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KroShan

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Posts 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. Hi,
    i updated from a clean 1.3.0 to the pre-release branch [en]. With my german keyboard (qwertz) i a had a few changes:
    proximity vessel switching changed:
    -prev vessel ß to ü
    -next vessel  ´ to +

    Germany_kbd.svg

    so it is one 'line' deeper on the keyboard.

    The focus to current vessel function in map mode was shifted from beeing 'backspace' in all past versions to now beeing ' ^ '
    since this function is not assignable i tried all the keys to find it...

    Also is there a possibility to shift full throttle to 'y' when the qwertz keyboard is selected?

    all the best from Vienna
    P.S.: is there a bug report required?

  3. Great! i am looking forward to another prerelease testrun.

    i read through the changelog and even as expierinced player i have no clue what this means. (mabe because my mothertounge is not english...)

    Quote

    'Jetpack translation is no longer affected when an EVA Kerbal’s PAW is open and being dragged.'

     

  4. @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...

  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:

    Spoiler

     

    
    [LOG 20:53:49.800] Contract Log: Outdated save file detected! All contracts in save file were updated!
    [ERR 20:53:49.861] [ContractSystem]: Contract type 'SatelliteContract' not found
    
    [ERR 20:53:49.862] [ContractSystem]: Contract type 'CollectScience' not found
    
    [WRN 20:53:49.877] ContractConfigurator.ConfiguredContract: Error loading contract for contract type 'HSFOrbitalMoon1Repeatable'.  The contract type either failed to load or was uninstalled.
    [LOG 20:53:49.879] Penalizing 859375.018626451 funds from player for contract failure
    [LOG 20:53:49.881] Penalizing 901.9231 reputation from player for contract failure
    [LOG 20:53:49.883] Added -891.4311 (-901.9231) reputation: 'ContractPenalty'.
    [LOG 20:53:49.897] Contract (Human Orbital (1/LLO)): We have failed our contract for Jebediah Kerman's Junkyard and Spacecraft Parts Co: Human Orbital (1/LLO)
    .
    .
    .
    [LOG 20:53:52.306] [INFO] ContractConfigurator.ContractType: Cancelling contract of type flybyMercury (Mercury Flyby): Wrong prestige level.
    [WRN 20:53:52.307] ContractConfigurator.ConfiguredContract: Removed contract 'Mercury Flyby', as it no longer meets the requirements.
    [LOG 20:53:52.318] [INFO] ContractConfigurator.ContractType: Cancelling contract of type first_spaceStation (First Space Station): Wrong prestige level.
    [WRN 20:53:52.319] ContractConfigurator.ConfiguredContract: Removed contract 'First Space Station', as it no longer meets the requirements.
    [LOG 20:53:52.322] [INFO] ContractConfigurator.CompleteContractRequirement: Contract CrewedSupersonic: requirement CompleteContract was not met.
    [LOG 20:53:52.323] Penalizing 10850 funds from player for contract failure
    [LOG 20:53:52.324] Penalizing 2 reputation from player for contract failure
    [LOG 20:53:52.325] Added -1.857627 (-2) reputation: 'ContractPenalty'.
    [LOG 20:53:52.360] Contract (X-Planes (Supersonic)): We have failed our contract for Reaction Systems Ltd: X-Planes (Supersonic)

     

  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. 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...

  8. 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.

  9. 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

  10. 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'

  11. On 12.6.2017 at 7:08 PM, NathanKell said:

    @Maxsimal Should be on CKAN by now, and yes 1.1.3 saves are compatible.

    @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 :D

  12. 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.

  13. 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...

  14. 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. :cool:

     

     

    More pics in the original posting.

     

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