Kerbal Space Program (Steam game) - Page 4 - Miata Turbo Forum - Boost cars, acquire cats.

Welcome to Miataturbo.net   Members
 


Gaming Discuss to your nerdy heart's content

Reply
 
 
 
LinkBack Thread Tools Search this Thread
Old 07-20-2013, 11:02 AM   #61
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

Welcome to the moon. All i gotta say is driving the automobile is a pain in the butt. Better off using the jet to fly around.



Attached Thumbnails
Kerbal Space Program (Steam game)-1073152_10151540762676725_607232590_o.jpg   Kerbal Space Program (Steam game)-980320_10151540762836725_1188499102_o.jpg  
triple88a is offline   Reply With Quote
Old 07-20-2013, 11:35 AM   #62
Elite Member
iTrader: (2)
 
Join Date: Aug 2012
Location: Indianapolis
Posts: 3,325
Total Cats: 235
Default

No gravity = no traction?

Could you put a set of RCS thrusters on it? Or a small rocket pointing up for some downforce?
thenuge26 is offline   Reply With Quote
Old 07-20-2013, 11:45 AM   #63
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

Quote:
Originally Posted by thenuge26 View Post
No gravity = no traction?

Could you put a set of RCS thrusters on it? Or a small rocket pointing up for some downforce?
The main problem is that it flips over very very very easily. If you're going any faster than 5m/s and start turning you cant hold the button down. You have to just tap the keys. You step on the brakes, it flips over forward.

To be completely honest i'm kinda disappointed they didnt add any scientific parts in the new update thats coming up. At the very least they could have added air purifying modules, water purification modules, and perhaps something to grow plants in for food.

What else should i add to my base? Got 3 large living compartments, another 2 with the big windows as u see in the pics. I dont see anything else to add to my stations atm.
triple88a is offline   Reply With Quote
Old 07-20-2013, 12:40 PM   #64
Elite Member
Thread Starter
iTrader: (1)
 
Join Date: May 2009
Location: Jacksonville, FL
Posts: 4,682
Total Cats: 216
Default

You just gotta make your buggy wider, Ive driven on the moon at full throttle plenty, the biggest danger is coming off a crest, catching air, and breaking something when you land.

I built this really silly buggy to go on a rescue mission... They all died.
But I was able to run it across the mun at 20+ m/s





Attached Thumbnails
Kerbal Space Program (Steam game)-2013-07-12_00018_zpsf0d520d7.jpg   Kerbal Space Program (Steam game)-2013-07-12_00022_zpsbbde6cec.jpg   Kerbal Space Program (Steam game)-2013-07-12_00023_zps0a87ba49.jpg  
Full_Tilt_Boogie is offline   Reply With Quote
Old 07-20-2013, 01:32 PM   #65
Elite Member
iTrader: (1)
 
NA6C-Guy's Avatar
 
Join Date: Feb 2008
Location: Birmingham Alabama
Posts: 8,038
Total Cats: 43
Default

Quote:
Originally Posted by triple88a View Post
Woops.



Sadly I encountered a bug in the game where as soon as i press the throttle the rover would spin out of direction so that screwed up my 1st lunar landing attempt. Long story short i remade it twice with no luck trying to figure out whats wrong. Then remade it again however in a vertical position and made the ship first... and it actually flys correctly now.

Jesse use the large docking rings for permanent compartments. They are more stable.
I actually just noticed the large rings, after I had already set a few compartments. I'll start using them from here on out. This old, antiquated part of the station will just have to be a death trap. I'll be sure to get the astronauts to nail up some boards on the hatch and hang a do not enter sign.
NA6C-Guy is offline   Reply With Quote
Old 07-20-2013, 02:52 PM   #66
Elite Member
iTrader: (1)
 
NA6C-Guy's Avatar
 
Join Date: Feb 2008
Location: Birmingham Alabama
Posts: 8,038
Total Cats: 43
Default

So is there a secret to making the large docking ports lock? They are not acting like the small ones. No matter now exactly lined up I get them, even with SAS off, they don't even look like they are trying to lock together. I just bounce off. I'm using the Sr. version. Is there another? Is that even the right one?
NA6C-Guy is offline   Reply With Quote
Old 07-20-2013, 05:41 PM   #67
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

Quote:
Originally Posted by NA6C-Guy View Post
So is there a secret to making the large docking ports lock? They are not acting like the small ones. No matter now exactly lined up I get them, even with SAS off, they don't even look like they are trying to lock together. I just bounce off. I'm using the Sr. version. Is there another? Is that even the right one?
The secret is "perfection". You have to get them perfect for them to lock. With the small one you can just "shuv it in there" and it will lock even at an angle. The large rings have to be close or they wont lock. What i suggest doing is once you get the one corner locked in place toggle the SAS on and off in 5 second intervals. You'll see the gap at the one end start to close. You can tap one of the turn keys (with the RCS off) to help it turn a bit.

Today i worked a bit on my Space Station since I made a Tug Boat. I highly suggest it.




Using my tug boat i just took off and put my entire station together. It was a little crooked which bugged me and i got it done in about 5-10 minutes per joint. Few of them i did 3 times since i decided to redo the entire thing. You can see the one side has a small ring, the other side has a large ring. AND LIGHTS!!! As far as engines pointing in both directions.. simply you turn on the engines you need depending on the docking ring size you need. Ensure you have 2 opposite facing cabs so you can use the "control from here" that way you dont have to worry about the keys being flipped.

Attached Thumbnails
Kerbal Space Program (Steam game)-screenshot1_zpsc299c672.png  
triple88a is offline   Reply With Quote
Old 07-20-2013, 06:48 PM   #68
Elite Member
iTrader: (1)
 
NA6C-Guy's Avatar
 
Join Date: Feb 2008
Location: Birmingham Alabama
Posts: 8,038
Total Cats: 43
Default

I gave up on the big rings. I still have a dock on the station if I ever want to give it another try. I couldn't make it work. And I had it as perfect as I could eyeball, which couldn't have been more than 1 degree off, and had it aligned to within inches, and still no matter how I pushed or wiggled it, it wouldn't lock up. I backed away, burned to lower my orbit and burned it up and splashed it in the ocean. All of that work for nothing. I guess I should have just raised it to a higher orbit and saved it for later.

I also tried a moon trip on the 2nd moon, and it went horribly wrong. I now have a powerless capsule of corpses floating on an elliptical orbit intersecting the planet, and going out almost to the next planet. I forgot to extend my solar panels, and the batteries went dead, leaving me dead in the water.
NA6C-Guy is offline   Reply With Quote
Old 07-20-2013, 10:08 PM   #69
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

Use the nuclear power modules. A single 1 of them will keep the lights on 100% of the time. Of course theres no issues with solar panels but its good to have a backup.

Well Jesse, take a pic of how you install the big rings... there IS a front and a back and you will be able to install it both ways. I suggest making 2 cars, each with a ring on its tail and then bump them together while on the launching platform to get the feel for it.

If you have issues with docking check this out. In the video hes using quad small docking ring setup becuase when he made the vid the big rings were not available.


Last edited by triple88a; 07-20-2013 at 10:24 PM.
triple88a is offline   Reply With Quote
Old 07-22-2013, 06:13 AM   #70
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

From now on i will be using 3 small ring docking method. No more large docking rings for the reason being is they are bugged plus its a pain in the butt to get your targets lighned up straight up as in directional. Personally i like having straight panels vs on angles.
triple88a is offline   Reply With Quote
Old 07-22-2013, 10:17 AM   #71
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

After about 12 hours of messing around with this and trying to figure out the problem with the docking ring i found out that it was a bug. After you undock you sometimes encounter a bug where the docking ring glitches and becomes inactive.

This is the problem you might be having also Jessie.

Anyways. I added what i call a "docking traffic tower" It watches and directs ships that dock. See the docking rings on the far side.

Attached Thumbnails
Kerbal Space Program (Steam game)-1077033_10151544227376725_753738060_o.jpg  
triple88a is offline   Reply With Quote
Old 07-22-2013, 11:17 AM   #72
Elite Member
iTrader: (5)
 
Erat's Avatar
 
Join Date: Oct 2011
Location: Detroit
Posts: 4,198
Total Cats: 260
Default

Hmm, explain more what that does? "docking traffic tower"

I had a station in orbit last night, and crashed into it with a second piece trying to dock and spun both of them out of control.

Also, i have no usable fuel in the one currently in orbit(which is why i need to second part to dock correctly).
I might just start over. I need to research more.
Erat is offline   Reply With Quote
Old 07-22-2013, 12:30 PM   #73
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

Well the docking traffic tower doesnt technically do anything in the game however neither do the rest of the stuff in the game currently. Theres no interaction between stuff which sucks. However i added it because i'm trying to make a space station thats more than 1 compartment with a small window and a solar panel.

Currently in the sand box mode pretty much everything is only for looks. I'm hoping eventually they will add more **** and make it interactive such as air processing units, plant areas and so forth.

I'd highly suggest making a tug boat. See mine few posts up. Its basically a ship that you use to dock and tow other ships to the stations. The design of a tug boat is to have lots of rcs thrusters, lots of rcs fuel, enough regular fuel but not too much since you want it to be fairly light, 2 docking ports of a different kind that you use and in my opinion a control window and burners facing each for ease of use so you can select between them for ease of control.
triple88a is offline   Reply With Quote
Old 07-22-2013, 09:23 PM   #74
Elite Member
iTrader: (5)
 
Erat's Avatar
 
Join Date: Oct 2011
Location: Detroit
Posts: 4,198
Total Cats: 260
Default

I honestly think i just need better ship design. I crashed this ****** again.

Then i tried to do a simple mun lander. That crashed.

I was doing good a couple week ago.
Erat is offline   Reply With Quote
Old 07-23-2013, 07:22 AM   #75
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

Well autosave and load and try again. On a side note the big rings are crashed to hell.. yesterday it wouldnt let me dock, i made a new docking ring, docked in it, now it wont let me undock so i gotta scrap the whole part and redo it again. At this point i'm considering using mods.
triple88a is offline   Reply With Quote
Old 07-23-2013, 09:39 AM   #76
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

Here's my new docking ring. Also as you can see my tug boat hooked up the rocket in open space and towed it back to the base.

Attached Thumbnails
Kerbal Space Program (Steam game)-1077743_10151545943081725_380551725_o.jpg  
triple88a is offline   Reply With Quote
Old 07-23-2013, 11:35 AM   #77
Elite Member
iTrader: (5)
 
Erat's Avatar
 
Join Date: Oct 2011
Location: Detroit
Posts: 4,198
Total Cats: 260
Default

I browsed over a bit of mods last night. From the 15 minutes of researched, it lookd as the mods would totally ruin the game. Basically just more, and better content is needing to be added.
I feel as if i'm using paper clips and bubble gum to go into space.
Erat is offline   Reply With Quote
Old 07-23-2013, 11:52 AM   #78
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

Yeah its disappointing they wont be adding more parts in .2.1. On a side note they are slacking a lot.. this game was released a year and a half ago.

triple88a is offline   Reply With Quote
Old 07-24-2013, 05:21 AM   #79
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

Added some rcs storage tanks. Will add another 3 stacks on bottom and then the other 8 slots will be for orange fuel tanks.

Attached Thumbnails
Kerbal Space Program (Steam game)-screenshot2_zps7a057884.png  
triple88a is offline   Reply With Quote
Old 07-24-2013, 07:03 PM   #80
Elite Member
iTrader: (2)
 
triple88a's Avatar
 
Join Date: Apr 2006
Location: Chicago, IL
Posts: 9,131
Total Cats: 598
Default

.21 is live bitchezzz
triple88a is offline   Reply With Quote
 
 
Reply

Related Topics
Thread Thread Starter Forum Replies Last Post
Toxikk Girz0r Gaming 23 01-18-2017 01:02 PM
SimExperience fiberglass race seat in Chicago area chris101 Miata parts for sale/trade 2 10-09-2015 10:08 AM
Back to Stock Part Out!! Turbo Parts, MS2 Enhanced 01-05, Suspension, and MOAR! StratoBlue1109 Miata parts for sale/trade 16 10-02-2015 10:39 AM
Software/IT types/Joe P, step inside please z31maniac Insert BS here 13 09-22-2015 03:59 PM
Hi turbo kitten nelson8708 Meet and Greet 11 09-06-2015 10:49 AM


Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 01:28 PM.