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KroShan

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Everything posted by KroShan

  1. @Ace in Space Unfortunatly it is that bad. I guess they have done the missions in the week between release to influencers and public release and didn't even test them - also that there is no implementation to the career mode is very dissapointing @Darth Badie @Robbonaut It looks like the devs wanted to build bad missions to show the community how not to do it. One of the missions has a cap of a (i don't know the exact numbers) 1) ~63t Rocket to go to the mun with optional landing there 2) but it doesn't tell you that you launch at 60° inclination 3) it doesn't recognise a direct transfer to the mun. So you need to change the inclination with ~1700m/s dV in LKO that you reach the desired orbit in time 4) you get bonuspoints when you bring 1000 LF to the mun This is mathematically not possible with the (part) restriction that are given in this mission. Also the last mission to minmus. 'Design a rover...' later: points when you cover a distance of several (6?) km in under 3 min BAD MISSION DESIGN!!! Off Topic: I like the parts - but the worth of this 'expansion' will only show over the next few months. When the community kicks in, the bugs are hunted down and the stock missions are redone.
  2. I think the KIS/KAS mods are essential to get stock - back than, in the early access phase or shortly after release @HarvesteR said he will look into it because it sounds interesting...
  3. @Gaarst just a few days ago i was searching for the same information. i can point you to the RSS github wiki: https://github.com/NathanKell/RealSolarSystem/wiki/Launching-into-the-Ecliptic also the LAN - longitude of ascending node is important @Aelfhe1m the moon is 5.1° of the ecliptic it is close but you have to correct that. And during an escape burn to Venus or Mars the normal/antinormal has quite a high percentage...
  4. Sorry log file allready overwritten - but on the restart KRASH was quiet. So maye its ok. It runs on 1.2.2 and i installed the latest KRASH version (for KSP1.2.2) via CKAN. Sorry again should have known to save the file immediatly...
  5. referring to this post @NathanKell : i will stick to the new contracts since the progress wasn't that big and can be easily redone. i really appreciate the work of @pap1723 here is the part of the log file:
  6. Hi, i installed KRASH for simulation purposes to my RSS/RO/RP-0 campaign. It seems it throws this: [EXC 22:44:36.725] NullReferenceException: Object reference not set to an instance of an object KRASH.Hyperedit.OrbitEditor.Simple (.OrbitDriver currentlyEditing, Double altitude, .CelestialBody body) KRASH.SimulationPauseMenu.DrawGUI () KRASH.SimulationPauseMenu.OnGUI () quite often every second. My log file of 2 hours gameplay has about 70Mb. Also performance was worse than before - but i also installed other mods... BTW it was the first startup with KRASH in 1.2.2
  7. Great - seems @pjf is still active on twitter but no longer on the KSP-forums (nearly one year now). Is it possible for a Mod ( @DuoDex ) to merge the threads. Maybe starting @ Now a question regarding RP-0 v0.54: i haven't seen a simulation at @NathanKell 's Stream. - have i just missed them or are they somehow deactivated?
  8. I installed the whole mod set and a fresh 1.2.2 just a few days ago. CKAN does nearly all the magic... on my end i have some issues with the new contract system. Two of my contracts were immediately failed but with the 'alt+F12' cheat menu one can compensate the losses. What weighs heavier is that the progress made is not represented in the contracts. I have to do all the first crew, sat, spacestation again,... to get the contract chains going. @NathanKell gave me the hint in the rp-0 thread to try to use the 0.51 contract folder, but i have to figure out what that means...
  9. Start of RP-0 Contract chains seems to work - so i have to launch another first space station ...
  10. yes @rsparkyc i read that there have been improvements in the contractsystem and it is obvious that this comes with flaws - but what is the solution? When i can't start the new contract chains i can pretty much start all over again. When stating save compatibility maybe someone can take a look into it. I can provide a save, screenshots and logs if necessary. Another approach would be to hack/cheat a save file to the appropriate date, build points, science points, and so on.
  11. Hi, regarding 1.1.3 save compatibility: @NathanKell i loaded my save from september 2016 on a clean CKAN 'stock' RSS/RO/RP-0 installation after adding KIS and KAS all vessels where loaded. I payed a visit to some of them and it looks good. What doesn't transit well seem to be the contracts. Direct in the KSC scene i get two failures one of them Low Lunar Orbit with 800000 Fund and i think 900 rep penalty. There is no indication what part of the contract failed - i think this can be counteracted by safegame editing. But new contracts also have their flaws e.g. ScanSat: i can't do the first because it says i have allready done it but the succesive one isn't unlocked. This also applies for several contract types. regarding DeadlyReentry?: @Guest83 i EVA'ed a Kerbal in LEO ~500km and he turned into a flametrower like close to overheating on reentry - but he stayed alive for several minutes... i have DR 7.5.0 installed from CKAN
  12. Thank you, the files tab on Curse told me that the versions CKAN would install for me are the latest for KSP 1.2.2.
  13. Hey @IgorZ , thx for dedicating your time to the mod. In your OP the link in the section 'Other useful EVA mods' to KAS points to KIS1.1.3 instead of Kerbal Attachment System Can sb tell me if the KIS/KAS 1.3 versions are also compatible with 1.2.2 and if not where i can find them (want to continue my RSS/RO/RP-0 campaign) THX in advance
  14. @TheKosanianMethod 'Contacting Light' is really good! i read all the hints here and it is nice that several found the way into the game. My entry: - Opening Launch Window
  15. Yeah i just also found this: very funny
  16. I don't want to be a Necromancer - but i searched for it and it fits very well: I just found my favorit one: 'Treating Astronaut Complex' 1.2.2 I would love a community event for finding new launch hints @Badie my entry is: 'Opening Launch Window'
  17. @NathanKell that was the info i was looking for. THX alot - i was wondering since you started your race into space career. I hope performance on my system is a bit better with 1.2.2, the stability already looks superb on your streams... Thanks to all the contributers of RSS/RO/RP-0 for your time and effort. Now i start planning a finally working (and landing capeable) Dynasoar and a crewed Moon landing in i think 1956 ... Edit: loading RSS/RO/RP-0 1.2.2 for the first time - at last i can read all the witty loading hints
  18. Sorry @Caviar, i've been away... The docking ports shall face the opposite compass point on the navball. If you have to controlable vessels than you can right click on the docking port to 'control from here' than orient it to a point where you know what the opposit is (90vs270; 0vs180; easier: also pointing to the horizon; zenith-nadir) the easiest is that you orient your docking ports to the normal and the anti-normal marker so that the orientation on the navball doesn't change that much (the navball will only rotate around the axis you are facing while orbiting). After you have alligned both docking ports select one as a target (distance smaller than ~200m -switch to target vessel - rightclick on the docking port - leave menu open and switch back - select as target) and translate towards it. try not to change the rotation of the craft... to dock perfectly your target velocity marker should be over the target marker.
  19. I did a two shuttle simultanious runway landing from 130km orbit last week
  20. Hi @Caviar , docking is one of the fine arts in KSP - it needs practice and patience (i asume that you are pretty new to KSP). My mistake in the beginning was to try it with heavy bulky craft. There is a great tutorial in the game. It also covers the rendevous part. (I think it also has a too heavy ship to practice docking) Most important tip is that the dockingports need to be alligned befor trying to dock so one should face 180 the other 0 and so on. Also the speed should be pretty low. Maybe this helps...
  21. Yep - according to @Felbourn's twitter account his real life job needs alot of attention at the moment (and maybe also Zelda). He is, by the way, technical director of a new secret big adventure at Blizzard.
  22. I finished building my Gilly Boring Station with my SkipperShuttle. This needed 6 shuttle launches. At last i had two shuttles side by side in 130km orbit - so i decided to deorbit and land them both simultaniously. More pics in the original posting.
  23. Why not apply for an STS Bagde with the Squad Challenge 'SkipperShuttle'? I made STS Rank 5 Commander (according to Wheaton's Law) but only have my Station/Gilly Base assembled at ~130km circular. But to counterbalance this maybe my flying skills do good. I managed to deorbit two shuttles simultaniously and land them both on the runway
  24. I just built a Gilly base in orbit with the SkipperShuttle i built inspired by this challenge. SkipperShuttle for the reason i didn't want to use those overpowered Vector engines The Shuttle turned out to be my best yet. Not so easy to launch and needs a bit of fuel pumping when hauling its max capacity of 24t fuel into orbit. But it just looks gorgeous On my anticipated last launch for the Gilly Base i decided for roleplay and safty reasons that another shuttle should launch and bring some more fuel and another pilot to get the first shuttle home. And these two pilots turned out to be true badSes. After leaving the station i flew the two shuttles in formation during reentry split them up in the landing approach and landed them both on the runway... Unfortunatley my approach had a too steep reentry to bleed off all the energy in a smooth way. Both had to fly nearly a Split S to land on runway 27. Of Course it took a few reloads before i managed it right. My first approach nearly worked but at 1km/s the timing is pretty critical to not exceed the 25 km limit. Also the SAS played tricks on me - best result was to set the pitch trim and let the aero forces stabilize the vessels. My savegame was about on the west coast of the KSC continent 26.000m rising and 1.4km/s surface vel. I allready was proud on my shuttle now i am a bit more All stock except for Kerbal Alarmclock and the transfer window planner. (I didn't use the installed WarpDrive mod here) Not all the pics are from one run - but the final seven are...
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