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blindcoder

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    Bottle Rocketeer
  1. Hello everyone! This is my first time ever sending a manned mission to Duna after 336 hours of playtime in Kerbal Space Program! After a great start of launching and docking 4 payloads to my carrier and sending it to Duna the mission went Kerbal very quickly. The first payload, which contains the communication satellites - got deployed by sheer force of rotation and couplers because they lack any kind of engine. These satellites were accidentally deployed into an orbit that intercepted Dunas moon, throwing them into weird and unpredictably orbits. This out-take will be part of another video. The second and third payload get coupled together into what I call a "Double Bullet" for obvious reasons. The airshells of the payload look like two bullets glued together. This "Double Bullet" then descends onto Duna and decouples only after the parachutes have deployed and decelerated the payloads. This way they land less than 1 kilometer apart. The landing needs some improvement, though. The last payload contains a rover and descends onto Duna before deploying a lot of parachutes for landing. By sheer luck, it flew above the first two payloads and landed less than 50 kilometers away. Highlights: All payloads docked https://youtu.be/qOgzB_NgUKk?t=380 Circularisation at Duna https://youtu.be/qOgzB_NgUKk?t=600 Deployment of satellites - without any engines https://youtu.be/qOgzB_NgUKk?t=660 Creating the "Double Bullet" https://youtu.be/qOgzB_NgUKk?t=963 Landing the "Double Bullet" https://youtu.be/qOgzB_NgUKk?t=1477 Landing the rover https://youtu.be/qOgzB_NgUKk?t=1700 Thank you for taking the time to read all this!
  2. YAY! Thanks Dal! Unfortunately, the download link is dead :-(
  3. So I just wanted to connect three landed modules with some pipe end points, but right clicking doesn't do anything even when standing on a pipe end point. Are the pipes broken atm?
  4. I have downloaded the latest Tweakscale and it works quite fine with KSPILite. I needed to remove/reattach some parts in the VAB, but it works fine then. What unfortunately does not work is activating the science lab (I don't mean getting science from it, I know that doesn't work in 0.25 atm), but I can't even activate it. It says 'Not enough crew' even though the Science Lab has two Kerbals sitting in it.
  5. Thanks for your reply! I'll try that! Guess I misunderstood how the aerodynamics work here.
  6. Hello. I'm running KSP 0.24.2 on Linux with as x86_64. I have a construction that I can easily get into orbit, but trying to land it back on Kerbin always gives me structural failure at around 20-30 km and I can't quite understand why. A screenshot of the part I'm trying to land is here: https://oc.anderdonau.de/public.php?service=files&t=4cdcb0d214c5bb674768695f95beeecb At the bottom is a L2 Atlas engine connected to a KW Rocketry SB-2 LFT surrounded by 2x 2 KW TRQ-2 SAS Halves. My Plugins GameData directory looks like this: [09:14:38][blindcoder@flora:~/.local/share/Steam/SteamApps/common/Kerbal Space Program/GameData]$ ls 000_Toolbar Champagne FrozenPepper KWRocketry OpenResourceSystem TreeLoader ActiveTextureManagement Chatterer HyperEdit MagicSmokeIndustries RemoteTech2 TriggerTech B9_Aerospace CommunityResourcePack Interstellar MechJeb2 ResGen TweakScale B9GearFix.cfg Engineer KAS ModStatistics SafeChute VNG BoJaN EnhancedNavBall Kerbaltek ModuleManager.2.3.4.dll SelectRoot BoulderCo ExsurgentEngineering Kethane NASAmission Squad build.txt FerramAerospaceResearch KineTechAnimation NavyFish toolbar-settings.dat The first thing to break off is always the KER ER-7500, but it vanishes into thin air. Then random parts detach from the LFT and crash into other parts with everything exploding (beautifully) leaving only the Mk1 Pod and its parachute behind. I'm using FAR, so I would have assumed that the 2.5m expanded fairing base would divert airflow giving me some little aerodynamic. As such it surprises me that the parts that detach are _behind_ that base. The Player.log can be found here (almost 10MB): https://oc.anderdonau.de/public.php?service=files&t=a4afd48e411f318ef873f7c343d8de43 Anyone got an idea or pointer to help me?
  7. Hi. THANKS for this mod, now on 0.23.5 the game starts again :-) What I'm wondering about, though, is two things: I run the KSP.x86_64 version and got 16 GB of RAM, so even with a bunch of mods, there should still be enough memory available, right? Also, ATM says it just saved around 500 kB of memory, so I guess there's some calculation error: FWIW, here's my Plugin List:
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