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Post by argonbalt on Sept 16, 2016 18:47:52 GMT
I have found a bug that is auto crashes the game when i attempt to design a new nuclear reactor. This causes issues with both RTG and NTR modules. Duplicating and ediiting existing designs works still.
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Post by argonbalt on Sept 16, 2016 3:29:33 GMT
Joining has been heavily tweaked in the latest build (0.6.3, launched today), so this issue should no longer occur. Please let me know if it does. K i will give the mission another shot and let you know.
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Post by argonbalt on Sept 14, 2016 21:30:55 GMT
I have had this happen two or three times now, I am playing through the second to last mission.
After wiping out the two marauders in orbit of Europa, i move to try and dock with the methane depot. I can always manage (sometimes on fumes) to get there but i am having a consistent problem with the docking procedure, specifically the "Join with methane depot" option. It gets me to within one kilometre of the station then just, stops. When i go to the Gunship i don't see the station and vice versa. Just to be sure i auto check off the refuelling module on the station. The node always gives me a reading of 0s-0s for the encounter, indicating that i am within the area of the station.
I have played Ksp before so a little "hands on" work is not impossible, thing is even with various camera focuses the objects and their nodes are microscopic. So far i have managed to get to within around five hundred metres when the nodes become more or less unusable. I tried inserting direct from Europa to Io, which went about as well as you would expect. I also tried to screen cap this the last time but the game crashed.
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Post by argonbalt on Sept 14, 2016 13:13:11 GMT
I see the desire for the one-sided armor now after getting to Vesta Overkill. If anyone has given up on Vesta, you can build 8 of these and then sit back and win the level with gold. I'll be seeing how they hold up on later missions or if its a one-time/application deal. this is actually pretty funny, i have an analogous design in use as well, laser CIWS ships are a great tool.
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Post by argonbalt on Sept 11, 2016 17:27:13 GMT
Seems like you've cranked the reaction wheels up to eleven and the cannon is now consuming 600+ GW on the reaction wheels alone. On a side note - is it possible to adjust turret angle with thrusters instead of reaction wheels? Yes It is i have actually redone this design to use gimbaled thrusters, it doesn't take the power requirements of the entire eastern sea board now. It would still be great to name things though.
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Post by argonbalt on Sept 10, 2016 23:32:00 GMT
So i was experimenting with turret building today, and i came across a strange issue where in my turreted cannon did not seem to be receiving power, even though i supplied it with two times the necessary power supply. I originally had a slow, but functioning turret so i thought this was an issue with that, but even when i fixed the slow movement by boosting the reaction wheels, it still did not want to seem to register. Attachment Deleted I have torn down the ship it was mounted on and started from scratch but even then i have had the same problem. Also, It would be really useful to be able to name new cannon modules, instead it sticks it with default HE TURRETED CANNON.
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Post by argonbalt on Sept 10, 2016 5:36:07 GMT
Go high to go low. You want to start by putting yourself into an elliptical orbit with your apo roughly on your planar node with the target, then performing a combination retro and plane change to put your peri at target altitude, then perform a series of small burns at peri to circularize. Missiles don't behave well at those insane closing velocities, I actually beat it with a laser ship. Popped the crew can. The challenge is your initial plane change maneuver. Line it up well and the rest just falls into place. Oh ok i was considering that, Did you use a fly buy or did you not use orbital nodes at all, just eyeball it to coincide. I am also pretty good with the up and over or down and under orbit injection.
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Post by argonbalt on Sept 10, 2016 4:53:33 GMT
I am having a tough time with this mission. I am getting incredibly close usually just above the station in orbit. But then every time i try to intercept i get either " Gravity overwhelms acceleration" or "This intercept ends in a collision". I know you have to get it when it skims outside of the atmosphere. Does anybody have any tips? I am currently using missiles in the attempt.
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Post by argonbalt on Sept 4, 2016 23:57:36 GMT
I agree, mission and mobility kills should definitely count. I think part of the problem is that defining a kill in real life is very much like trying to define "death" in a human body. Is it the loss of heart functions? a human heart can be hesitated. Is it the brain?, even in permanent brain death, or severe shock much of the human body can be still alive(by percentage). In WWII they had a similar issue of chalking kills on missions. Is a tank dead if it is immobile? If the crew is dead, but could be replaced? if the main gun is knocked out, the reason a tank even exists? Here is my proposed system Level 1: Instant kill, if all hab modules in a ship are knocked out and destroyed/all remote controls the ship is marked as killed. This is the ideal kill, and called just that a KILLing of the crew. Main Target: Crew modules Level 2: Forceful disabling. If the main power supply of a vessel or vehicle is knocked out, then that is a perfect example of a disabling. This should result in a kill after a period of time though. This makes sense as the life support systems batteries run out and the ship is otherwise paralysed. The main target is still crew elimination, but you are instead rendering them disabled for a finishing blow, or sending them off in a luxurious aluminium coffin. Once again this is not instantaneous and should be set to a timer relative to the size of the ship and the engagement. For example an orbital patrol craft would be forcefully disabled if it was drained of power and sent of into the void after say a week of time(as the engagement was predicted to have only taken that long and supplies would be stocked for only that length) Main Target:Radiators and Generators/Power plant Level 3: Disarming. This is arguably the most humane and peaceful method, the primary issues here is to prevent your enemies movement and ability to fight WITHOUT jeopardising the crew's well being. So engines and weapons become the priority on this one. Just as in real life it is incredibly difficult to pull off. Main Target:Engines and weapons
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Post by argonbalt on Aug 28, 2016 16:05:18 GMT
Oh, just saw this one. Again, you could try altering the new 'Screen Scaling' option. Hmmm yeah, when i try to do that this happens And when i set it back up to 100% it is at the scale in the previous posts image.
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Post by argonbalt on Aug 28, 2016 0:38:29 GMT
I already mentioned this in the ship design thread, but i am having an issue with GUI. For some reason the GUI has increased the scaling on the windows in game to preschooler levels of text size, in game this is not a large issue, but in the ship builder i quickly get overwhelmed with issue windows, so many that i cannot manually fix the issues with the ship. Is there some graphical option to remedy this? I have already tried fixing it with the in game options but it does not seem to be changeable.
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Post by argonbalt on Aug 28, 2016 0:31:52 GMT
Well i wanted to post some designs but i found that i am having some issues with what appears to be GUI scale in the ship builder. All my windows are zoomed way up for some reason. i have tried fiddling around with the given settings but i cant seem to shrink the windows. I can't even manually fix my ships. Does anyone else have this problem/is it just some setting i am stupidly overlooking? Also is there a rotation button? all i want to do is put a radiator on one side and a turret on the other but everything is axially locked.
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Post by argonbalt on Aug 26, 2016 3:06:08 GMT
Okay, I have NO idea how you succeeded on Ceres. I can't get anything like a workable intercept worth my missiles against the enemy drones. We seriously need better tools for plotting maneuvers, and the game desperately needs to have an option for high- speed intercepts with the intercept tool that doesn't try to cancel out all the vectors first. Wow uh i had no problems with Ceres, i actually got it gold ranked on my first try. If you need help with anything i could give you some advice.
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Post by argonbalt on Aug 26, 2016 1:23:33 GMT
This might sound dumb, but is there a way to save mid mission? I feel like i saw some people mention it.
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Post by argonbalt on Aug 25, 2016 17:48:26 GMT
Wait, did you try to outmanoeuvre them?
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