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Fordítási probléma jelentése
Well its my 7th, this one just didn't explode.
Ill post pics either later today or tomorrow
http://steamcommunity.com/sharedfiles/filedetails/?id=877113469
http://steamcommunity.com/sharedfiles/filedetails/?id=877434480
I have made my first sun orbit with 17 ! kerbals to level them to level 3 and made it back to
kerbin ! (And yes Valentina and the other three "orginal" kerbals was there, too)
I just make a big rocket with many crew cabins, fly by mun, to send them to sun orbit.
a) The Germans are usually good english speakers (such a generalization, shame on me)
b) What are his mistakes? Recued instead of rescued, typo, and some 3 verbs (the kerbals was, i just make, fly by mun instead of "flew by mun"), not mistakes that a translator would do. Sound like human mistakes to me and not like a "this sentence is off in ways I cannot explain or have heard before" type of mistake.
For example, look at a translated sentence:
It can rocket to land on the moon and come back without having to detach any part.
from
This rocket can land on the mun and come back without detaching any component.
Loads in 7 seconds.
http://s1170.photobucket.com/user/Maj_Solo/media/SuperMiner%20Meets%20GasStation.png.html?sort=3&o=0
I really dont understand the physics engine or the welding mod or what is going on. Sometimes lucky and they load fast and then some other designs takes ages to load.
The current space stations I have can actually move. So thinking of flying the space station to Jool and build a new kinda space station around minmus made out of just solar panels batteries and tanks. Then the parts will have to be pushed there ....
All these designs require pure kickback SRB stage with a value between 2.5 - 4 million. If the launch pad collapses I have to Alt-F12 and deduct the price, detach the SRB packs, and hyper edit into space and then see if they can be pushed to their location.
This GasStation have tweakscaled tanks mounted on a big cross made of Mk3 rocket fuselages. There are two docking ports on the cross where the two pusher ships attach. THey have to be of the exact same type ofcourse or the thrust .... well actually I have not tried using 2 different ships ... can the game handle that?
------
I just got an idea I will drink coffe and make a whole new type of pusher ships. They will have the same base some welded tanks and some engines + a docking port.
Then I will weld together standard fuselage sections identical with the base section with X amount of fuel in.
Then depending on mission you can have the base section, or base + extension, or base + extension + extension ..... up to some point where the thing start to flex too much.
To reduce flexing the pusher ships could dock the extensions on top of what they are going to push ... then undock the base and place it below so you get
pusher base + payload + pusher extensions + + + etc :)
All this work just to try get performance both out of the game itself and out of my own space operation and also with life support so you need infrastructure , and yo need comnet so you can rescue kerbals all over the solar system using drones and not risking living kerbals to rescue a kerbal that might be dead when you get there.
These rescue missions then require Dawn powered sprinter probes pre-stationed around the innner and outer planets attached to a base and ready to go from whatever base is closest.
Using Dawn engines then require Xenon production. So I added the Karbonite mod. I dont use Interstellar and Dawn egines are nice so the only irritating thing was to not be able to refuel Xenon.
Oh BTW I updated planetary base mod and IFS and some other and suddenly KSP lit up like a pinball game ... JACKPOT. So many things from mods I had installed previously just came to life and is now working.
Still have to get the Xenon production figured out.
Also installed ... dont remember the name ... "auto science" mod something and fooled around with that ( it is not the FS mod ). You know I have all my science labs and they need experiements. And my landers have like 8 - 12 science containers and instruments. And I really needed to automate ans speed up that process.
AutoScience automate things ...... but they need to work on it more so I give it a 3 out of 5.
As I said the way my landers work is 1 of each instrument -> MANY science containers. Cause as I also told you I have big welded packs with 8 mobile processing labs in each. So when the lander has landed, while I am there, I need to fill many science containers.
And this autoscience did not help with that. I did speed up the process 200% though. But I still needed a scientist on the ladder to reset materials bay it seemed. And when he was on the ladder it was a bit iffy if the mod would run the mystery goo and materials bay or not.
They say "in development" is science while on EVA, and mobile processing lab automatic transmission of produced science if possible. So they need to think of me and my many labs on each ship so they do their GUI right.
I think either Squad or this modder needs to add an option in the part popup. Like you for gears, fueltanks, engines . ISRU and stuff can turn things on or off. I think it would be good if the MPL would have an option on the part that says automatically transmit science.
There is no harm in that cause transmitting the science is the last step there are no alternatives what you can do with the science you can only transmit it so it might just as well be automatic. To be more specific it needs to be automatic if electricity is available. Otherwise you can loose control of the ship.
Try welding together similar parts, then welding together random parts. If you see a difference, that's the answer.
As I wrote the model might show up in 10 seconds but it might take the physics engine 5 minutes to initialize. As an example. And then you make another model with 175 vector engines and it loads in 15 seconds ready to go. ANd then you think I got this so you extend the ship and reweld and suddenly the model loads in 10 second but the physics engine take 40 minutes to initialize. I just can not see a pattern.
Next problem with large welded parts, if you do not weld the whole thing, is how much stress a KSP joint can take.
(The irony that I know about joints doesn't escape me)
You've got them.
http://steamcommunity.com/sharedfiles/filedetails/?id=878129195
I'm currently planning a mission to Neidon, and to ensure as much margin for error as possible, I've made the craft gigantic. I thought more vertical space was better than more horizontal, as I could still see what I was creating. This is basically the Huge Margin for Error Mk1, but I have named it the Neidonia Mk1. More details on this mission soon.
And third attempt at super fast jet http://steamcommunity.com/sharedfiles/filedetails/?id=878148643
I also dont spend free time well http://steamcommunity.com/sharedfiles/filedetails/?id=878149527
I never weld engines on cause it dont work, it literally dont work, the engine do NOT get welded, instead a grey mesh is welded to the rest of the structure where the engine would have been. No engines ever get welded. Not even SRBs can be welded.
You don't weld command pods, ISRUs, docking ports, winglets, reaction wheels, science stuff, or any moveable equipment with on/off capability unless it is of the same type.
What you do is weld the core hull, or groups of the same stuff. You can weld command pods if you want but then all seats get welded into the giant structure and if it happens to work you will now have only one command point / one science container and can only store each report once etc when the ship really have maybe 4 Mk3 command capsules they now dissapeared, when you could have stored each report 4 times you can now only store it once.
Docking ports now also become "dead".
So there is a lot of stuff like solar panels radiators etc etc you do not weld. You weld the core and then put things on it.
It is OK to weld Lq+Ox tank and more Lq tanks and add more ore tanks and add more xenon tanks and RCS fuel tanks and add structural components I-beams and other "dead" equipment and weld all that together and get one big structure ... a tank that can hold various amount of Lq, Ox, Ore, Xenon, Supplies, Much, Electricity All in one strucutre. And meters for each resource will appear for this single object which is a dead object a storage unit only. This can be welded into one with no porblem.
Next thing that can safely be welded together is many of the same thing. Many ISRUs, Many greenhouses, Many life support machinery.
What could not be welded together many as one was TAC-LS machinery, it does not scale and becomes confused. USI stuff can be welded together in giant packs and scales and does not become confused.
Another thing you do not want to weld together are mobile processing labs. You might weld the core structure holding them but then you attach each lab and make a sub assembly of it instead. Then you have several individual labs that each can hold their own reports, data, and science. That ability gets losts if you weld them together as one AFAIK.
So you weld the core, THEN you add engines, reaction wheels, solar arrays, docking ports, probe cores, command capsules, parachutes etc.
Batteries can also be welded together with the other tanks cause batteries are just a tank for electricity.
But before welding you can always try TweakScale instead, highly recommended, non confusing straight forward intuitive easy to use way towards higher capacity ships with no problems.
Only limit is still how much a single KSP joint can take.
EDIT --------------------
TweakScale can even scale ENGINES and SRBs too ...... oh oh oh .... now I see the devils horns growing out of all KSP players foreheads. Maybe even a animal tail finds its way out of your pants ... be it along your spine or through the trousers and where your feet is. Muuahhaahahahahahahaahahah
This is how much you get out of this really TINY and reall SIMPLE and SMALL mod. You get great results.
One warning though. The price of the parts you scale up increases. Usually IRL going bigger reduces cost but ... it seems the price increases a little bit more then anticipated for each part.