• Kerbal Space Program Jebruary Edition
    10,003 replies, posted
It seems I am having 'ship fall apart at high altitude' syndrome when using the new large parts.
Kerbals have such interesting lives. [IMG]http://dl.dropbox.com/u/15071308/kerbal-idontgiveashit_text.gif[/IMG] And without the dumb text: [IMG]http://dl.dropbox.com/u/15071308/kerbal-idontgiveashit.gif[/IMG]
[QUOTE=Apache249;36900641]It seems I am having 'ship fall apart at high altitude' syndrome when using the new large parts.[/QUOTE] Throttle down before the point where it usually happens or use more struts. As your rocket goes faster and faster it burns fuel, which means it gets lighter, which means you get more forces pushing on your rocket.
[QUOTE=Wave160;36900684]Kerbals have such interesting lives. [/QUOTE] Agh, my fucking head, fucking media tag that shit and provide a warning at least.
[QUOTE=LarparNar;36900704]Throttle down before the point where it usually happens or use more struts. As your rocket goes faster and faster it burns fuel, which means it gets lighter, which means you get more forces pushing on your rocket.[/QUOTE] Ah. I assume the effect is a lot more severe with the new parts.
[QUOTE=Apache249;36900982]Ah. I assume the effect is a lot more severe with the new parts.[/QUOTE] That's my thought, yeah. What with being so large and still only having one point of connection. The first liquid stage on my mun rocket hangs out below half throttle for most of its ascent, and even that is determined by how badly it wobbles. And once, right as the fuel tanks were about to hit empty, even on low throttle, the decouplers failed and they all imploded onto the pod. More struts at the seams might be worthwhile.
I also find that ASAS + Vectorable Engines = a lot of wobbling because the engines over-compensate and end up moving back and forth giving the rocket the bends. I use the heavy strut connectors from KW and they work great (I changed them to only have a mass of 0.5 instead of 10 or something that they used to have). [editline]23rd July 2012[/editline] [QUOTE=HarvesteR]Hi, As most have noticed already, our server is having a hard time keeping up with the demand for this update, making it very difficult to get the latest update. We are working on this issue now, and we ask for your patience while we deal with it. We set the forums in read-only mode for the time being, to reduce server load and make it easier for us to post announcements and updates on the situation. Apart from that, the Mac version of the patcher had a few problems with it, which meant it wasn’t possible for Mac users to update to the latest version properly. We are going to address this by making the game available as a full download at the KSP Store, as soon as we can get the packages packed up and uploaded. In the meantime, we kindly ask that everyone be patient. We are working as hard as we can to fix everything here, and things should be working normally soon. We apologize for the inconvenience, and thank you for understanding. Sincerely, The KSP Dev Team.[/QUOTE] [URL="http://kerbalspaceprogram.com/forum/index.php?topic=16751.0"]Source[/URL]
Landed my habitat again (after an attempt whiche exploded due to bad part connections) WITH mechjeb this time so it stays there. Time to populate it!
[quote] 0.16 Release Update Hi again, Just wanted to post a follow up on the status of the 0.16 release: We’ve found and fixed a few issues with the Mac version of the game, which apparently slipped past us during experimentals. We’re now in the process of uploading new game packages, which will be available at the KSP Store as a full download. We are not going to use the old Patch System anymore. We have a new, completely overhauled update tool which is almost ready to go, which is able to patch and repair installations and is much more secure and reliable than the old version. We figured there is no point in trying to fix the old Mac patcher now, given that it is soon to become obsolete. So, things should resume normality soon now. Again, we thank you for your patience and undestanding. Sincerely, The KSP Dev Team. [/quote]
My first rendezvous for .16 [IMG]http://i.imgur.com/g1fVE.png[/IMG] Jeb swapping rockets with Bob [IMG]http://i.imgur.com/5ZHc4.png[/IMG]
[QUOTE=Oicani Gonzales;36901498]Can someone link me to that habitable module[/QUOTE] [url]http://kerbalspaceprogram.com/forum/index.php?topic=10138.0[/url] [editline]23rd July 2012[/editline] Also, protip, don't save with your kerbals out eVA'ing on the mun, i did and he dissapeared.
I've been using the habitat modules to create kerbal escape pods on my rockets, because if something going to fuck up, sometimes you just gotta save as many as possible. Except doing an EVA walk to the escape pod is very very difficult when the ship is spinning out of control and exploding.
I want to be able to equip kerbals with parachutes or be able to swap them around with RCS packs, because you just know Jeb totally would skydive out of a capsule just entering atmo.
I still wish we could pick our crew members and every crew member has attributes to the ship, and etc.
[QUOTE=RayvenQ;36901870]I want to be able to equip kerbals with parachutes or be able to swap them around with RCS packs, because you just know Jeb totally would skydive out of a capsule just entering atmo.[/QUOTE] Riding capsules through the atmosphere doesn't work too well. They normally fall off at some point for no reason.
It'll get there eventually [editline]23rd July 2012[/editline] [QUOTE=Chubbs;36902085]Riding capsules through the atmosphere doesn't work too well. They normally fall off at some point for no reason.[/QUOTE] And that'd be a problem for Jeb with a chute? I think not.
[QUOTE=Crash15;36901933]I still wish we could pick our crew members and every crew member has attributes to the ship, and etc.[/QUOTE] Take a look at [url]http://kspwiki.nexisonline.net/wiki/Planned_features[/url] Specifically: [quote] Crew Tasks: Have the crew take charge of controlling the ship (provided they can handle it) Astronaut Complex : Hire and train kerbonauts [/quote] Have patience. Speaking of patience, I managed to get the patch yesterday. I had the (apparently common) problem of the tri-coupler getting corrupted by the patcher, which stopped the game from loading. I never use tri-couplers anyway so I just deleted it. About 2 hours later: [img]http://www.niggaupload.com/images/tmSJM.png[/img]
[QUOTE=st0rmforce;36902733]Take a look at [url]http://kspwiki.nexisonline.net/wiki/Planned_features[/url] Specifically: Have patience. Speaking of patience, I managed to get the patch yesterday. I had the (apparently common) problem of the tri-coupler getting corrupted by the patcher, which stopped the game from loading. I never use tri-couplers anyway so I just deleted it. About 2 hours later: [img]http://www.niggaupload.com/images/tmSJM.png[/img][/QUOTE] The tricoupler issue is fixable by deleting the mesh folder for it so the game has to remake it.
It's a good thing I never empty my recycle bin
How well does KW Rocketry work with 0.16?
"Kerbal Lab" if you will, launched from the top of the saturn 5.. when they add other planets it may be useful. reminds me of the proposed venus mission with a skylab variant. [url=http://postimage.org/image/tcdr7c81r/full/][img]http://s11.postimage.org/yb19lvbur/KSP_2012_07_23_17_26_16_61.png[/img][/url] also, this is what happens if you hit the ground at 600m/s... fall into the center of the planet and get ejected to more than 20,000 AU ... which is almost 1/3d of a light year. [url=http://postimage.org/image/baum9je0v/full/][img]http://s11.postimage.org/e4xrmzg77/KSP_2012_07_23_17_26_52_77.png[/img][/url]
The crew should be able to take control of the ship to try riding it to where's specified. it should have options like return journies, orbit, and you should be able to take back control at any time. but, depending on how your rocket is... it could fail fantasticly.
[QUOTE=Megaguy213;36903942]The crew should be able to take control of the ship to try riding it to where's specified. it should have options like return journies, orbit, and you should be able to take back control at any time. but, depending on how your rocket is... it could fail fantasticly.[/QUOTE] Pretty sure thats ont he To be implemented list.
[QUOTE=Dacheet;36903204]How well does KW Rocketry work with 0.16?[/QUOTE] I've been using it, seems to work just fine to me
On the fence of buying this after playing the demo. Are there a lot of part mods already?
[QUOTE=Oicani Gonzales;36901955]realized i did a poopoo with the resized stock parts, please redownload: [url]http://www.mediafire.com/?7r5qpt75j6p0r18[/url] im having a hard time with setting the nodes up properly. if anyone can help me with that, would be appreciated[/QUOTE] you stinky bastard [editline]23rd July 2012[/editline] YOU RESIZED ALL THE PARTS
Crew expansion! landed the pod with 2 new crewmembers for the habitat (Kirk and Malcott kerman) near the habitat [img]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot182.png[/img] [img]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot177.png[/img] Barfred Kerman climbing out [img]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot184.png[/img] all the 5 kerbalnauts gather up for a greeting [img]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot181.png[/img] Cornie had some issues with getting there though [img]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot180.png[/img] He doesn't seem happy to be chosen to fly back the pod [img]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot183.png[/img] And all in the habitat! [img]https://dl.dropbox.com/u/43645231/photos/KSP/screenshot185.png[/img] Now there's just 1 mission left to get the last crewmember in. I can also do so that the 3 guys which don't get to go in the habitat fly back together, so the habitat guys got an emergency transport just in case. [editline]23rd July 2012[/editline] or just get Cornie in the habitat too, but that'd be easier (thus more boring) [editline]23rd July 2012[/editline] Also, crew modules don't display more than 3 crew portraits at once, even if there are more than 3 kerbals inside it. [editline]23rd July 2012[/editline] It's also annoying how mechjeb makes the decoupler on top go invisible. I like it with that on it. [editline]23rd July 2012[/editline] I just realised I could stick a rover underneath the habitat module, it would fit there quite well
Dacheet, We never should have doubted you, good call man. (Yes it's late but first post since last Friday and props are due.) Helpful EVA tip #1: Everytime you board your ship, you refuel your pack. Helpful EVA tip #2: When the Egg head kerbals who designed your landing craft miscalulated fuel needs and your ship is falling toward Minimus [I]out of gas[/I] EVA out and you can make a soft landing. Waiting for the rescue boat may take awhile... Helpful EVA tip #3: If you run out of gas on your way back from the Mun and find your self in a useles orbit, you can EVA out, then thust against your CM to slow it down. It may take 400 tries (-1 M/S per EVA) but it can be done! (See tip one.) Helpful EVA tip #4: The doors at the tracking station are locked... EDIT: I forgot my challenge! [B].16 Challenge[/B] Land a Kerbal on the Mun. (E.G. Bob) Land a Kerbal on Minimus. (E.G. Bill) Fly a Kerbal (Jeb) to the Mun to pick up Bob, then fly to Minimus to pick up Bill (any order, doesn't matter.) And return to Kerbin safely! Good luck!
How do you guys do orbit rendezvous? Best I could was about 3km from my space station. I had to take the jetpack on a 1 minute ride across. In Orbiter I was used to the docking HUD showing me in which direction I was heading so i could easily point in the right direction and cancel out any relative speed. In ksp it's kind of hard pointing towards another ship.
I just realized how much of a nerd I am because I was eating a nice dinner with my family but planning a Mun base and how I would ferry crews there and back. :v:
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