Some years back I set up a self-sufficient base on Minmus with a mod that let me build ships. It was a significant undertaking (kraken included) and I was never able to replicate it again.
Idk why but the kracken is really inactive in my game, it's mostly just Cthulhu ruining everything (when I make a spacestation and then I leave and rejoin, Cthulhu attacks, a pop up with a kerbal with a red box with an exclamation mark or a unity symbol with a red box with an exclamation mark appears and it crashes)
When I learned that struts can be set to be released in action groups, I started tying things like clusters of individual satellites together for launch and releasing them as I unlocked any hinges before deploying, Idk why but it felt really satisfying! I think feela like unwrapping a gift with a single key stroke!
In my Minmus Fuel Stations, I've generally had a big truck that lands on a flat, and a big rover with two claws to grab the lander, pick it up, carry it to the fuel depot, and grab the fuel depot. It's annoying, but the less robotics you have in that equation, the better. In the future, I might skip the three parts and just have a really big rover that can drill and refine fuel, and have it drive to the landed fuel truck to deposit. Fewer parts means being less inviting to the Kraken...
I didn't realise this is part of a play-through. That crane rover lifting the tanks into place is good, I wish I'd thought of it. :) I thought though that it would also be used to move the full tanks to a launcher, keeping the more complex builds apart. But that would have taken more time and the Kraken wasn't so persistent as to require it. Really cool mission so far! I think you can fix the stuck landed state in the save file.
That initial crane design for transferring fuel tanks reminded me of the company motto I used on some of my play throughs: [company name, I can't remember it]: If it's not overengineered, we didn't do it. And yeah, I always found robotic parts to be a pain when transitioning to a loaded condition (entering physics bubble, loading saved file, etc.).
I like to add station to station tug/shuttles to my, umm, stations that are modular. Also a stack of mono propellent re-entry capsules to the Kerbin station for emergencies.
I once built a huge mining rig on Minmus. Glorious. Until the next time I loaded my save and discovered there was no trace of it except a single ground anchor.
My refueling system was very simple: A big tank (X200-32) at the base with a docking port on top. The shuttle was a probe core with the same tank size with a docking port on the bottom and 4 Vernier engines (and some RCS). It worked very well on Mun, Minmus and Ike.
Re comsats, I've found that if you put a ring of four comsats into distant Kerbol orbit, just inside Kerbol's SOI but just outside the SOI of Minmus, then combined with the ground stations on Kerbin, you can get pretty good coverage of the whole system with far fewer satellites than putting a ring of three around each body. It has to be four, not three, because Minmus would be outside the "triangle" formed by three for significant periods of time.
That clamp fails a lot. If you happen to place it close to a terrain sheet joint and move too far, when you return your clamped base may be free falling from 40 meters high, for no reason. So its not like its ''forgotten'' but instead its ''suspended'' from comum use.
On minmus, I personally wound up using a space plane variant to fill a couple of long tanks with fuel to refuel my station around minmus. The wings were used more to keep it stable as the wheels were under the wings like a regular plane, and landing didn't have to be anywhere near perfect, could land 20 km away and drive to the refinery, docking port under the plane, and instead of a landing pad like you used, I had a single docking port that the plane could lower it's landing gear/retractable rover wheels to connect with. Also adding struts to where the extended docking port to keep the kraken at bay.
I tried taxiing a spaceplane on Minmus. Great stability, but it couldn't stop! 🤣This was before traction got really bad, but in Minmus's miniscule gravity, traction was bad no matter what. I added 6 forward-facing vernor engines, and they hardly helped. It was a big plane. What I should have done is spun the plane around and used the rocket to slow down. That would have worked; it had a Rhino engine on the back.
@@eekee6034 That's why I used 6 rover wheels under the space plane and kept it to under 6 km/s while traveling to the refinery, and then when close, 2 km/s was top speed, cause it takes so long to stop otherwise. :D
@@airiannawilliams3181 Ooh! And some rockets pointed upward to keep it on the surface? Or do you mean m/s, not km/s? :D But yeah, rover wheels work pretty well on Minmus. I made a rocket/rover with 20 of them, too many but it was my first attempt and I wanted it to rove on a lot of different worlds and it had some big fuel tanks to move.
@@airiannawilliams3181 Minmus land speed record! :D Hmm.. I think Cupcake Landers might hold that one with a little rocket buggy he made. Dunno though.
There's a way to give space infrastructure more purpose with things like life support, simple construction and beautifying it with Stockalike station parts, planetside, Kerbal planetary base system
And Lander cans are not good for refinerys, they have low heat resistance and while miners gains temperature 1000k to work well, whole vessel will reach that temperature over time, exploding all parts which has lower than that.
Infrastructure that we require: kerbonaut-portable miniature fuel tanks that allow kerbals to manually transport fuel from one landed refinery to their nearby landed spacecraft, no docking necessary! 🦑
I really ought to get around to simulating mining in J:NO. You can very loosely simulate it by making a launch point where you land your mining ship, or you can go into the advanced settings of the fuel cell and make it consume negative fuel. Perhaps you can make it produce negative electricity too, but I haven't tried.
If I may give my two cents on the robotics issues, I think the reason why your loading crane failed is a combination of factors: One part is that KSPs robotics are surprisingly realistic in a sense. That massive fuel tank is putting a lot of transverse load on those two pistons, which is their biggest weakness. The motor used in the center just isn't powerful enough for the torque caused by the load on that arm, either. Looking at real life, most cranes would use a piston to hold that arm up, and keep the arm itself rigid. Combined with the very high default movement speed of the motors and pistons, you create incredible forces that are way too much for the robotics to handle. Reducing that movement speed significantly may require more patience, but can further reduce issues and make the crane workable. I've found that Breaking Ground in this way gives you the moving parts, but they require a lot of additional assembly to get the most out of them. The difference with these elements is IRL they'd just give out, in KSP they start wobbling instead. Last, and I think similarly impactful, the massive shifting weight of the fuel tank moving around looks like it overstresses the landing legs to the point where they start wobbling and krakenstriking, further increasing the wobble of the entire base. I think the base would be more stable if it just layed flat on the surface. I suspect that the main cause of your landing pad glitching out is because the lander clipped through the landing pad after becoming a part of the mining base. When it undocked, the legs were still clipped into the pad, causing them to bug out and launch your lander into oblivion. I think you might be able to solve that by activating Same Vessel Interaction on the legs and the landing pad, although the legs might still glitch out. In general I'd avoid the stock legs for any heavy object. Anyway thanks for coming to my TED talk, I realise most people just don't have the time, energy or interest to turn KSP into an entire engineering job, and validly so, so I apologize if my waffling comes off as condescending or presumptive in any way.
I'm so glad to see you making KSP1 videos again! Who is to say we can't play and enjoy this game anymore?? Especially if you use a lot of cool mods it gets exponentially better, screw the politically sabotaged fail of KSP2, KSP1 is still awesome!
KSP1 is so interesting and fun game to watch, especially seeing talented and dedicated players like ShadowZone. It is a shame that developers couldn't take it to the next level with KSP2.
I know nuance is frowned upon, but it was management that couldn't handle it, and executives that couldn't manage the managers. The devs would have gotten there, given clear instructions and competent project management. Sadly, they had neither.
@@ShadowZoneI’ve had success with the anchor on my fuel base, but also know that perhaps was just lucky as the Kracken can strike pretty much anywhere no matter what you do 😂
I usually just assembler my Minmus bases in orbit first, then land it. Much easier than trying to bring parts together with Kraken Robotics. Also, I make my refueling station the kind that can launch and return to the storage tanks in orbit. Much less hassle this way. Of course, I tend to make really big ships that can refuel themselves in any system so I don't rely on infrastructure placed at each moon. The frame rate problems when two complicated ships meet for a fuel transfer is just not worth it. On another note, Sepratrons are just fine for separating parts with your decoupling stages. They don't require manual control so no drone cores needed. I never really understood why you would make a landing pad when you're landing on one of the flat lakes anyway. Maybe you can try putting down one of those anchors on the surface and dock your refinery to it for stability first. This requires an engineer to place the anchor, then attach a docking port to it. I did this on Gilly once. Another option is to have several smaller drilling rigs harvesting ore without that heavy refinery and be capable of shuttling themselves up to an orbital station refinery which is ideal for making exactly the kind of fuel your customer requires. Then the customer can dock and have the refineries create the fuel in their tanks directly. No need for local fuel storage of both types and ending up with an odd amount of each when some ships need more liquid fuel than oxidizer.
I was just trying to make a base on mars, its waaaaaayyy more harder that i expected even with mechjeb having control of all the burns, IT's IMPOSSIBLE TO GET AWAY OF THE CRAKEN
If you're not aiming for pure stock, I'd reccomend using kerbal konstructs to place a landing pad for the tanker (and is one of the mods to replicate what KSP2 could've been)
There is a ground anchor in the parts, you could have used that to anchor the landing pad? Despite the efficiency loss, in KSP, it's easier to design the mineral rig as a lander that can go orbital to dock with the station, just be careful to have enough fuel to get back down to your mining position on the surface... That's how I design my Gilly mining facility along with a fuel refinery in orbit around Gilly. If properly designed, you can even ditch the refinery in Gilly Orbit and go directly to Eve orbit, granted your rig must be bigger but taking off Gilly is very easy to begin with, so you can afford quite a heavy vehicle. If you want to design realistic vehicles for Eve surface landers, you better have a Eve/Gilly orbital fuel and ore processing set up so you can recharge those missions to go back to Kerbin. The other solution is to have dedicaded Eve landers that cannot go beyong Low Eve Orbit and dock a Kerbin interplanetary ship to the Eve orbital station. However if you don't want to bring Eve landers at each mission and resuse the same, you'll have to have a Gilly ore rig and a refinery on the Eve station at minimum. I never really used Minmus ore rigs aside of contracts. I pretty much prefer arriving with multiple craft directly in Eve/Gilly orbit or Duna/Ike orbit because coming back from minmus into a Kerbin slingshot towards Sun orbit/transfers requires more planning in orbital trajectories and timing, despite it helping you with Oberth effect and it requires you to take off Kerbin surface earlier than the transfr window... and when you have multiple ships around the system to manage, it's a nightmare. So I prefer one set date to depart Kerbin and be done with it.
I ackknowledge that such a landing desk would be a great idea, if we manage to get it dann flat by those struts. Could work better on a boat. Greetings
Imagine, I have all this a million times over (except I don't use robotics much; they stress me out) and I never got beyond Minmus. I have some unmanned habs underway to Duna, but it's going to be ages before I have an IPV ready to get crew there. My main problem: verisimilitude. I don't have a save where life support is not a thing.
2:00 yup, equilateral is the word you're looking for. I'm starting to experiment with infrastructure. I have a 4-satellite commsat/surface scanner array that launches all in 1 rocket. I can't seem to build what i call an "efficient" mining system. Is it supposed to take weeks/months to refill a T-800 tank?
Seems to me that the most important piece of space infrastructure would be a ground-up rewrite in a different game engine. We could call it, idunno, KSP2 or something. Just spitballing here, but I don't see how this could possibly go wrong.
lol that surface base in the end is why I never do anything like this. I launch from kerbin. I may refuel, but that's it. I don't bother with refining. I was looking forward to KSP2 having all this stuff actually working without all this nastyness you encountered.......but oh well.
I swear, people find some of the weirdest bugs in KSP lol. In my time playing I've only had a handful of Kraken attacks, but not much else in the way of glitches. Edit: except for robotics, robotics are a mess lmao
18:34 did a similar thing a few years back before switching to RSS/RO... My "Minkrane" worked fine but due to wheel slipperiness the "Munkrane" was constantly sliding around. Made surface assembly terrible. And for refueling, I initially tried an umbilical from a the base to a truck, which would then detach from the base and then connect to the lander via the smallest stock docking port, minimizing the kraken. Also I feel your issues were due to too many pistons. Maybe if you had a single long non-telescoping assembly which would rotate 180deg towards and away which connected from above with a single vertically oriented piston and docking ports the issue could be solved.
Some years back I set up a self-sufficient base on Minmus with a mod that let me build ships. It was a significant undertaking (kraken included) and I was never able to replicate it again.
extraplanetary launchpads really was the best
What was the name of the mod, I have been searching for something like that
@@grotebaby1827 Extraplanetary Launchpads
the kraken does what it wants
Idk why but the kracken is really inactive in my game, it's mostly just Cthulhu ruining everything (when I make a spacestation and then I leave and rejoin, Cthulhu attacks, a pop up with a kerbal with a red box with an exclamation mark or a unity symbol with a red box with an exclamation mark appears and it crashes)
When I learned that struts can be set to be released in action groups, I started tying things like clusters of individual satellites together for launch and releasing them as I unlocked any hinges before deploying, Idk why but it felt really satisfying! I think feela like unwrapping a gift with a single key stroke!
I never knew that! that would've helped so much when I tried to make my artificial gravity station.
They can WHAT??? You couldn't have mentioned that like TEN EFFING YEARS AGO?
In my Minmus Fuel Stations, I've generally had a big truck that lands on a flat, and a big rover with two claws to grab the lander, pick it up, carry it to the fuel depot, and grab the fuel depot. It's annoying, but the less robotics you have in that equation, the better.
In the future, I might skip the three parts and just have a really big rover that can drill and refine fuel, and have it drive to the landed fuel truck to deposit. Fewer parts means being less inviting to the Kraken...
2:18 Equilateral is the correct term 👍
Ah the memories of old vids where shadow would pick a topic/spaceflight problem and discuss it in depth
I didn't realise this is part of a play-through. That crane rover lifting the tanks into place is good, I wish I'd thought of it. :) I thought though that it would also be used to move the full tanks to a launcher, keeping the more complex builds apart. But that would have taken more time and the Kraken wasn't so persistent as to require it. Really cool mission so far!
I think you can fix the stuck landed state in the save file.
Interesting launch plume at 6:25 🙃
That initial crane design for transferring fuel tanks reminded me of the company motto I used on some of my play throughs:
[company name, I can't remember it]: If it's not overengineered, we didn't do it.
And yeah, I always found robotic parts to be a pain when transitioning to a loaded condition (entering physics bubble, loading saved file, etc.).
I try to avoid robotics parts in all my builds. They seem to only work as kraken bait.
I like to add station to station tug/shuttles to my, umm, stations that are modular. Also a stack of mono propellent re-entry capsules to the Kerbin station for emergencies.
Bravo! Pls do more of it.
Awesome stuff!
I still admire the creativity creators like yourself still have after playing the game for like 12 years now!
Enable interaction with the same spacecraft for the landing gears and/or the pad.
I once built a huge mining rig on Minmus. Glorious.
Until the next time I loaded my save and discovered there was no trace of it except a single ground anchor.
My refueling system was very simple: A big tank (X200-32) at the base with a docking port on top. The shuttle was a probe core with the same tank size with a docking port on the bottom and 4 Vernier engines (and some RCS).
It worked very well on Mun, Minmus and Ike.
I'm trying to set up my first mining and refueling hub in minmus so this is perfect timing!
Re comsats, I've found that if you put a ring of four comsats into distant Kerbol orbit, just inside Kerbol's SOI but just outside the SOI of Minmus, then combined with the ground stations on Kerbin, you can get pretty good coverage of the whole system with far fewer satellites than putting a ring of three around each body. It has to be four, not three, because Minmus would be outside the "triangle" formed by three for significant periods of time.
Geostationary orbits such as this are necessary when you disable the additional ground stations.
Did everyone forget about that one part that you can use to attach a base directly to the surface of a planet?
guess so lol, even i kinda did. damn i gotta make a base that won't walk away when im not looking
That clamp fails a lot. If you happen to place it close to a terrain sheet joint and move too far, when you return your clamped base may be free falling from 40 meters high, for no reason. So its not like its ''forgotten'' but instead its ''suspended'' from comum use.
yes we all did.
I want to do an asteroid redirect mission again.
On minmus, I personally wound up using a space plane variant to fill a couple of long tanks with fuel to refuel my station around minmus. The wings were used more to keep it stable as the wheels were under the wings like a regular plane, and landing didn't have to be anywhere near perfect, could land 20 km away and drive to the refinery, docking port under the plane, and instead of a landing pad like you used, I had a single docking port that the plane could lower it's landing gear/retractable rover wheels to connect with. Also adding struts to where the extended docking port to keep the kraken at bay.
I tried taxiing a spaceplane on Minmus. Great stability, but it couldn't stop! 🤣This was before traction got really bad, but in Minmus's miniscule gravity, traction was bad no matter what. I added 6 forward-facing vernor engines, and they hardly helped. It was a big plane. What I should have done is spun the plane around and used the rocket to slow down. That would have worked; it had a Rhino engine on the back.
@@eekee6034 That's why I used 6 rover wheels under the space plane and kept it to under 6 km/s while traveling to the refinery, and then when close, 2 km/s was top speed, cause it takes so long to stop otherwise. :D
@@airiannawilliams3181 Ooh! And some rockets pointed upward to keep it on the surface? Or do you mean m/s, not km/s? :D But yeah, rover wheels work pretty well on Minmus. I made a rocket/rover with 20 of them, too many but it was my first attempt and I wanted it to rove on a lot of different worlds and it had some big fuel tanks to move.
@@eekee6034 hahah yes, I meant m/s not km/s sheesh km/s is way too fast for minmus.
@@airiannawilliams3181 Minmus land speed record! :D Hmm.. I think Cupcake Landers might hold that one with a little rocket buggy he made. Dunno though.
You had me at Kraken.
that was fun.
There's a way to give space infrastructure more purpose with things like life support, simple construction and beautifying it with Stockalike station parts, planetside, Kerbal planetary base system
Remember there is anchor points which can be sttached to surface, that way you can built sturdy stuff which doesnt bounce from surface
And Lander cans are not good for refinerys, they have low heat resistance and while miners gains temperature 1000k to work well, whole vessel will reach that temperature over time, exploding all parts which has lower than that.
Infrastructure that we require: kerbonaut-portable miniature fuel tanks that allow kerbals to manually transport fuel from one landed refinery to their nearby landed spacecraft, no docking necessary! 🦑
I really ought to get around to simulating mining in J:NO. You can very loosely simulate it by making a launch point where you land your mining ship, or you can go into the advanced settings of the fuel cell and make it consume negative fuel. Perhaps you can make it produce negative electricity too, but I haven't tried.
If I may give my two cents on the robotics issues, I think the reason why your loading crane failed is a combination of factors:
One part is that KSPs robotics are surprisingly realistic in a sense. That massive fuel tank is putting a lot of transverse load on those two pistons, which is their biggest weakness. The motor used in the center just isn't powerful enough for the torque caused by the load on that arm, either. Looking at real life, most cranes would use a piston to hold that arm up, and keep the arm itself rigid.
Combined with the very high default movement speed of the motors and pistons, you create incredible forces that are way too much for the robotics to handle. Reducing that movement speed significantly may require more patience, but can further reduce issues and make the crane workable.
I've found that Breaking Ground in this way gives you the moving parts, but they require a lot of additional assembly to get the most out of them. The difference with these elements is IRL they'd just give out, in KSP they start wobbling instead.
Last, and I think similarly impactful, the massive shifting weight of the fuel tank moving around looks like it overstresses the landing legs to the point where they start wobbling and krakenstriking, further increasing the wobble of the entire base. I think the base would be more stable if it just layed flat on the surface.
I suspect that the main cause of your landing pad glitching out is because the lander clipped through the landing pad after becoming a part of the mining base. When it undocked, the legs were still clipped into the pad, causing them to bug out and launch your lander into oblivion. I think you might be able to solve that by activating Same Vessel Interaction on the legs and the landing pad, although the legs might still glitch out. In general I'd avoid the stock legs for any heavy object.
Anyway thanks for coming to my TED talk, I realise most people just don't have the time, energy or interest to turn KSP into an entire engineering job, and validly so, so I apologize if my waffling comes off as condescending or presumptive in any way.
I'm so glad to see you making KSP1 videos again!
Who is to say we can't play and enjoy this game anymore?? Especially if you use a lot of cool mods it gets exponentially better, screw the politically sabotaged fail of KSP2, KSP1 is still awesome!
i love this kind of videos
That arm for smaller vechicles to dock reminded me of something... oh, nvm
KSP1 is so interesting and fun game to watch, especially seeing talented and dedicated players like ShadowZone. It is a shame that developers couldn't take it to the next level with KSP2.
I know nuance is frowned upon, but it was management that couldn't handle it, and executives that couldn't manage the managers. The devs would have gotten there, given clear instructions and competent project management. Sadly, they had neither.
Have you tried using the anchor point into the ground and then doc the refinery to the anchor point?
I have used the anchor in the past and it has a whole lot of other problems, unfortunately.
@@ShadowZoneI’ve had success with the anchor on my fuel base, but also know that perhaps was just lucky as the Kracken can strike pretty much anywhere no matter what you do 😂
@@shaneloder5899 I've heard it has problems if placed near (on?) the edges of the triangles making up the ground.
I usually just assembler my Minmus bases in orbit first, then land it. Much easier than trying to bring parts together with Kraken Robotics. Also, I make my refueling station the kind that can launch and return to the storage tanks in orbit. Much less hassle this way. Of course, I tend to make really big ships that can refuel themselves in any system so I don't rely on infrastructure placed at each moon. The frame rate problems when two complicated ships meet for a fuel transfer is just not worth it. On another note, Sepratrons are just fine for separating parts with your decoupling stages. They don't require manual control so no drone cores needed. I never really understood why you would make a landing pad when you're landing on one of the flat lakes anyway. Maybe you can try putting down one of those anchors on the surface and dock your refinery to it for stability first. This requires an engineer to place the anchor, then attach a docking port to it. I did this on Gilly once. Another option is to have several smaller drilling rigs harvesting ore without that heavy refinery and be capable of shuttling themselves up to an orbital station refinery which is ideal for making exactly the kind of fuel your customer requires. Then the customer can dock and have the refineries create the fuel in their tanks directly. No need for local fuel storage of both types and ending up with an odd amount of each when some ships need more liquid fuel than oxidizer.
I was just trying to make a base on mars, its waaaaaayyy more harder that i expected even with mechjeb having control of all the burns, IT's IMPOSSIBLE TO GET AWAY OF THE CRAKEN
If you're not aiming for pure stock, I'd reccomend using kerbal konstructs to place a landing pad for the tanker (and is one of the mods to replicate what KSP2 could've been)
There is a ground anchor in the parts, you could have used that to anchor the landing pad?
Despite the efficiency loss, in KSP, it's easier to design the mineral rig as a lander that can go orbital to dock with the station, just be careful to have enough fuel to get back down to your mining position on the surface... That's how I design my Gilly mining facility along with a fuel refinery in orbit around Gilly. If properly designed, you can even ditch the refinery in Gilly Orbit and go directly to Eve orbit, granted your rig must be bigger but taking off Gilly is very easy to begin with, so you can afford quite a heavy vehicle.
If you want to design realistic vehicles for Eve surface landers, you better have a Eve/Gilly orbital fuel and ore processing set up so you can recharge those missions to go back to Kerbin. The other solution is to have dedicaded Eve landers that cannot go beyong Low Eve Orbit and dock a Kerbin interplanetary ship to the Eve orbital station. However if you don't want to bring Eve landers at each mission and resuse the same, you'll have to have a Gilly ore rig and a refinery on the Eve station at minimum.
I never really used Minmus ore rigs aside of contracts. I pretty much prefer arriving with multiple craft directly in Eve/Gilly orbit or Duna/Ike orbit because coming back from minmus into a Kerbin slingshot towards Sun orbit/transfers requires more planning in orbital trajectories and timing, despite it helping you with Oberth effect and it requires you to take off Kerbin surface earlier than the transfr window... and when you have multiple ships around the system to manage, it's a nightmare. So I prefer one set date to depart Kerbin and be done with it.
I ackknowledge that such a landing desk would be a great idea, if we manage to get it dann flat by those struts. Could work better on a boat. Greetings
Imagine, I have all this a million times over (except I don't use robotics much; they stress me out) and I never got beyond Minmus. I have some unmanned habs underway to Duna, but it's going to be ages before I have an IPV ready to get crew there. My main problem: verisimilitude. I don't have a save where life support is not a thing.
2:00 yup, equilateral is the word you're looking for.
I'm starting to experiment with infrastructure. I have a 4-satellite commsat/surface scanner array that launches all in 1 rocket. I can't seem to build what i call an "efficient" mining system. Is it supposed to take weeks/months to refill a T-800 tank?
Seems to me that the most important piece of space infrastructure would be a ground-up rewrite in a different game engine. We could call it, idunno, KSP2 or something. Just spitballing here, but I don't see how this could possibly go wrong.
HARVEST THE kRACKEN. take a kraken prown craft then put it on a wind turbine then activate it then you got power from nothing!
lol that surface base in the end is why I never do anything like this. I launch from kerbin. I may refuel, but that's it. I don't bother with refining. I was looking forward to KSP2 having all this stuff actually working without all this nastyness you encountered.......but oh well.
Это происходит из-за того, что гиродины начинают бороться друг с другом. Надо отключать все лишние гиродины.
I swear, people find some of the weirdest bugs in KSP lol. In my time playing I've only had a handful of Kraken attacks, but not much else in the way of glitches.
Edit: except for robotics, robotics are a mess lmao
2024/12/01. Launched first low orbit burning mercedes emblem in the history.
Minmus base❌
Asteroid Mining ✔️
No volumetrics?
Are you playing on a planet pack? Dres doesn't exist in the stock game.
(I'm joking)
Robotic parts plus docking ports are pretty hopeless in KSP.
Community Fixes mod improves both.
hi
Never fear, Elon Musk is here! 🚀🪐✨️
🌌🔭
First
who asked
ksp1, no thanks.
huh
also
dont like dont watch lol
ksp2 is dogshit dude
18:34 did a similar thing a few years back before switching to RSS/RO... My "Minkrane" worked fine but due to wheel slipperiness the "Munkrane" was constantly sliding around. Made surface assembly terrible.
And for refueling, I initially tried an umbilical from a the base to a truck, which would then detach from the base and then connect to the lander via the smallest stock docking port, minimizing the kraken. Also I feel your issues were due to too many pistons. Maybe if you had a single long non-telescoping assembly which would rotate 180deg towards and away which connected from above with a single vertically oriented piston and docking ports the issue could be solved.