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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1507941 times)

MarcAFK

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  • [INSANITY INTENSIFIES]
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It looks like I'll need to use Extraplanetary launchpads and build it in place, then I'll use KAS to attach machinery to it.
It's pretty much just a giant floating Hydrogen production platform for MKS.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

GrayFox

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I never got the "Explore Minmus" contract. Does anyone know how I can manually add it? I tried adding new explore missions from the debug menu, but it just picks random ones. Never the Minmus contract either.  :(
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BigD145

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Decline existing missions until the Minmus one pops up. It's faster to do this via debug menu when you're not in any of the buildings.
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puke

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If you've already entered minmus orbit (or maybe even just soi?) Then you've blown it.  You'll never get that contract, nor any related "worlds firsts" that you complete before they come up.
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Putnam

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They aren't even contracts anymore, I thought?

Culise

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Some of them are.  While the altitude and velocity "contracts" are automatically entered, things like the "orbit X" and "land on X" need to still be accepted, and thus will fall prey to the accidental lock-out by going too far. 
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GrayFox

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Is there any way to manually add it in somehow? I did have world's first contracts for Minmus, but not the main explore contract. I assumed I needed more reputation, but I guess it's a glitch.
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Culise

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Mmm...not sure.  You could try opening your persistent.sfs file for your save and deleting the mentions of Minmus, but the only time I ever altered the save was to remove the Flag Pole references (this before the Pole/Pol bug was fixed), so I don't really recall how to do it without breaking anything.  Plus, I was doing that to stop contracts from spawning, rather than start them, so it might not even work. 
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BigD145

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Is there any way to manually add it in somehow? I did have world's first contracts for Minmus, but not the main explore contract. I assumed I needed more reputation, but I guess it's a glitch.

Sometimes it takes awhile to show up. Explore Minmus showed up before Minmus Flyby, if I remember right in my current game.
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Jopax

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Tried to do my first proper mun landing. Completely fucked up the part where I need to get to the mun first because I still suck at building rockets, it's even funnier because I already had a very nicely working design, but no, I just had build a new one to house that big ass lander. Then I barely got halfway there before running out of fuel on everything but the lander.
So I used the fuel it had to give it a somewhat smaller orbit before attempting a rescue effort. I even managed to hit the intersect to like, less than 20 km's. But I just had to mess up the EVA transfer so now I have two parts of a mun rocket orbiting, the rescue ship orbiting and nearly out of fuel and an EVA kerbal orbiting and hoplessly trying to transfer. Closest I got was about 2 km's before the rescue craft sped off on its merry way leaving the poor sod stranded again.

Think I'm just gonna start from scratch again, the space has gotten way too crowded and rescuing both kerbals is going to be an even bigger nightmare (I'm imagining something like a rescue cascade or something where everyone attempting to rescue just gets stranded until I run out of funds/kerbals/space in orbit)
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"my batteries are low and it's getting dark"
AS - IG

BFEL

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Think I'm just gonna start from scratch again, the space has gotten way too crowded and rescuing both kerbals is going to be an even bigger nightmare (I'm imagining something like a rescue cascade or something where everyone attempting to rescue just gets stranded until I run out of funds/kerbals/space in orbit)
You know its bad when the Kessler Syndrome lets your Kerbals hold hands around the planet
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7/10 Has much more memorable sigs but casts them to the realm of sigtexts.

Indeed, I do this.

GrayFox

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I can't believe this just happened... well, actually, I guess I can. My new (first time trying to mine) mining outpost just suddenly fell apart. I landed it, did two ore mining contracts. Things seemed okay.... then it just fell apart!  How can I prevent this from happening again? :(
« Last Edit: June 19, 2015, 11:25:54 pm by GrayFox »
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nogoodnames

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I've been working on a Space Shuttle using Realism Overhaul.

Spoiler (click to show/hide)

As you can see, it's going well so far. The only thing I have to fix is the angle on the main engine. It's not balanced quite right and sends the thing spinning once the SRBs decouple. All in all, it's been fairly smooth sailing considering this is my first time building a shuttle in KSP.
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Life is, in a word, volcanoes.
                        - Random human lord

fourpotatoes

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Having installed KIS & KAS, I've begun overhauling my LKO space station, mostly in the interest of reducing part count. KSSM-1 was a pilot mission to deliver small storage containers and test servicing techniques. I removed and deorbited surplus struts, but the process was a bit tedious.

The KSSM-2 freighter, still docked on the left side of the illustration, delivered a large permanent storage container, straightened the crooked #2 docking assembly, paved the way for future expansion with Clamp-O-Tron Senior ports, and is about to return to Kerbin carrying extra parts. It brought up equipment which allowed me to detach the upper stage of the rocket that launched the main station and fly it into the ocean. To help with the work, KSSM-3 delivered two small robots (one seen attached to the IMC-250 at lower left) and their docking/storage platform (at upper right, with one unit still attached). They greatly sped up the work by hauling more parts than a Kerbal could carry.

The next mission to this station will replace the many small monopropellent tanks with fewer larger ones and upgrade the lifeboats from their current slightly-better-than-death situation, but first I'm going to fly MSSM-1 to my Munar station. This will combine the payloads of KSSM-2 and KSSM-3 into a single launch. Besides strut removal and ladder installation, I plan to remove one of the science modules (which are only there for looks, this being a sandbox game). Since they're not attached with docking ports and I'd rather not use the fly-something-into-the-station-at-60-m/s servicing technique, this will be a tricky operation.

Spoiler: Space station (click to show/hide)
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BigFatStupidHead

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I am looking for something a little different with my next game. Anyone want to recommend me a good alternate tech tree?
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