Jump to content

MisterBennock

Members
  • Posts

    61
  • Joined

  • Last visited

Reputation

35 Excellent

1 Follower

Profile Information

  • About me
    Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Eh, I was afraid that was the case. If I have to write a .dll I'm out, I don't have the skills or time to acquire to the skills needed for that. Maybe someone more talented than me will see this and come up with something.
  2. While playing around with the EAS-1 external command seat I realized I didn't like how "ejection force" is implemented. The way it works is that it will generally apply the force when leaving the seat no matter the situation. Of course an emergency exit in 9 km height is different from simply disembarking a small plane. IRL you also don't eject by seat every time you leave your machine. Now what I was wondering is if there is any way to make this distinction. I assume checking whether the plane has landed or is still moving etc. is rather complicated, so I thought about simply adding another button and have a "regular" LEAVE SEAT option where ejection force is always set to 0, and an "emergency exit" option with ejection force using the actual set value. However, I have no idea how to do on about this. Can anybody comment if this is doable at all and if yes, how I could approach it?
  3. I hope they never fix this... I am currently experimenting with hovercrafts and """"repulsor"""" technology.
  4. Cheers people, thanks for the suggestions, but neither AFTER:[Squad], nor AFTER:[SquadExpansion] nor AFTER:[SquadExpansion/Serenity] (also with \) did work. In fact, with the slashes, it tells me it didn't apply any patches at all. Could it have something to do with the fact that those are some different type of part? Like, not a "build-part", but rather some kind of prop?
  5. So, I was annoyed by the default suit color being orange. I prefer white. So I wrote the following MM patch: @PART[kerbalEVAfemaleFuture,kerbalEVAFuture] { @MODULE[ModuleColorChanger] { @greenColor = 1.0 @blueColor = 1.0 } } However, it doesn't seem to work. I get no error during patch loading, but not a single Kerbal so far has had white light right away. I tried in Sandbox with new hires, also doesn't work. Is there a weird typo or something like that I am just not seeing or am I missing something essential?
  6. Quick update, in case anyone is interested: I managed to get my dudes back home, after four years or so. Although after entering Kerbin's SOI I noticed something: I didn't have enough dV even for aerobraking, so I built a refill drone and sent it on its 60 day journey to the outer rim in order to refill the return ship. Then, when I wanted to land I noticed that the return craft didn't have any parachutes! Since I have regretted cheating ever since, I wanted to do this the Kerbal way, so I built a small drone with some parachutes that could dock with the top of the return craft. It took pretty long because I only had a few small solar panels and no battery on the craft, so in the Kerbin shadow it died a few times, but eventually I managed to bring them home. That was really exhausting. Now I put the ascent stage for the EVE II mission in orbit, which I tested more thoroughly and the return craft now also has parachutes. I hope this time it'll work out. P.S.: Could some mod move this to the "Mission Reports" forum, please?
  7. Might be, I wouldn't surprised if anything like that could happen. Maybe 1.9 will fix some of it. Thanks anyways.
  8. Oh, so then that's probably. No connection until it had reached 100 %. Well excrements. Yeah, could be my memory. I did that whole mission basically half-asleep. Wasn't the smartest thing to do. I only use BetterTimeWarp.
  9. Wait, so you mean that the transmission is set to specific intervals and if there is no connection when it tries to transmit the data is simply lost? I can't remember any science messages. I also had the ion detector on Minmus sitting at 56 % transmitted science for quite some time until I had enough and picked it up.
  10. Okay, that's good to know. So many antennae set up without need Sorry, that was written in a confusing way, here is the current situation: - Science was deployed, but without deployed antenna - I noticed that and sent a rover on its way - The rover will still take a few months to arrive at Eve, but in the meantime I noticed I DO have a connection to the KSC Since I had a satellite in Eve orbit even before I landed there, I assume the connection has always been there, but I didn't notice because I thought I needed the extra antenna on the ground. And that is the point where I wonder why no data has been transmitted. But if it is, as you said, a bug, I might force the game to give me these contracts. I really have no problem cheating my way around bugs and glitches that wouldn't be there if people had put a bit more effort in it.
  11. Okay, so I set up my deployed science on Eve. After reaching orbit I noticed I had no communication device set up. Okay, sending a rover with a relay and regular antenna to get some distance. Then I noticed that the basic module has a first hop distance of something like 33 Mm. It just directly communicates with a satellite in Eve orbit. Now my question is: Why is the science not transmitted? Weather analyzer and Mystery Goo station have 100% science generated, but still at 0% transmitted data. I have two RTGs with a total of 6 power set up. The modules are powered, but not "enabled". I really don't understand how that stuff works and I am a bit bummed out because I have contracts open for those things. I am on 1.8.1, if that's important.
  12. Hello friends and fellow Eve enthusiasts, today I want to present to you the (still ongoing) mission "Adam to Eve", as it was for me the very first time I have ever seriously tackled Eve (although I didn't get any children out of that). I have been playing this game since 2013, but I have rarely left Kerbin's SOI except for establishing a small colony on Duna or visiting the Jool area. This time, in a career save, I thought "eh love it", mainly because the game wants me to visit Eve before Duna. Glad I am not a newb who would probably be shaken deeply by the realization of a proper there-and-back Eve mission. Anyhow, I have rambled enough, let's go right in medias res and see what's going on. This is the Eve lander/ascender. It has almost 200 parts (mainly lots of auxilliary stuff like the landing struts, science stuff, separatrons etc.) and weighs 144 tons. And that's EMPTY! Correct, this is to be hauled to Eve completely empty and then refuel itself by mining lots of ore. Sadly I never did much testing besides "yeah it survives the descent and makes it into orbit", because it is missing a crucial component which I only realized when it was already too late. But more to that later. The thing is this big because I always send three dudes at once for the world record stuff and I don't like abusing service bays with command seats - also then it wouldn't have been possible to build these nice elevators - Kerbal goes in at the bottom and then simply transfers to the capsule on the very top. This is the transfer stage, the "pusher". Only 77 tons, also empty. It has RCS to maneuver for docking to the lander and eight Wolfhounds that yield something along 2700 dV iirc. I originally had planned to use only nuclears, but with the mass of the vehicle I was expecting horrible burn times. This one managed the Kerbin escape/Eve encounter burn in just over five minutes. Note also the Mk1-3 command pod and the nuclear engine in the middle. Those are for the return stage. After assembly in orbit I had to do a few refueling flights. IGNITION! Let's go have a rendezvous with Eve! After a journey of almost a year (I don't care for transfer windows or any of that nerd excrements) finally in an orbit around Eve in about 195 km height. Here, the return stage was jettisoned and the Command pod put in the front. The original idea was that it would be more stable, but I could just have used more struts. Also since I had to do adjustments before descent, but not knowing how much dV I would have ACTUALLY left after ascent, I didn't want it to park in a higher orbit, so I transferred some of the fuel in the big stage between the return and lander to the lander and fired up the Vectors - which of course yielded much less dV than it would have otherwise. That was my first big oversight that became apparent to me. But it gets worse. Descent went as smooth as a criminal. NOTHING in this mission has worked as well as the descent and landing. After landing I set up the ground science, did experiments and set up flags. This was where I cheated for the first time: Because walking up a hill apparently makes Kerbals walk into the hill and eventually die. Glad I could quicksave Jeb. After that I was a bit mad and just hacked gravity and used the jetpack. TAKE THAT GAME! Next I realized my second, much, much worse mistake: NOT BRINGING RADIATORS. Especially on Eve, mining crawled to almost a halt. That way it would take DECADES to fill up. I fought my dark side, but in the end it won. Infinite fuel and ISRU filled up the lander in only a few days (or even hours? Doesn't matter). I am still feeling a bit bad about it, but I would probably feel bad too. You can make or make not a mistake and still fail, that's Kerbal life. Eventually I was ready for liftoff. Mining equipment and science stuff under the lander was jettisoned and I was ready to go. Nine Vectors pushing the thing upwards, one for each side tank and a cluster of 7 in the center stage. And that's totally the exhaust plume and not the sun, I swear! After separation of the side tanks. After losing the second stage, we're on the edge (of the atmosphere, that is). Third stage also has a vector. For the insertion burn, the last stage used a Cheetah. And here is the last stage ready for docking with the return vehicle. Done! After transferring science and crew, the ascent stage was left in orbit. Now the return stage is awaiting the transfer window to finally bring them home (Now I have to wait because Eve is in such a excrementsty place right now that I would need like 6000 dV to get back and I only have around 2800). The transfer is scheduled for a point in time about 370 days ahead. Now I just have to wait for the Eve science to roll in! I have taken more pictures, but this post is already long enough as it is. If you are interested, you can check out the whole album: https://imgur.com/a/hBk05el
  13. Wow, it seems like I got a totally wrong impression... But yeah, transfers SUCK, especially when you're like me a lazy, but impatient bum and don't want to wait a whole year for a transfer window.
  14. I just built a vessel for six (6) Kerbals to take them on a quick interplanetary trip. Launched the vessel, got it into orbit, on a solar trajectory. Suddenly I noticed there were no crew portrays. I also couldn't revert or anything because I seem to have done something else (I did something on the side and was distracted). I go into the astronaut complex just to discover they had all died. Why? For some reason, when I launch in a command seat they will die instantly of oxygen deprivation, even on Kerbin. And I just missed that and launched an empty rocket. And I had been so proud of never losing anybody...
×
×
  • Create New...