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Atrius129

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Everything posted by Atrius129

  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.
  15. DRE works fine with KSPi. EDIT: Had the wrong quote up there. Sorry Olympic
  16. There is already a MM config to add such capabilities to several of the cargo bays. I know B9 is included, but I'm not 100% sure if the new cargo bays are as well. Boris may also have fixed those in his version.
  17. In the past, AM used stack filling, and needed to be changed to AllVessel to be able to fill tanks in some situations. This is probably the case in this situation.
  18. Glad to see you got that thing working. Would you care to share the code?
  19. So I am trying make some quantum vacuum RCS thrusters (As per Angel-125's apparently abandoned project): MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 1 resourceName = ElectricCharge resourceMass = 0.0001 atmosphereCurve { key = 0 260 key = 1 100 } } This actually semi works, the problem being all EC is totally drained and refilled extremely rapidly. I built a tiny probe with several thousand EC + 1.25 fusion reactor and gene + 8 QV RCS thrusters. It seems that no matter how much battery life there is it is instantly drained by the thrusters and refilled by the fusion reactor. This switches off SAS but RCS remains on. I know the issue is probably that EC has none of the weight that is being called for and instead should be some type of resource per second rate. I guess the Quantum Vacuum (or MJ) resource would be better to use than EC. Any help to get this resolved would be greatly appreciated. Ultimately I would like to continue with his repulsor idea that would allow large craft to translate easily using the RCS commands.
  20. I do believe this is fixed in Boris's maintenance thread. This is the way to go anyway since it is compiled for .90.
  21. Hi tnelluz, welcome to the forums. I am willing to bet you have a Direct Conversion generator attached to that reactor. Right click it to find out. If it is, just go into the VAB, right click it and change it to a KTEC generator. This should get you up over the 2.5 GW needed to power the Vista (i assume that's what you are doing). Also you will need some more radiators (a couple of the folding ones) if you want that thing to run for any reasonable amount of time. More radiators also = higher temperature differential= a bit more power.
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