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[Kerbal Space Program] Shiny new thread! Desperately seeking pictures of rockets
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I've kinda ignored this game for so long, but man its fun. Glad I picked it up. Playing on the science only career mode to gradually get used to all the bits. Such good fun. Is it possible to research yourself into a dead end btw. Most unlocks have helped me do more things to earn more but i'm slightly cautious about picking a "useless" node.
I think it's generally recommended you head down the bottom branch of the tree, since that's where all the SCIENCE! bits tend to be, but not to the exclusion of all else.
Steam ID: Obos Vent: Obos
1) forgot to supply electricity to SAS module. DOH!
2 didn't put RCS thrusters in the same plane as the center of mass. DOH!
3) putting a chair on top of the hopper makes the controls less than intuitive since it seems to think that forward is up. DOH!
I think number 3 might be near fatal. My experiments seemed to point to needing both to be in staging and docking mode for all the different possible maneuvers. Even if, with an SAS to take care of stability, it was possible to fly this thing, I'm not sure that it would be worth the time to learn how.
(Please do not gift. My game bank is already full.)
Edit: Also, all of my manned (kerbed?) missions are named Dawntreader (Dawntreader Mk 1, for example, being my first sub-orbital launch) and all my unmanned craft are named ZSD in honor of Mr. Bowie (Ziggy Stardust of course.)
i... have not. actually. i'm not really sure how it works. i was trying to watch some youtube tutorials but did not find them altogether enlightening.
Point your cursor on your blue orbit line, and click. A ring will appear with 6 icons. Dragging the icons in and out will show (via dotted line) what the result of burning up/down/north/south/forward/back will be. You can also drag the center around your orbit to change the time. The green circle represents forward (prograde); this is what you need to do to get to the mun.
Right click on the mun and set as target. The orbit will turn green. Then when you use the tool to create an orbit that intersects the mun's, it'll put two white tick marks on the mun'so orbit that represents where you and the mun will be at your closest. Get the ticks together and you should see your orbit change color and probably change direction; that's the mun giving you a gravity assist.
To execute the maneuver, point at the dark blue icon on the navball, observe how long it says you need to burn, then time warp until half that amount and go full throttle (so that equal parts of your burn are before and after the selected time).
Note you will need to be in a nice equatorial orbit; if your orbit is tilted you will have to untilt it at the points where your orbital plane intersects with your target's (marked AN and DN)
This is a few versions ago, but I built this base on Minmus (You can see it had a small Kethane refinery):
And this is the rover that detached and could get to any biome and return with science:
These are also called Radial/Anti-Radial/Normal/Anti-Normal/Prograde/Retrograde, whose definitions are, in part, defined by the orbit itself and not the planetary body you're currently orbiting in. These are defined as, essentially, Away from center of orbit/Towards center of orbit, Above orbital plane/Below orbital plane, More velocity/Less velocity.
More maneuver node info can be found here http://wiki.kerbalspaceprogram.com/wiki/Maneuver_node
Really, the whole KSP wiki is fantastic.
(Please do not gift. My game bank is already full.)
"Jeb to mission control. Honestly I was just trying to climb back on our lander then this happened. Over"
"Mission control to Jeb. We need you to verify that literally has fallen apart. Over."
"Jeb to mission control. Affirmative. Over"
Mission control to Jeb. Do not wear a red shirt. Repeat. Do not wear a red shirt. Over"
"Jeb to mission control. Roger."
[edit] Lighting is better in this shot.
(Please do not gift. My game bank is already full.)
Previously he has been most interested in airplanes and cars with rocket engines.
(Please do not gift. My game bank is already full.)
perhaps even 2 or 3 months
we also talk about other random shit and clown upon each other
I mean, I'm 15 minutes away from 666 hours recorded on steam and that doesn't count the 1000 or so hours I put into this before that. I think I can play something else in the mean time.
Are you keeping the satellite in orbit and on scanning mode? If you turn it off it removes the scan data information.
Other than that, the game loads faster, runs a bit smoother and absolutely no crashes.
I need to try this again--last time I did it was around 0.90, and I got constant, constant crashing. The solution was "Run Linux." :P
Has it gotten more stable than that?
On the other hand, my big complaint is that vehicle design is glitchy for some inexplicable reason. I don't have memory crashes right now because of the new active texture management mod.
I'm actually kind of amazed at how this handles given that I couldn't line up the center of mass and center of lift due to needing a lander pod to provide the Kerbal. Or maybe the flight model has changed so that it isn't quite so easy to get into spins.
(Please do not gift. My game bank is already full.)
(Please do not gift. My game bank is already full.)
... seatbelts.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Drove around with the launch undercarriage a bit. Turns out that not only is the raised walkway large enough to fly under, so is the garage in one of the buildings. So far I'm not pilot enough to do either. Not a chance I'd manage to hit the screenshot button at the right time.
(Please do not gift. My game bank is already full.)
That said, the rules probably need some tweaking.
Would someone mind taking a look and offering some thoughts or suggestions on what I have?
Here they are (spoiled for long):
Rules:
- Choose a faction. At least one player must be the Soviet Kerbals; at least one other player must be the USK (United States of Kerbin). This is VERY important (well, ok, not really)
- Challenge must be done in Career mode. With a custom difficulty (a save file will be provided)
- Reverts will be disabled
- Starting science will be X
- Starting money will be X
- Buildings will be partially/fully upgraded(?)
- You have X minutes to complete the MISSION.
- Jeb, Bill, Bob, and Valentina cannot take part in any mission.
- No cheats/debug menu
- MISSION: Bringing a kerbal to the Mun and returning (alive) is worth 100 points. This is the base score; points are added/subtracted based on the below criteria.
- The Player with the most "points" at the end of the challenge wins.
Scoring:- +10 points for being the first (in real-time) to accomplish a mission to and from the Mun (must plant a flag on the surface)
- +2 points for any on-mission kerbal beyond the first.
- +20 points for visiting Minmus (must plant a flag on the surface) in the same trip as the Mun mission
- -3 points for every lost kerbal (stranded or dead); not exclusive to the final Mun mission (i.e. no reverting)
- -5 points for every unlocked science node beyond the first X [note: I am considering pre-unlocking some of the nodes and reducing the amount of free starting science]
- -50 points for not planting a flag on the Mun
- -20 points for an unmanned Mun mission
- -10 points for landing on the Mun, but not returning
BONUS POINTS:General idea is that I want them to compete to get there and back fastest (in real time), but it's not the end of the world if they aren't the first player to do so, since they can win bonus points by doing some extra work. Another idea I've considered to go along with that is a sliding point value based on the time to complete the mission (100 for first X minutes, 90 for X+Y minutes, etc).
Maybe 3 "speed" bonuses: Fastest real time, fastest game time, fewest launches.
(Please do not gift. My game bank is already full.)
Yup, the general consensus is that 1.0.5 works great in 64 bit mode. You will probably get some nag-screens from mods saying that they are not supported under 64 bit, but so far all of my mods are working correctly, and no crashes. Before, I was getting a crash every 30 minutes or so.
In retrospect, I could've sworn I tried 1.0.5 in 64-bit before, but I know what I'm doing home when I'm home next.
Then I'll try and diagnose that goddamn parts bin bug.
The framerate improvement (over OpenGL anyway) is awesome--but how do you get around a few mods deliberately not working in KSP? In my case, the most obvious one is Realchute--I'm aware there are 64-bit bugs, but it seems like people force their way through anyway.
EDIT: Ah, the 64-bit unfixer. Fair enough. Lot of hard crashes, but still, great performance.
Just did the 64-bit install, then went and added my mods. All 80 or so of them. 4767 ModuleManager patches later and, well, look at it
I... I don't know what to do here, guys. This is all- it's just so sudden.
Spoiler'd for huge
Haha, same for here--though I've only used the basic cloud mod, I really ought to get a new ground texture mod. What're you using?
Also, what version of Unity are people using for 64-bit? I'm using 4.6.4--it does the job, but I do get a hard freeze every ~20 minutes of so of gameplay.
Realchutes says it isn't compatible, but people on reddit have told me it works just fine, but I haven't tried it myself.