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Drone_Fragger posted:Woah WOAH WOAAAAH Just found the other unreleased 0.24 trailer! turn your speakers down seriously. Photosensitive epilepsy warning, jesus christ!
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# ? Aug 5, 2014 01:12 |
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# ? Jun 9, 2024 16:18 |
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Keiya posted:Photosensitive epilepsy warning, jesus christ! I died at pott manley
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# ? Aug 5, 2014 01:21 |
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Welp, playing around with Jebediah Kerman's RCS during an EVA on Minmus, managed to slam him into a side of a cliff at probably 50 m/s. Now I have to send a one way ship with a pilot to bring back all the sweet, sweet science I have sitting on the surface. I've had stranded Kerbals before, but never a stranded ship.
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# ? Aug 5, 2014 01:46 |
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Is there a way to play this game without all the... math? Also holy poo poo I can't even get anything into orbit without sticking 10 solid rocket boosters onto my vehicles.
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# ? Aug 5, 2014 03:16 |
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So I made this interplanetary probe hub that I liked. Then, I extended the solar panels. Welp.
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# ? Aug 5, 2014 03:20 |
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FISHMANPET posted:Is there a way to play this game without all the... math? As someone who landed two kerbals on Duna and made it back to Kerbin safely without ever using a calculator and/or any mods, yes. Just be prepared to abuse the crap out of save/load and lots of missions where you make the trip all the way to Duna only to realize you can't actually lift off from the surface and other fun trial-and-errors. But hey, I just figure that was part of the learning process. Also don't forget that sometimes less is more. Try launching with just 2 boosters first and see how high you can get, then try 3 , then 4, then 6, etc
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# ? Aug 5, 2014 03:23 |
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FISHMANPET posted:Is there a way to play this game without all the... math? Yeah, just put as much fuel as you can in a ship, and fiddle with the maneuver node until you get the trajectory you want. As long as you are using NERVAs the fuel will go a long way.
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# ? Aug 5, 2014 03:28 |
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FISHMANPET posted:Is there a way to play this game without all the... math? You've already figured out how to play without math. Get mechjeb or kerbal engineer for the basic information like TWR and dV. There isn't much you'd need beyond that. Just have fun blowing up kerbals while figuring out how to do stuff.
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# ? Aug 5, 2014 03:28 |
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FISHMANPET posted:Is there a way to play this game without all the... math? Figure out how to Asparagus Stage, and you won't need math anymore.
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# ? Aug 5, 2014 03:34 |
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Arsonide posted:
Important question: Can you grab it with the claw?
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# ? Aug 5, 2014 03:54 |
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This seems to be what happens if you spawn an anomaly where a rover The great thing is that while I'm testing things, I just quit out by closing the program, meaning it doesn't save, and this happens every single time I come back. No two explosions are quite the same. It's Sherbert Kerman's personal hell. Arsonide fucked around with this message at 04:15 on Aug 5, 2014 |
# ? Aug 5, 2014 04:09 |
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I'll admit not being a huge fan of that art asset. Call me lame but I like KSP to be kept PG. Also, man blender is hard. I'm trying to figure it out but it doesn't let me do poo poo with the mouse. I just wanna make a stockalike Gemini-ish pod
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# ? Aug 5, 2014 08:11 |
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Synnr posted:For some reason I can't find the docking port pack I remembered in the ksp forums, blah. I know the pack you meant and I don't think I've seen it since the start of the year. It was also rather buggy in that you could get things stuck in multiports. Personally I put different sized ports round my craft and use aviationlights to colour code which one is which so I can move to the right side on approach. Ditch debrefund and use StageRecovery. It does all the same things, works fine and it tells you the mass to drag ratio each piece had in the message so you can add/remove chutes as necessary. FISHMANPET posted:Is there a way to play this game without all the... math? Get MechJeb or Engineer to do the maths for you. Then you only need to learn what numbers it shows you = good.
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# ? Aug 5, 2014 08:21 |
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So I'm building a giant gently caress-off station. Any suggestions for the best camera mod? Trying to focus in on specific tiny parts is now impossible thanks to the constant re-centering of the camera.
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# ? Aug 5, 2014 08:39 |
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I used to use HullCam: http://forum.kerbalspaceprogram.com/threads/46365-0-23-5-Hullcam-VDS-Converted-DEA-to-MU-Updated-7-Jun Not sure if its working with .24 but it should be.
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# ? Aug 5, 2014 08:41 |
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Lansdowne posted:So I made this interplanetary probe hub that I liked. Then, I extended the solar panels. World War II would've been funnier if Hitler had been childish enough to make really everything in the shape of a swastika.
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# ? Aug 5, 2014 08:51 |
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Zaran posted:I used to use HullCam: http://forum.kerbalspaceprogram.com/threads/46365-0-23-5-Hullcam-VDS-Converted-DEA-to-MU-Updated-7-Jun
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# ? Aug 5, 2014 09:38 |
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DaveKap posted:Tried it out, managed to discover all it does is show you camera angles from wherever you attach the camera. I'm just looking for less restrictive boundaries or some way to re-orient my camera around my craft so it's centered on the parts I need centered w/o having to EVA a Kerbal to do the focusing. Is there some specific camera in HullCam that can achieve this (judging by the mod's OP, no) or some other mod that can do it? Kerbcam might be able to do this.
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# ? Aug 5, 2014 09:53 |
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Ratzap posted:I know the pack you meant and I don't think I've seen it since the start of the year. It was also rather buggy in that you could get things stuck in multiports. Personally I put different sized ports round my craft and use aviationlights to colour code which one is which so I can move to the right side on approach. Yeah I just usually paint the rondelle I stick the ports on a different color depending on the type (larger port, larger wavelength(nerd)). I just remember that pack being sort of nifty and getting frustrated when I realize one shielded port doesn't quite like up like I thought it would. As to StageRecovery, I thought folks were making GBS threads on it earlier in the thread? I'll snag it though, since debrefund doesn't seem to really give me any worthwhile returns anyway.
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# ? Aug 5, 2014 12:31 |
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Synnr posted:As to StageRecovery, I thought folks were making GBS threads on it earlier in the thread? I'll snag it though, since debrefund doesn't seem to really give me any worthwhile returns anyway. DebRefund caused a brief bit of drama by including an (undocumented?) auto-updater built in. It's opt-in now, but it was originally written in as opt-out. It wasn't a huge deal but came across as another example of the Majiir-style attitude to users on the official forums.
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# ? Aug 5, 2014 13:05 |
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Synnr posted:As to StageRecovery, I thought folks were making GBS threads on it earlier in the thread? I'll snag it though, since debrefund doesn't seem to really give me any worthwhile returns anyway. The other way around. Debrefund put in version checking at a bad time without it being in the release notes initially.
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# ? Aug 5, 2014 13:06 |
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Hremsfeld posted:The entire craft can be a single subassembly, all it means is that it is a perfect sub-set of itself. This is only the case if the root part has at least one attachment node open. A root part has to have at least one connection node (The green spheres) as well as allowing surface attachment. Docking ports fail the latter test.
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# ? Aug 5, 2014 17:32 |
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DelphiAegis posted:A root part has to have at least one connection node (The green spheres) as well as allowing surface attachment. Docking ports fail the latter test.
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# ? Aug 5, 2014 17:55 |
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Does the "B9 Aerospace Pack" have sperg AIDS? I haven't kept up with the whole spyware/phone home egodrama and i haven't tried modding until now so i have no idea what's safe and what's infected.
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# ? Aug 5, 2014 18:21 |
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Ratzap posted:Ditch debrefund and use StageRecovery. It does all the same things, works fine and it tells you the mass to drag ratio each piece had in the message so you can add/remove chutes as necessary. Unless it's been fixed, StageRecovery caused me to lose a flight until I removed it. This happened while saving mid-flight and then exiting the game, and while suborbital stages to be recovered hadn't "landed" yet. So just be aware of that, and don't exit the flight until stages are fully recovered. I had to pull the mod to be able to continue, and might switch to debrefund since the creator made the tracking opt-in anyway.
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# ? Aug 5, 2014 18:25 |
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The B9 pack hasn't been officially updated since like, .22 I think. Someone occasionally updates it for a new version but I dunno who or what they add to it, if anything.
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# ? Aug 5, 2014 18:25 |
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OwlFancier posted:Someone occasionally updates it for a new version but I dunno who or what they add to it, if anything. They probably just recompile the .dlls for the new version, unless someone's going in and fixing balance for .24 career.
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# ? Aug 5, 2014 18:27 |
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My Gilly lander is cute: This was an Apollo-style (but unmanned) mission. After this I docked with the interplanetary stage and went home, after transferring the remaining fuel from the probe to the main tank and ditching the empty tanks, engine and adorable little scaffolding landing legs into Gilly's surface, taking only the probe core and science equipment with me. I think I'll re-use this design for Bop and Pol (which have similar gravity, right?). My little probe has lovehandles.
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# ? Aug 5, 2014 18:32 |
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Bop and Pol are in Minmus territory, but that lander should be able to handle them.
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# ? Aug 5, 2014 18:33 |
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What kinda parts pack do you guys use then to build fancy stuff?
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# ? Aug 5, 2014 18:35 |
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There should be a new version of B9 fairly soon, they've been releasing teasers.
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# ? Aug 5, 2014 18:47 |
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Having landed my (working!) rover some 60km from the site I need to scout, I would love a first-Kerman view on EVA.
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# ? Aug 5, 2014 19:04 |
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Walton Simons posted:Having landed my (working!) rover some 60km from the site I need to scout, I would love a first-Kerman view on EVA. Here, this mod offers it.
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# ? Aug 5, 2014 19:13 |
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Dongattack posted:What kinda parts pack do you guys use then to build fancy stuff? KW Rocketry, Spaceplane Plus
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# ? Aug 5, 2014 19:43 |
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Luneshot posted:There should be a new version of B9 fairly soon, they've been releasing teasers. Any links to these? All I can find is a mod-locked thread on the forums.
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# ? Aug 5, 2014 20:35 |
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Longbaugh01 posted:They probably just recompile the .dlls for the new version, unless someone's going in and fixing balance for .24 career. See also: KAS, kethane. And probably a bunch of other
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# ? Aug 5, 2014 20:41 |
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Longbaugh01 posted:Unless it's been fixed, StageRecovery caused me to lose a flight until I removed it. This happened while saving mid-flight and then exiting the game, and while suborbital stages to be recovered hadn't "landed" yet. How old is your version? He posted something about 'unlanded stages fix' last week I think. So what happened, did you reload the game and find the flight gone or something?
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# ? Aug 5, 2014 20:43 |
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First time I've played this in over a year and hey there's a career mode now. Neat! On my very first attempt at landing on the Mun, using a woefully ill-designed test vehicle that I never expected to even get into Mun's orbit with, I safely backed it into this parking space: But the ladder was too short to get to the surface and get a soil sample! So I added some landing struts and extended my ladder. This will be easy! Now, 40,000 attempts later and using a much more competent design, I have yet to successfully 1) Get to the Mun 2) Land on the Mun safely without tipping over at the very. last. second 3) Leave with enough fuel to get back to Kerbin I can do 2 of 3, but never all in the same mission!
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# ? Aug 5, 2014 20:45 |
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The Mun's gravity is light enough that you can use the EVA jetpack (press R) to counteract it and get back into your pod.
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# ? Aug 5, 2014 20:48 |
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# ? Jun 9, 2024 16:18 |
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For the Mun you don't need a ladder. Jetpack works just fine. Otherwise, yeah, the last 20 meters are a killer. If you get MechJeb or Engineer Redux you can see how much delta-v you have left for your ship--very handy to know "welp I'm stuck" or "I can just barely make it home"
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# ? Aug 5, 2014 20:49 |