that mistake again. Not changing it as it's fun making mistakes with new parts every now and then. - I **really** need to do my satellite network. Loosing comms in the middle of a mission is annoying. - The skycrane on the lander induces annoying spin. I tried using rotation tool to adjust it, but somehow it does not work. No more 2.5m-to-3.75m fuel adapter as a crane fuel tank from now on. - The Mün is far bigger than I remembered... Then again last time I roved on it was back in 0.23.5 so a very long time ago. Next time I'm making a hopper/rover hybrid instead (like I did on Moho for 1.0.2) So chapter one of my space program is finished. The Kerbin SoI is done. Time for a mothership and some serious exploration ! Looking forward to it !
  13. I'm running 1.2 and I don't have the reverse option on any propellers. #1- is it normal ? #2- if not, anybody have any idea why ? Just to be clear, I boot in KSP 1.1.3, design a plane, set engine in reverse, save the plane... copy the plane into my ksp 1.2 folder and when flown, engine has reverse thrust. The option when clicking on an engine (either in the hangar or on the field) is not there. Thanks for any help Nervermind I'm an idiot. I don't know why, but I had the 1.1.3 version installed. Thanks for including a "Firespitter.version" file in the folder... Everything works fine... nothing to see here.
  14. first two we tought over here, we're investigating but not happing that often. at most once a week
  15. I'm getting them in 1.2 here... Complete lock-ups. I thought it was my rig, but since you say you have the same thing, I am not crazy. It usually occur 1 maybe 2 hours in the game without a scene change, and no error output log either.
  16. Heh, I made one too at some point. Yours looks better than mine. Tharsis was such a lovely and fun little game.
  17. I have OPM installed. Not a problem.
  18. I'd be interested in that config file when ever you have it. Having a Jool-6 with different orbit challenge would be something cool to do during cabin fever this winter.
  19. IMHO, the 2 ones that are the most boring are : #1- Dres. Yes getting there is a fun challenge, yes it has (much needed) asteroids in orbit, but on it's surface, it's almost like the Mün. Similar gravity, colors and general feel to it (sans-Kerbin in the sky). That being said, I have not "roved" on the planet since getting into KSP, which is how I evaluate bodies in the game usually. I'll get to it eventually. #2- Eeloo. Really for the same reason than #1. From space, you see these "snowy patches" which are most likely frozen Nitrogen and other compounds, but I did a very limited rover session (< 60min before batteries ran dry ) and it was nothing special. It might just be me landing into the Sonoran Desert of earth and then label earth as un-interesting as I would miss it's other features... So I want to go there with a proper rover and get to all the Biomes to make sure. Much like Dres, it might be me more than the planet. Then there's Tylo, which is very big (Makes roving around to all the biomes kinda awkward). And also feels like the Mün if it had most of Kerbin's gravity (Jool in the sky = Kerbin in the Sky). Hopping around with landers can be very painful as well. As with the previous 2, and except in case of Jool-5, I haven't spent a lot of time on Tylo. Which I shall do as well if RL gives time to do so. I have roved extensively on Moho, Eve, Kerbin, Mün, Minmus, Duna, Vall, Laythe and Pol so far and enjoyed a lot of it (tho Mün kinda get repetitive after the 4-5th biome). Moho was very surprising and challenging to get around on it... And Eve was insane long to get from equator to poles (thrust me, get a prop-plane/zeppelin there that goes 75-120m/s, you'll thank me). As to how to make the 2-3 'boring' planets more interesting? Hard to say. Eeloo is fine as Sarnus' moon in OPM, And the new Plock-Karon-Barycenter is very interesting as a "Pluto equivalent". Dres just needs something unique to it that everyone wants to get to. It's grand-canyon is fine... Maybe serious concentration of ore to make bases more worthwile and adjusting it's orbit to be more eccentric? (Say from where it is to between Kerbin-Eve?) Sure would help it's transfer windows.
  20. Was going to post this in the original spot but got moved as I was writing. In Order of preference, for me. Absolutely : - Kerbal Engineer Redux (KER) -- Essential when going outside Kerbin SOI Should be : - OPM (GP2 is so long overdue it's not funny anymore, and OPM is already done and ready to go). The only thing I'd change is a 7 moon Gas Planet. Maybe Urlum. - An electric propeller of Sorts (overdue as well and suggestion posts on KSP forums as far as 2013 requesting this). In an exploration game going on other atmospheric worlds without oxygen, this is a no brainer for biome hunting and just travelling around. Nice to have : - EVE/Scaterrer (Doesn't have any real impact on gameplay per say, but is very nice and immersive) - Kerbal Alarm Clock (KAC)... I've played successfully for 2 years (with KER) but this is really nice to have. There's also a post by my name, about what parts should be in stock game, propellers are one of them only. There where many more. But those above, are stuff that would IMHO be really nice.
  21. I was playing Legos eversince I was 5yo... I was a die-fan astronomy fan as soon as 7yo, I wanted to be an astronomer... but didn't have the mind for getting thru advanced algebgra and stuff so went into IT instead. Then KSP comes around... A lego game fancying exploring the solar system? Did not have that much fun since playing that old game called "Halley's comet" on my Atari 130XE As long as I can design and fly my craft/rovers on strange new worlds, KSP will be one of my favorite games. With mods there are endless opportunities as well. I'm loving it !
  22. It does ? Sweet. Going to install it. The Main thread title was misleading btw, but I figured I'd check it nonetheless Should I get the new version of Copernicus or something? Or just redownload OPM from the main thread and it contains everything ?
  23. They should just contract for OPM to be stock. It has the "Kerbal Spirit" of the other planets (in naming as well) It has an impressive amount of quality new content (yes even if it's more places to land... I find fun on these worlds nonetheless) It continues to roughly mirror the Real Life Solar System. It adds challenge for power since although Solar panels can still "work" at Jool, it's another ball game past the planet. Something that would make for interesting designs, especially in stock. The only thing is that a 7 moon planet would be nice. Someone suggested Neidon, I suggested Urlum with lots of different moons (seek my post out if you want to read it). It's already "Finished" tho who knows what @CaptRobau might decide to add in the future. It would make a superb and fantastic addition into the game which would be ready to go rather quickly. I'm dying for that mod to be updated for 1.2, especially since I'm almost finished with the tech tree right now
  24. This is how I play now, at default settings, Mün + Minmus is enough for the full tree, even if you don't have all instrument when first landing on Minmus. It's even better now since I like my satellites to have Ion propulsion and it's so far down the tree... And I don't really need them for Kerbin's SOI. I'd be fine with some reqs to unlock some nodes, as long as they don't require you to get to Eeloo to get the Ion engine (It's already useless as it is being far down the tree, no need to make it even more useless). But postponing the nuke and the RTGs ? Sure. Postponing ISRU and Generators ? Sure. But I like the way the game plays at default settings. The way I see it, there are 3 solutions to "Minmus giving too much science" Don't go there at all... no really. Edit the files/download a mod (or modulemanager cfg lines) and set Minmus' science gains equal to the Mün or Kerbin, or in between the two. Decrease your science gains when creating your game in 'options' and if wanted crank it back up to normal (edit your save-game) once you decide to go inter-planetary. The early grind is a pain when you limit your science gains to say, 20%, as it makes unlocking "essential nodes" like all the science instrument and good plane parts (not to mention solar panels or docking Sr.), annoying... to me anyways. But once you get what you need to go to Duna/Jool/Moho or other moons, even 20% feels overpowered at times. The science points per experiment/location could use a balance pass overall IMHO, but it's so easy to tweak it manually as needed, depending on what type of campaign you're willing to do. It's worth noting that in this version of science nodes (1.2) where instruments are earlier in the tree, it makes for faster science gains as you have more instruments the first time you get there. Also worth nothing that earlier in the game's version, you could not reset Goo/Science Jr. so it made science slower to gain as well. I'm still satisfied with the current rate regardless. The real problem is if you abuse the system by putting science in the big lab and multiply what you get... You can't blame the game for that tho. Enough rambling, hope you enjoyed
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