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Cubey posted:Mission Control is a very cheap upgrade comparatively, so you should upgrade that and then use the increased money flow to upgrade the Tracking Station afterwards. When I hovered over the MC upgrade it said that the tracking station was a requirement. Or at least that's how I interpreted the yellow text, can you just upgrade it anyway? I went with the complex first so I could do EVAs.
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# ¿ Dec 17, 2014 15:44 |
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# ¿ Apr 17, 2024 20:09 |
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Collateral Damage posted:I can't seem to complete the "achive 5000 meters" contract with RoverDude's sounding rockets.. Does it have to be a manned flight? Yes, this must be done manned. It was something that came up with alternate tech trees which put pods later, people couldn't do the first contracts and sometimes that makes it crash too. Cubey posted:Yeah putting satellites into orbit for contracts with the Stayputnik is a hell of a challenge. Time warp is your friend. I got one of these when I bought the stayputnik node and I then spent about 20 minutes wrestling the drat thing into orbit. I was dead chuffed as it was one of the hardest things I'd done in KSP (stock and no upgrades at that point). Then it crushed me because it refused to complete - I had no solar panels but it'd popped the contract up due to owning launch clamps.
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# ¿ Dec 18, 2014 00:46 |
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ToxicFrog posted:You can assign them to action groups. Once you do the building upgrade that allows action groups I spent a good few minutes going over the VAB screen trying to find where the AG editor had moved to till it dawned on me that it was also something you had to buy.
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# ¿ Dec 19, 2014 04:35 |
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I got my first free kerbal contract, built a rather dodgy rescue ship and sent it off. Having upgraded the monitoring, I actually had maneuver nodes so getting a close rendezvous only took two corrections once in orbit. Then I switched over the the kerbal at 2km and used his pack to get over to the rapidly disappearing rescue pod. Grab some EVA reports (unfortunately going EVA kicks the kerbal and the pod into a spin still in this version) while going round to land close to KSC and we're done. The lack of SAS is the worst though and I assume it's in the latter parts of the tech tree since I can't see it in the R&D under 100 bit. Adding mods is also a 2 edged sword now since you have to pay for all those new pieces to play with. I'm finding myself being very selective at first and adding parts from the VAB if I actually need them.
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# ¿ Dec 19, 2014 07:40 |
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Sokani posted:Pilot kerbals grant SAS and the 90 science control node has a probe core that grants SAS. I just unlocked the control node to mount a rescue mission for a pilot stranded around minmus, because gently caress flying anywhere with the stayputnik. Doing anything without SAS is a huge pain. Thanks you two, in my defense it was after 6am and I seem to have missed the OKTO - I know what my next node buy will be then. The guy I picked up was a scientist so no easy ride home. Then again, getting into orbit and matching up is the hard part anyway. At least when they land you get them with 2xp and thus level 1 unlocked. Fine print question: Do I need to leave the satellites put into odd orbits for contracts forever? Or can I get rid of them at some point as I can see it building up into a mess.
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# ¿ Dec 19, 2014 17:52 |
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Roverdude: I was fiddling with the Sounding rockets (I'm a fan of the 0.625m stuff already so it's a naturally regression) and I get that you want people to do 4 launches for the science. No problem there but the part labeling or write up in the mod post could be clearer. Also do they return science at all the heights? For example do I launch low/high atmos then low/high orbital or is it just once over each biome? I use FAR and it's quite amusing how much difference a little tilt change makes. Varying the thrust limiter fine tunes the launch angle nicely too.
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# ¿ Dec 20, 2014 04:39 |
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sckye posted:Editor Extensions for 0.90 is out! There's another editor addon that looks promising: Part Angle Display
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# ¿ Dec 20, 2014 21:46 |
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Zero One posted:I'm trying FAR for the first time. I remember them being mentioned before but can anyone link me to the mod that lowers the performance of stock engines under FAR and the one that updates MechJeb for FAR? The one you're looking for is by ferram4, Kerbal ISP modifier. DoubleT2172 posted:Also be sure you hit the "new" construction button inside the space center because i had the problem where it wouldn't register as a newly built probe until i did that (figured it out after sending 3 probes into orbits that wouldn't satisfy the requirements) That can't be right. I have a saved design for those contracts and I've just been going to the launchpad and loading the craft. Launch and profit. What's more likely is that he's hitting the launch clamp bug. The power clause means power generation - solar or fuel cell or RTG. Launch clamps also provide power so the game blithely lets you have the contracts but sadly you don't take the clamps with you when you launch So the contract cannot actually be fulfilled.
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# ¿ Dec 21, 2014 19:44 |
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ToxicFrog posted:I don't know about the former, but the latter hasn't been updated for 0.90 yet anyways. Sarbian just posted the updates for FAR and NEAR MJ addins.
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# ¿ Dec 21, 2014 21:01 |
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Mister Bates posted:Just had my first major hardmode disaster. Had a Mun lander that didn't quite have enough delta-v to make it back to Kerbin. Hastily put together a rescue ship, sent it to rendezvous with the lander in Mun orbit, EVA'd the lander crew over to the rescue vessel...and then they all died on the way back to Kerbin, because in my haste I had forgotten to put solar panels or additional batteries on the rescue vessel. They all froze to death a few hours after the batteries died, when the last of the heat radiated away. Lost the whole crew and the rescue pilot. Sorry but I laughed way too hard at this (it's the sort of thing I did so often I wrote a mod to cover charge things). Out of interest though, how much of a rep hit did that little massacre cost you?
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# ¿ Dec 23, 2014 16:13 |
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This time round I built the biggest Mun/Minmus rocket ever so that I could send 3 Kerbs at a time for XP but it's still small compared to that guys monstrosity. I forgot to take screenshots which was a pity as I ended up almost crashing and one leg broke in the down position and the lander was on it's side. I got Bill out, hopefully clicked the leg and it said 'must be at least level 3' so Bill whistled a bit, mumbled an excuse and got back in. I rolled the lander over and with some rocking back and forth got it semi upright enough to wack the rest of the legs down. Huzzah! Upright! Looking through the mods page today and I came across Intake Build Aid which looks fascinating for planes and SSTOs. I had no idea the part placement order affected which engine was fed by which intake. It would explain a lot of my frustrating spin out problems though as I usually build a plane then slap intakes all over it at the very end. So my builds would all feed the last engine fitted. I will be giving it a go when I unlock some plane parts.
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# ¿ Dec 24, 2014 16:07 |
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Truga posted:Does a dish pointed at an omni still double the omni's range? That's was a neat feature IMO. A dish pointing at an omni will still effectively double the omni's range for that link yes. I tend to set up RT2 swarms and leave a lot of the sats with one link pointing at 'currently active' - this saves an awful lot of routing hassle. Also bear in mind that the angular cone for a given dish comes into play as well - close to Kerbin use the widest ones you have as range is not really an issue. With some of the wide angle ones, this lets you target planets and still hit a good chunk of the swarm.
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# ¿ Dec 24, 2014 17:11 |
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TomR posted:I'm putting a base on Dres today. Nice design and it didn't even wobble much launching. Extra points for not using NERVAs in it.
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# ¿ Dec 24, 2014 17:44 |
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massive spider posted:Is there any way to move something from the spaceplane hanger to the rocket one? I want to be sure my spaceplane can actually fly on a runway before I strap a rocket to the bottom and shoot it upwards space shuttle style. When you hit 'Load' there are 2 buttons up top now so you can select which design pool to load from. So go to your SPH, hit load, pick VAB and then the design in question. You'll need to turn it 90 degrees but that's no real hassle right. Nevets posted:One of the biggest changes I've made since 0.90 is trying to use solid boosters as much as possible since they are so much cheaper. After I got Ion engines I spent half an hour launch/revert/changing a design that would let me put a probe in orbit using just one large booster, with no expensive reaction wheels or RCS, but seperatrons at 5% thrust to tilt the rocket over at the right altitude. I finally got the thrust/fuel/timing mix just right. Gimballed engines are for quitters. Same here, I make the payload first so I know how much of the cost is fixed then I build or load some launch assemblies. SRBs are just so much cheaper I end up going with them. I'm using FAR so I put wings on for some control through the lower atmosphere. With Novapunch, modular rockets and sounding rockets, I have a nice selection of sizes to play around with too.
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# ¿ Dec 25, 2014 13:28 |
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Oberleutnant posted:I'll tell you what is a complete bastard: trying to put satellites up for cash when you're too poor to afford the 500k for upgraded science. No extending, tracking solar panels means lots of parts wasted on static panels extended on struts. I've just wasted about 50k on 3 attempts to put satellites into decent orbits, but keep ending up in a position where my panels get into the shadow of the probe and leave it drifting. You want to use the RLA stockalike pack (0.625m parts) here and/or the Box Sat pack here. When fully built sat payload weighs less than a single lv-909 things are a bit simpler. Stock KSP is very poorly provisioned for probes and small unmanned vessels.
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# ¿ Dec 25, 2014 19:43 |
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Mister Bates posted:Is that Community Tech Tree mod that was supposed to be a mod-friendly tech tree overhaul out yet? A couple of forms of it are on offer that I know of: a stockish version and at least 2 real size types. I've not tried them yet as they appear to still be struggling with some problems but they're getting there. The biggest problem with BTSM (disregarding the whole author thing) is the mindless grind element and sheer masochistic joy it takes in making things harder for the sake of being harder.
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# ¿ Dec 25, 2014 22:04 |
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Grand Fromage posted:Is it possible to recover science with a water landing? My ship breaks apart when it hits water and loses all the experiments. Just wasted a two hour expedition. I know you can transmit data but you lose like 80% of it that way. I used to have the same problem and tried to avoid water landings. But I've found a few things that make them more safe and reliable than hoping to miss the mountains. Tall things falling into water tend to bounce a lot, that's where most of the damage comes from so build low/wide. Leave a little fuel and use the last dregs to slow down just before you touch the water - less bounce again. Oddly enough, having landing legs extended seems to help too - like the program counts them as touching first or something. Collateral Damage posted:Anyone else having issues with RealChutes in 0.9? My vessels disappear from the screen a few seconds after launch, though I can still see the smoke trail and the altitude meter keeps going up... Nope, realchutes are fine for me this version and I suffered from that bug in the last couple of releases. The action group thing was a major driver to upgrade mission control quickly, it was that or remove the MM configs that applied realchutes to the stock parts so I had some known fallback.
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# ¿ Dec 27, 2014 18:42 |
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Geirskogul posted:RealChute is consistently the buggiest mod, ever since it was created. Why? Don't say anything like that in his thread, remember the drama that ensued last time And for the people still having trouble landing on water, ferram4 comes to the rescue with a new mod and an update to FAR to fit in with it. Better buoyancy If you use FAR remember to update it before trying the new thing out though the post ends with 'Note: Plays best with FAR v0.14.6 or higher, but FAR is not a dependency. '
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# ¿ Dec 28, 2014 06:45 |
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WhiteHowler posted:I decided to install MechJeb to help with a couple of tedious tasks, but I'm having a lot of trouble getting it working. The last time I installed it was well over a year ago, on a different PC. If there are two parts, you must have another install or config file somewhere. I don't know about the curse version, I get MJ direct from the authors site Try here. Delete the one you have and unpack the latest build from Mumech. See if that fixes it for you.
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# ¿ Dec 30, 2014 04:12 |
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Mukaikubo posted:After getting the game during the steam sale, I've been having a lot of fun with career mode until I stupidly took a mission to rescue a kerbal stranded in orbit. And then everything went to hell. How close do you want me to get, you sadistic monster? And it doesn't help that I cant seem to get a precise enough match on my orbits; current record is holding at about 100m separation but still having a persistent relative velocity I couldn't overcome and get there with RCS because, well, my orbits were about 100m off, and I couldn't cycle to the stranded kerbal to have *him* come nearer.... after an hour of obsessively loading quicksaves and burning fuel all over the place and desperately squinting at one-pixel-apart-maybe orbits to try to deliver single digit m/s delta vees precisely to shave off another handful of meters separation all to no avail, I talked myself out of rage-uninstalling the game. Anywhere inside 2500m you can use the '[' and ']' keys to cycle through close objects. But it's not the orbit you have to match precisely, you have to intersect where he is. Set him as target (assume you already did) and then move to a higher or lower orbit to move your relative positions as you orbit. When the intersection marks (orange and purple) show up you can burn again to get the intercept nice and close. Then you only need to match orbits when your ship and him are closest together, '[' over to him, press 'R' to activate the suit RCS and get to the pod door. Good luck Warning for FAR updaters: the latest version seems to cause some weird NaN errors, I reverted to 14.5.1 and things work again but 14.6 makes KSP crash when switch map modes.
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# ¿ Dec 31, 2014 06:58 |
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Flagrant Abuse posted:Landing a probe on Eve with Deadly Reentry and FAR is really hard, you guys. It took me five reloads to find the exact right entry window, and even then, it was only like 1200m off the ground by the time it was going slowly enough to deploy the parachute. The probe's velocity was actually increasing even as low as 15 km. That will have been missing lift I'd guess. The problem with FAR and DR isn't just the angle, the shape of the parts and the mass distribution become important too. There are so many variables to balance and few tools to help doing it. Nathenkell gave a good tip - use the mk1-2 capsule as it has an offset CoM and will generate lift as it comes in which will help it stay higher thus keeping the G forces down to tolerable. But if you add a lander plus whatever else to a big heatshield, it's nearly impossible to figure out what will happen until you toss it at a planet a few times at various angles. Add in FARs dynamic pressure calculations for extra fun times.
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# ¿ Jan 1, 2015 05:20 |
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MrYenko posted:I find their dislike of providing data to the player particularly amusing once you start getting contracts to put satellites in specific orbits. Ah but you get a nice sparkly orbit thing to match up with. Just stick your tongue out the best side and wing it till it goes 'ding! have cash'
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# ¿ Jan 1, 2015 20:07 |
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RoverDude posted:Check it out... super tiny rockets with payloads you have to carefully balance (as you have no guidance on these things)... avionics, batteries, and science. Also adding a 0.35m aerospike engine Most excellent, I like those little rockets. I keep meaning to make a rotating table design so I don't have to launch one, edit the design to point a different way then launch again.
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# ¿ Jan 1, 2015 23:37 |
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Falken posted:Thanks to the Ubio Welding Mod (.90 version on that page), I took 40 parts, and melded them into one! Result. Are those RCS blocks in the image? The last time I used the welder mod any engines (including RCS) messed it up. The only things I could reliably make work were structural elements which is good for larger objects but it doesn't save vast amounts of parts. I think that's why he gave up on the development, getting fused parts to work bug free is very hard.
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# ¿ Jan 5, 2015 20:49 |
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EightBit posted:First time doing a slingshot maneuver tonight, used Mun to launch to Minmus for about 100 dV savings, gathered science from the Minmus fly by, then landed on Mun to plant a flag. I must admit, doing these makes me inordinately pleased with myself too. Jool is a good place for slingshots. Wrangling large asteroids for cheap with a slingshot makes me happy too.
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# ¿ Jan 7, 2015 12:06 |
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Mister Bates posted:Does anyone have any advice on how to get sounding rockets to point any direction other than straight up without nosing into the ground immediately? I've been using the launch sticks, but the problem is that they don't have any kind of decoupler built in, so they remain on the rocket until they get sheared off - which is long enough for the rocket to go from 'pointed at the sky' to 'pointed at the ground' and explode. I use a box strut at the bottom and sit it on a fuel tank for mass (you recover them anyway so no loss): Now what would really be nice (hint hint Roverdude) is a heavy base with a bearing and a swivel on the bearing that accepts the small motor decoupler thing. So you could adjust the direction and angle easier.
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# ¿ Jan 8, 2015 02:08 |
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If you just want something that works while you get started, throw up some small sats with omni antennae but keep them low like 250km. Then when you want to launch something with a dish that's going higher, wait till one of your swarm is above the horizon to launch. When setting up it's not unusual to have to use the RT2 'execute at time' button: this lets you set a maneuver node then tell RT to execute it. It will do so (quite badly) when your satellite is out of comms. Good luck
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# ¿ Jan 8, 2015 16:16 |
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Lord Yod posted:Does anyone have suggestions for setting up an RSS career mode install? Is it just RP-0 plus the prerelease of RVE, or are there tricks to getting more stuff to work? RP-0 and the other RSS mods I know of are still running against 0.25 because things like TACLS aren't properly updated for 0.90. I tried the CKAN RP-0 last week and it went 'nuh uh, missing mods for 0.90, try 0.25'
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# ¿ Jan 10, 2015 02:27 |
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Lord Yod posted:TAC-LS has a hotfix here that updates it to 0.90, seems to work okay. First pick your KSC position from one of the presets, being a Euro I usually took Guiana, bear in mind that the further from the equator you launch, the more it's going to cost you in terms of dV to get to orbit and to fix your inclination. Do as much science as you can from around KSC then start looking at sub orbital to get a feel for 186km as the edge of space and the vastly higher dV required to get orbital. Doing that should get you one or two engine tech upgrades will will make getting your RT network going that bit easier. Forget GSO for now, just work on getting a small swarm of lower orbital sats going as a bootstrap. Be very careful with your staging: low tech engines will only ignite once and will generally not throttle down at all. If a stage finishes over 30 TWR, you're going to have to kill the engine and stage before it gets there or DRE will break your poo poo up. Good luck and let me know if it's actually all working, RSS is fun with the RO parts from Nathenkell.
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# ¿ Jan 12, 2015 00:02 |
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Maxmaps posted:We care about existing stock planes. If the new model means some playermade planes just don't fly anymore, then so be it. Or just update the stock planes to fit the new aero model with it? It's the same plane and it still flies right? Or are you concerned about people having save file compatibility for in flight planes?
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# ¿ Jan 14, 2015 19:27 |
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OldMold posted:Welp after 800+ hours in the game, I've finally launched a manned interplanetary mission. The KSS Overkill? KSS Kitchen sink? Nice look but I think you got a little carried away adding stuff Make another one with all the trimmings: landers, rover, jacuzzi... Seriously though, less really is more for a lot of KSP designs.
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# ¿ Jan 17, 2015 00:58 |
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Zaran posted:You guys will like this, KSP style landing of a SpaceX Falcon 9 v1.1 first stage on a floating landing pad... only it went slightly wrong: Thanks for posting the link, that's wonderful. That SpaceX got so close on the first attempt is pretty amazing, a couple of tweaks to their MechJeb (like it left the suicide burn a tad too late) and she'll be a good un. Met posted:I'm not nearly as enthusiastic about rockets exploding in real life as I am in my video games. As long as no-one gets hurt or goes broke from it, where's the harm in enjoying a good old explosion?
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# ¿ Jan 17, 2015 01:04 |
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Thwomp posted:Because someone had to do it. Bravo, superb play Sir.
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# ¿ Jan 17, 2015 04:25 |
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karl fungus posted:I made my first interplanetary manned vessel! The thing just has a landing can and some RCS thrusters on top, and underneath it there's a nuclear stage, a skipper stage, and four mainsails as boosters. It'll get the kerbs there, but will it get them back?! Duna has a thin atmosphere they say and they really weren't kidding. Parachutes have a pressure limit so they won't deploy in space, if you look at your altimeter on the pic where you crash the ship was still around 6km above Duna sea level. That's about where I'd expect them to open. If you want to use chutes to land on Duna, you have to pick a low level landing spot and come in shallow so that you slow down a lot with aero braking then the chutes pop around 6km and take you down. Or forget chutes, pick a nice high spot to land on and do a powered landing knowing that you will not have any trouble taking off again because you landed in what amounts to vacuum. You might want to look at the wiki page for Duna http://wiki.kerbalspaceprogram.com/wiki/Duna, scale height of 3km means that at 6km the pressure is around 0.01 which is what? The cut off value for chutes... karl fungus posted:How do you even get to an asteroid? Every time one shows up it's at some weird trajectory that goes super fast and usually comes from above or below Kerbin. You can reach any of them but the faster they are or further in before you notice them can mean you having to burn an escape course yourself to get to them in time. In 0.24 (or was it 0.25, they blur together) I captured every asteroid that entered Kerbins SoI - 26 of them:
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# ¿ Jan 21, 2015 16:57 |
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Dred_furst posted:Maxmaps, is there any chance of getting a tiny modding improvement to Part? This is mainly as ratzap is trying to create a generic version of fusebox, but it could be applied to other resources too. It would be really useful to have an event for when resources are requested on a part. Hear this plea oh Maxmaps, PR lord of the Kerbals! Seriously, getting charge info from stock and modded parts is a nightmare. Hooking into RequestResource would make the pain go away.
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# ¿ Jan 21, 2015 22:29 |
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Luneshot posted:Real Solar System is awesome, but it doesn't really add planets- it just moves them around and changes their properties. For example, Minmus is moved way to the outer solar system and is meant to represent Uranus, but it still has the name Minmus. RSS, especially the career RP-0 one is in a bit of a mess at the moment. TACLS still isn't officially updated, the igniter mod is broken and not updated, Tech manager and community tech tree are both not updated, costs are all over the place with a lot of things set to 0 just so people can get anything done. A real pity because I enjoyed RPL (the previous incarnation of RP-0) but funds and contracts broke it horribly. Just getting it installed puts a lot of folk off because with the broken/old mods CKAN fails - it has to be done by hand. Maxmaps posted:Tasked. Shouldn't be much of a hassle. Crossed fingers, thanks for passing it on.
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# ¿ Jan 22, 2015 03:06 |
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Cubey posted:Karbonite continuing to poo poo all over Kethane makes me happy in a very irrational and childish way I will also admit to an almost irrational glee at Majiir's meteoric plunge into obscurity. Flowerchild seems to be lining himself up for a similar descent, just before Christmas it looked like he was going to throw in the towel and go away but his fanboys got him to keep going. Given his concerns in that thread (what a delightful read...), the next version should be BDSM - masochistic sausage fest in Spaaaaace.
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# ¿ Jan 24, 2015 20:19 |
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Cubey posted:My strategy of launching at least one rocket a week has resulted in Kerbin's SOI looking like this after the first year: No no, don't start that. Maltesh (least I think it was him) will post his outrageous Duna fleet and make you feel inadequate. Have you had a debris collision in LKO yet though? Space litter is usually a good sign of a healthy program.
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# ¿ Jan 25, 2015 19:18 |
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Cubey posted:I only have 31 pieces of debris throughout the entire solar system right now, almost half of which is on interplanetary trajectories. I've been intentionally designing ships to minimize debris by doing things like including probe cores in the final stage of rockets designed to carry satellites into contract orbits; after I park the satellite in its orbit, I decouple and deorbit the rocket and leave the satellite up there. This is true. 0.90 rewards bringing your junk back to Kerbin for recycling with just about everyone using a recovery mod of some sort. One of the mod packs has a flatish radial probe core that I've found useful for upper stages. It has no SAS or fancy features but with a couple of batteries and a fuel reserve it lets me recover stages that made it to orbit but not out of SoI. Flagrant Abuse posted:And I still think Katherine Kerman should have a role somewhere. Definitely, that woman is amazing but very much unknown sadly. Her life must have been quite a struggle getting recognition for her brilliance.
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# ¿ Jan 25, 2015 22:04 |
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# ¿ Apr 17, 2024 20:09 |
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Nalesh posted:max 20m/s accel, limit angle of attack, lowest possible turn start(think it's 600 something) has worked well for me. I concur. Sarbian has been slowly working on getting MJ and FAR to work better together and although it's still far (pun intended) from perfect, there are enough tools in MJ to make it function now.
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# ¿ Jan 27, 2015 18:38 |