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Atrius129

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    Sr. Spacecraft Engineer

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  1. Here you go: https://drive.google.com/file/d/1ZesB3Smna8K00SUT4Vnn2ruHwaAWv1x5/view?usp=sharing I had to remove the procudural tanks and KER Chip, but this should be all stock and almost identical to my test craft. I did run this a couple of times and I can do the exact same mission profile.
  2. I followed your instructions with the .dll replacement from 1.9.0.7 it it seems to have corrected the issue since all 5 of my attempts to recover the 2nd stage has been successful. I'm still testing and will edit this post if anything comes up. @DaveLChgo would you be able to upload the craft without mods as LGG requested? To do that, I would have to rebuild the craft and rebreak the mod. If you haven't fixed it yet it would probably be easier for you.
  3. I am having a similar issue to what DaveLChgo is reporting. I can regularly reproduce the issue, but I haven't yet figured out what the trigger is. The test craft I built can recover the side boosters (stage 1) every time, but the core will only automatically recover when I launch vertically without trying to make orbit. When I do this I can separate in atmosphere or in space, it doesn't seem to matter. When I follow the normal launch profile (pitch over, get apoapsis >70, separate before periapsis >20; suborbital) is when I experience the issue. As far as I can see, stage 2 satisfies all of the prerequisites you listed above. I separate the craft and I can see it fall back into the atmosphere (as an icon or from the map) until it hits the planet and disappears with no notification of a stage being recovered. If I timewarp ahead for a few hours it still doesn't show up. I've used this mod (both this version, and the older ones) for years now, so I've come to know what to expect. If you would like me to upload my files as well, I would be happy to do so, but since you have DaveLChgo's upload I wasn't sure if it would be necessary. Thank you so much for taking the time to maintain this mod, it's one of my favorites. Edit: It seems to be based on distance from KSC. Whenever the 2nd stage lands more than 1/4 of the circumference around the planet it disappears rather than attempting a recovery. Circling the planet and landing the stage near KSC seems to cause it to disappear as well. This does not seem to apply to 1st stage parts; I was able to recover them from the opposite side of Kerbin.
  4. Thanks for this tip. I removed FAR since I too was getting crazy null ref messages. Guess I will reinstall and remove Trajectories, since FAR is much more important to me.
  5. Pretty much every mod has a thread on these forums and has links you can download from. CKAN seems to be a last priority for most mod devs, especially when the mod is not yet stable with the new update. If the mod you are looking for does not list as being available for the current release check either the Git or the last few pages of the thread; a lot of times there are fixes being worked on by either the author or a third party (eg. Padishar [in all his glory]).
  6. TIL: About the Atlas-B, and that it used what is referred to as "Stage and a Half Design" (according to it's wiki).
  7. To quote the Wikipedia article on SSTO: "No Earth-launched SSTO launch vehicles have ever been constructed." There have been some proposed designs like SKYLON or the X-33, but we haven't yet developed engines efficient enough for SSTO. Edit: Quotation marks, typo
  8. It's looking good! I've been testing it for a couple of days and haven't really seen any issues.
  9. Also, if you go back one page, you may just find what you are looking for.
  10. EDIT: Annnd it seems like Padishar beat me to it. 1. It was discussed a few pages back (pg. 129?) but is now fairly buried so you can't be blamed for missing it. Basically you go into the KER GitHub repository and download the the whole zip. Then use only the Output/KerbalEngineer file to extract to the GameData Folder. 2. Your career save should work, but since it is a prerelease this is not a guarantee. It did carry over for me the last time KSP did a prerelease program. EDIT: For anybody else having trouble finding it.
  11. The second part sounds like a lot of programming/modelling. The first should be doable by placing rounded tanks at the ends of a cylindrical tank to give you the pill shape, and having clipped on interstages act as skirting.
  12. KTEC generators convert heat into electricity. Direct Conversion genes convert charged particles produced by the reaction directly into electricity. Since a heat differential is not necessary to collect charged particles, DC genes are much more efficient. Heat is the only byproduct of AM reactions (in this game) while fusion reactors produce both charged particles and heat. This means that fusion reactors can use both types of generator, even at the same time. To warp to a planet, simply set the body (celestial, ship, asteroid, etc.) as the target. This will show up in your nav ball. Point towards it, activate drive. Profit. When you approach the target you will want to drop out of warp and set the lowest war speed. Continue making course corrections and jumps until you reach the target. If it is a celestial you are visiting, you can use the body's gravity to gain/lose velocity. I usually try to get my velocity vector lined up as close as possible over the equator and jump to periapsis. Fast forward time to bleed off velocity. As you get further away the effect of gravity decreases exponentially. Assuming you want prograde orbit, point your ship almost directly at the planet, heading only a few degrees towards 270. You can line your view along the ship. You want to get as close to the planet as you can, without actually hitting the atmosphere. That is very bad. You also don't want to pass the periapsis while warping because any time spent falling towards the planet builds up velocity, at time when gravity is strongest. It is essential to hotkey your drive's activiate/deactivate commands for this. If you use Action Groups Extended you can use action groups in map view!
  13. Hard to tell what is wrong. There's really no such thing as too cool. Sometimes there are weird stack flow issues with AM but it looks like the tank is in the same stack as the reactor. I can't tell but is there also a fusion reactor on that thing? If so, the gene may have defaulted to Direct Conversion which the AM reactor won't be able to use.
  14. Scoops are designed to gather gaseous resources, not to act as intakes for air-breathing engines. B9 has some great options for larger intakes that look much better than stock.
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