Kerbal Space Program Thread V1.0 - Lets capture that Asteroid

I must be missing something. How is that hard? Just ride an ascent stage up, don't circularize, and jettison the stage in the altitude window.

You only have a few seconds to actually hit it. Maybe 2-3 depending on your speeds at that time. So, it requires targeting that altitude specifically.
 
So... no part mods until they update with prices properly balanced... Well, hopefully FAR and DR aren't broke at least.
 
I must be missing something. How is that hard? Just ride an ascent stage up, don't circularize, and jettison the stage in the altitude window.

Well sure, if I wanted to just do that I could do so pretty easily with an appropriately designed "barely suborbital" trajectory and just parachute down.

Try nailing that as part of a Mun mission without wasting gas, though. It's possible but tricky. :D
 
Getting this game. What I want to do is either get together with a bunch of people and write some kind of script that involves interplanetary warfare and somehow film everything in KSP or something (I stumbled upon World War K and want to try my hand at it).
 
Getting this game. What I want to do is either get together with a bunch of people and write some kind of script that involves interplanetary warfare and somehow film everything in KSP or something (I stumbled upon World War K and want to try my hand at it).

Or you could wait a year or two for multiplayer.
 
Second mission: The Mun.











Third mission: Rescuing a Kerbal who apparently managed to teleport into space:



 
Or you could wait a year or two for multiplayer.

Or, until .25, as the dev blogs hint that multiplayer may be one of the features.

http://forum.kerbalspaceprogram.com...days-The-Can-t-Spell-Kerbal-without-K-Edition

Also notable, Spaceplane+ will be becoming stock with the intended 1.4 setup (to include shielded engine mount, hypersonic nose, flat-plane tail, and other stuff), along with enhanced navball and possibly also Crew Manifest.

They're also working on adding another building to the spaceport (Admin building), which will be doing... stuff. Not really clear what. Along with some more tracking of statistics in-game on what you've been doing.
 
Does anyone else find the new default camera/controls setup in the VAB to be really annoying? All because "oh no the rocket in the VAB wasn't aligned to how it arrives on the launchpad"... :p

Anyway... is there a hardcoded staging delay? I've had a situation where I wanted to manually fire a decoupler and then an engine in rapid sequence, but once I fire the decoupler mashing the staging key just gives me clicks for at least 0.5 seconds. Argh!
 
Anyway... is there a hardcoded staging delay? I've had a situation where I wanted to manually fire a decoupler and then an engine in rapid sequence, but once I fire the decoupler mashing the staging key just gives me clicks for at least 0.5 seconds. Argh!

There is. However, action groups have no delay, so rig one to turn the engine on. Personally if I've got stuff with that tight a timing tolerance I place the engine in the same stage as the decoupler, but sometimes the resulting explosions are counterproductive.
 
If you can take the mass allowance, get some Sepatrons to remove the empty stage to keep it from exploding.
 
There is. However, action groups have no delay, so rig one to turn the engine on. Personally if I've got stuff with that tight a timing tolerance I place the engine in the same stage as the decoupler, but sometimes the resulting explosions are counterproductive.

I've never really had an explosion from doing that.
 
Another question... are Spaceplane Plus and FAR/NEAR incompatible? If I do a clean install and then add just those two mods, the game throws a crash warning and dumps me to desktop. :(
 
As FAR as I am concerned (64bit Linux) , they are stable. If you run the 64 bit version in Windows, three might be a problem. Should be taken care of in the NEAR future though.

Anyway, what is the log file saying to the crashes?
 
As FAR as I am concerned (64bit Linux) , they are stable. If you run the 64 bit version in Windows, three might be a problem. Should be taken care of in the NEAR future though.

Anyway, what is the log file saying to the crashes?
Not entirely sure; I don't speak debugger. :p But yeah this is the x64 Windows version I'm running.

Last thing in the output_log is "liquidEngine(Clone) added to ship - part count: 4", then "stage count is: 0", and then the crash dump which is all nonsense to me. Lots of NEEDS messages at the beginning of the file, but those are just because I don't have Deadly Reentry, etc installed. The error.log shows it's an access violation in KSP_x64.exe caused by a write to a memory address (0033:03b00000, if it's important).
 
Another question... are Spaceplane Plus and FAR/NEAR incompatible? If I do a clean install and then add just those two mods, the game throws a crash warning and dumps me to desktop. :(

Yes, they are. Did you make sure to add in module manager and delete Modstatistics from NEAR/FAR, and the module file for the aero model you weren't using? (Unless you're trying to use both at once, at which point THERE'S your problem)

Also, KSPx64 doesn't like either FAR/NEAR.
 
Yes, they are. Did you make sure to add in module manager and delete Modstatistics from NEAR/FAR, and the module file for the aero model you weren't using? (Unless you're trying to use both at once, at which point THERE'S your problem)

Also, KSPx64 doesn't like either FAR/NEAR.
Ah ha! So that's it! </darth vader> I didn't remove the extra cfgs from Spaceplane Plus. You'd think they'd put that in the readme or something. :p

Thanks! :)
 
And on that bombshell...[/Clarkson]

I managed to accidentally put a plane into a high suborbit completely by accident using all (now) stock parts. I'll put up pics for proof tomorrow, but I managed to get a trajectory that hit 110 km while doing a speed run.
 
I have to say that I'm pretty proud of my modest achievements in ksp, though .24 has hit me hard with budget cuts.

I give you all the Horizon 2 probe, soon to be inbound for low Duna orbit. Horizon 1 went to low Eve orbit and returned to Kerbin.


And here's my only space station and shipyard: Artemis Station. It has been dwarfed by the KSS Odyssey which is being constructed at it.



I now present my crown jewel: My Minmus colony I named Caprica in a stroke of unoriginality. Population 10 Kerbals



Welp, that's what I've done thus far that I'm most proud of.
 
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Busily playing around with minimalistic space-planes for the lutz, seeing what kind of orbits I can get out of them, and if I can make a chibi-Dreamchaser.
 
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