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MaverickSawyer

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Posts posted by MaverickSawyer

  1. 5 hours ago, capi3101 said:

     (always prefer to go to Minmus over Mün, frankly...).

    Me, too. Yeah, it's a little harder to get to, but it's so much easier to land there, and setting up bases on the flats is an absolute cakewalk.

     

    Not to mention the higher multipliers for science.

  2. vl6lUXT.png

    Completed the transfer of a bunch of science from the surface of Minmus to Skylab. Skylab is now fully stocked with science data and is cranking out frankly ludicrous amounts of science. Following the transfer of the science samples to the station, the sample return probe was destructively deorbited.

  3. On 10/28/2023 at 12:59 PM, TwoCalories said:

    I've had quite a few.

    On my first Mun landing the way back in 2022, I sent a supply lander with BG Expansion surface equipment and a small LRV-like rover. I landed it, then I landed the crew with an Apollo-style lander. I landed several kilometers past it. *facepalm*

    That was the second robotic lander, actually. The first landed on a slope, the second was that one, and the third was sent after the crew landed and it landed a kilometer away. It worked out fine, though, until I realized when it was time to head back to the CSM, I realized the RCS had drained the monopropellant and left not enough Delta-V in the Puff engines. *facepalm*

    I was tired so I just cheated to orbit. So that Mun landing technically wasn't legitimate but whatever.

    ***

    Almost two years later, I'm doing my first career mode Mun landing for my mission report, The Sky is Not the Limit.

      Reveal hidden contents

    this isn't an advertisement i swear

    I'm doing the Apollo 11 thing where they kind of hover over the area until they find a suitable landing zone. I know where because I have the KER impact marker, that also shows how flat somewhere is based on how clipped into the terrain the marker is.

    I find a good landing zone and ease in... and then the engines ran out of fuel. I only had to do a quick F9, but still. *facepalm*

    ***

    Three months later, I'm sending a complex mission to Minmus. I have a prepositioned lander and hab module in LKO and I sent the crew in a CSM. They light the engine attached to the hab and off to Minmus. The flight goes smoothly, and I prepare for Minmus circularization... but then I didn't check my Delta-V and it turns out I didn't have enough. *facepalm*

    I desperately tried to save the mission and use the lander's engine (which was way overbuilt since this entire ship was mostly designed for the Mun) to burn back to Kerbin, Apollo 13 style. But the game screwed me over, because I planned the maneuver as far away as possible for efficiency, which the game told me was still in Kerbin's SOI. But nope, I just zoomed out into Kerbolar orbit for some reason. Again, I just F9'd, but that was almost three hours down the drain. *facepalm*

    Ooof. That is a hard one. That's why I tend to run a 10% margin over what I expect to need, minimum. Longer range missions, like to Duna or further, I will usually do 15-20% buffer. Better to have to launch more payload/fuel than to find out that... yeahhhhh, that wasn't enough.

  4. 2 hours ago, capi3101 said:

    Looks like you've got a pair of Panther engines inboard for atmospheric flight and...I can't tell what kind of engine you have for rocket flight. They look like Shrimps? Guessing I'm completely off the mark there - an SRB wouldn't be what you'd want to use anyway, because you'd then have the issue of what to do when it was time to come back down again.

    The rocket engines look like they're out of vertical alignment with your center of mass, just at a glance. That might be causing whatever issues you're experiencing. What other "quirks" does the craft have?

    It's a very nice looking spaceplane.

    I run mod heavy, so the rockets are reskinned Vectors by Restock, and I don't remember what the jets are.

    Yeah, I noticed the off-axis thrust issue as I left the atmosphere under rocket power. Not sure how I can fix that while keeping the aesthetic I wanted. Will look into it.

    Other quirks are that it's not very stable in yaw. Might change out the vertical stabs and shift them more upright.

  5. Reviving this one with a recent addition...

     

    Decided to use the Delta parts from Bluedog Design Bureau to make a Delta III lower section to toss a crew capsule into orbit. Nothing tricky, done it plenty of times before.

    ISqlSEb.png

    Everything went great until I hit the first set of boosters burning out. The SmartParts sequencing I use to trigger the next stage a bit early to avoid the thrust tailoff of the BDB boosters triggered correctly... and then the entire bottom of the rocket came apart. Cue LES triggering and dragging my crew to safety, followed by a revert to VAB.

    Double checked all of my parts for clipping, checked the timings, added a half second delay between the first and second trio of groundstart boosters, launched again.

    Same point, rocket came apart again. Right at groundstart booster burnout. Huh. Revert to VAB again.

    I start checking all the staging events in detail and find I had swapped one of the sets of radial decouplers to the wrong point. Instead of ejecting the spent boosters, it was ejecting the lit airstart boosters, which then promptly slammed into the core and caused everything to go kablooie. :P

  6. Made a reusable suborbital spaceplane for use as a trainer. It's got some quirks to it, especially under rocket power, but it can, in theory, be an SSTO.

    67rv35s.png

    Scenic moment at apogee

    reWGQ46.png

    Or, you can do two ballistic hops with a turn around after the first one to return home.

    582jlu4.png

    Prepping for reentry and a maneuver to steer back to the KSC

    3Z7DACO.png

  7. Throwing together some extra MM patch files for BDB, HabTech2, and to expand on the SSPX patch. I've been eyeing 15 days of supplies for station modules unless otherwise specified, and certain crew capsules are getting tuned contents. Does anyone have any other suggestions for durations?

    Exceptions to the 15 day guideline:
    HABTECH
    -MPLMs are getting significantly more capacity to suit their role as logistics modules. The larger one gets twice the quantity of the smaller

    BDB:

    • Saturn Venus Flyby Module is getting a significant cache of resources to accommodate the intended high-duration mission.
    • AARDVs get 30 days for 4 (Block 1) or 6 (Block 2) crew.
    • Apollo Mission Modules get 5 days (Block 3) or 6 days (Block 4) for the full crew complement.
    • Classic Apollo gets 20 days of supplies to support Minmus missions. Might nerf that down to the default 3 days if I find it OP.
    • LM Shelters and Shelter Labs are being fitted for the duration/crew loads quoted in their descriptions
    • Agena/Belle Resupply container gets 30 crew-days of supplies.. Gemini/Leo Resupply capsule gets 60 crew-days.
    • Skylab and Foreign Experiment Module get 30 days for full crew. Might drop the FEM down to default, as I am going to experiment with using it as a freeflying lab.
  8. 10 hours ago, Toaster355 said:

    Yeah nice to meet a fellow DCS aviator!

    Yep the Viggen is a fantastic module, which is no surprise because Heatlbur is just so good at what they do.

    Also I'm not that much of a newbie lol, I've purchased the F-14A/B by Heatblur and the F-16C a little while back. I purchased FC3 for the Flankers and the MiG-29, how simple they were, and how they're great for me because they're fast to learn and use and I don;t have much freetime anymore.

    I know almost everything about air to air, and I'm starting to learn air to ground in various modules (I suck). I'm been watching Growling Sidewinder for a pretty long time now so I know a ton about dogfighting too.

    I've gotten all my stuff from standalone DCS because I can trial them. I've been thinking about moving to steam but I have no idea how I'm going to move my modules.

    Ah,, okay.

    Ground pounder work is a different mindset, but once you start to understand it, it's a hoot. Anything with a HUD and CCIP symbology or a CCRP mode is a cakewalk for iron bombs or even rockets. Hell, even the A-4E mod does excellent CCRP work. Guided air to ground, though, is a whole different game and is something I tend to lean into the pre-planned strikes more than moving target engagements. One Pass, Haul Ass.

     

    As for moving to Steam from standalone... you don't.

  9. On 9/3/2023 at 9:45 PM, Toaster355 said:

    I'm pretty much a DCS addict. Recently bought FC3 (LITERALLY the day before the 15 years sale, I would start swearing like crazy but that's not allowed on the forums :mad:. 30 bucks I spent weeks working for, now gone forever), and fell in love with the MiG-29.

     

    Here are some less-than-good-looking screenshots:

    (Picsnip)

     

    I'll take better screenshots soon, I promise :P

    Welcome to the club! FC3 is a good starting point to help you figure out what kind of stuff you want to do. Personally, I'm much more of a strike pilot, especially the "One Pass, Haul Ass" types of missions. So it's no surprise I use the Viggen a lot...

    snow_strike_by_mavericksawyer_dfy71yf-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTA4MCIsInBhdGgiOiJcL2ZcLzMyNDA3ZDI3LWVjODItNGY1Zi1hZDFlLWVlZjUxN2VmMjkyNlwvZGZ5NzF5Zi03YzdlOGRiZS05YWU3LTQ0NjQtYWM0ZC0wMjgwYTljYzgxMmMucG5nIiwid2lkdGgiOiI8PTE5MjAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.Xc4It865ENa6jJnlDCW_9rhLsgM-_sZk-VS0QtVDcYM

    gulf_hunter_by_mavericksawyer_dfy6yiy-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTA4MCIsInBhdGgiOiJcL2ZcLzMyNDA3ZDI3LWVjODItNGY1Zi1hZDFlLWVlZjUxN2VmMjkyNlwvZGZ5NnlpeS03ZWYyMGMyMy0zMzhlLTRlNzQtYTQ2OS05OTMzNmIxYzJhMjcuanBnIiwid2lkdGgiOiI8PTE5MjAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.5LetSvLcypuKcMb5Viplik8bqdaesCNFY-o0_D5Wmj4

     

    That said, I'm a strong advocate for flying what you find fun. Whether you get your biggest high from playing limbo with power lines at Mach 0.75 with a load of high drag bombs, tangling with a Tomcat in a Mirage 2000, going toe to toe with an S-300 battery in a Wild Weasel F-16, hunting for vehicles in the Warthog, or just sling loading a crate of supplies to a FARP to let friendly aircraft rearm with a Huey, there's something for all stripes. Yeah, the bigger modules are much more expensive, but they're also vastly more capable. And sales roll around often enough to make it a little easier.


    If you're buying stuff from Steam, you can port them over to the Eagle Dynamics direct download version, but I'd hold off until you've bought your first module/map from them directly. you get 50% off your first purchase.

  10. With the imminent arrival of KSP2, I think it's time to reflect on the fun, shenanigans, headaches, and adventures we've all had along the way...

    My first interaction with KSP was actually before it was even really public. I remember back in, oh, late 2010 or so when HarversteR came onto the Orbiter Forums and started sharing his new project: a funny little spaceflight game where you build your rocket from parts and then fly it. Needless to say, on a forum dedicated to a much more hardcore spaceflight sim, we all viewed it with some curiosity and encouraged him to press on. I looked at it, thought it was kinda eh, and went back to wrestling with my beloved Orbiter.

    For those who don't know of Orbiter, I can't say I blame you. It's a fairly niche product. Full n-body simulations, fully to scale solar system... and none of the flexibility in designing ships, planes, rockets, etc, that KSP has. It's the passion project of a single man in England, and only gets updated every couple years. (2010 to 2016 was the last update gap that I paid any attention to.) It's a proper simulator, like Microsoft Flight Simulator or Digital Combat Simulator, especially with projects like the aforementioned XR family or the G42-200.

     

    But, I finally dipped my toes into the KSP party in December 2011, with (I believe) V0.12 being my introduction. I downloaded it onto a flash drive and played it on the computers at college instead of doing homework. :blush: (And yes, it was small enough to do that kind of stuff back then.) Those early days where we had only the sandbox, Kerbin, the Mun, and the Three Brothers. No tutorials, no fancy plugins, not even multiple flights at once. Lessons learned from hard experience were shared in the forums, and were taken to heart. Some, like how to properly escape the soup of an atmosphere we had back then, have largely fallen to the wayside as irrelevant. Others, like the rule of thumb for flying to the Mun ("The Munway opens at Munrise"), still hold true to this day, and I occasionally lean on them, even in the days of MechJeb, maneuver nodes, etc. Something to be said for that kind of simple, seat of the pressure suit flying, ya know?

     

    And then 0.14 hit. And hoo boy, what a difference. Multiple flights at once, and all new Kerbals! Persistence! We could do rendezvous missions, but that was about it. No docking, no EVA. But hey, you could land on the Mun next to the ship you crashed. That's a rescue, right? :wink: Plugins became a thing. First iterations of autopilots like MechJeb cropped up, as well as ones long since forgotten. (Anyone remember Lazor Guidance? :rolleyes:) I definitely remember an early plugin for hunting monoliths and such... an AWACS rotodome with a two-color light to tell you if you were travelling towards and anomaly, or away. Simple, but effective. And the parts packs mods back then... I think the legacy of only a few live on. C7 plane parts started out as a mod before they rolled them into the stock game, iirc, and Firespitter still lives on in a much updated form, but beyond that... things like NovaPunch, one of the classic packs back then? Gone. I don't know if many of those early mods and plugins survive anywhere anymore, as we shared them on the forums directly back then. No SpaceDock or CurseForge or CKAN available.  And after The Great Forum Derp of 2012... well, lots of that stuff got lost.

     

    After that, things seem to kinda blur together. EVAs, the rest of the Kerbol system, docking, tutorials, rovers, probes, electricity, communications, asteroids, ion engines, Science, career mode, banishment of the soup atmosphere... Everything came together to make the core of the game we came to know and love.

    And then, the much awaited V1.0 hit. Much celebration from the community. We got ISRU, reentry heating, all new Kerbals (again!), fairings, and a whole lot of fun. (Especially with ISRU. You didn't need to get a mod to refuel your Jool 5 mission anymore!) It was a glorious time. The community was going full tilt. Challenges, missions and exploits being shared, cooperative saves... All of that had been present before, but now it took on a whole new level of energy.

     

    Which was good, as the pace of updates slowed down moving on from 1.0. Less tinkering with core mechanics at a rapid pace, and more methodical, well tested updates. New parts, new capabilities, new functions, all introduced with great success and much appreciation from the community. Parachutes for Kerbals? I can't imagine KSP without those personal 'chutes anymore, tbh. literally game changing. EVA Construction? Definitely a case of the community inspiring the devs to make their own version. (KAS/KIS is a staple of mine ever since it got introduced, and it actually pairs quite well with the stock version.)  Fireworks? Oh, man. Not gonna lie, I made a few attempts at Orion drives with them and holy cow was that fun while it lasted. Robotics? Another community inspiration, and I'd almost argue better than the mod that inspired it. I certainly have made good use of the robotics on many an occasion.

     

    Through all of this, though, the community has been the heart and soul of the game. Between the diversity of mods available, the challenges we pose to each other, the missions we share to inspire others, and the help we give to those who are staring at a learning curve that seems insurmountable... We're always there for each other. And I can't thank all of you enough for that.

     

    Now, as we prepare for the arrival of the successor to our beloved booster burning, Jeb launching, Kraken summoning game, I ask all of you...  what are your favorite memories from the OG KSP?

  11. 2 minutes ago, darthgently said:

    First, most KSP stations end up best oriented normal or anti-normal because that direction doesn't change throughout the orbit.  You can always control from a docking port that you want pointed norma/antinormal so the station as a whole is oriented mostly the way you want.

    Second, I don't use MJ for things like this, I use kOS, but MJ can do it.  It sounds like you could use a lot less control authority.  Maintaining orientation doesn't take much authority, but you may have to be patient for it to get there, like several minutes.  You certainly don't want your RCS in course mode, but in fine mode instead (not sure if MJ overrides that, but kOS devs say it would be hard or impossible to override so am assuming MJ is under same constriction).  Course and fine are controlled by the caps-lock key.

    Third, there may be a way to tweak the RCS thrustlimits and torque PIDs for MJ but I've never dug down that far.  But you can certainly adjust the thrustlimits for thrusters via their KSP r-click Part Action Windows (PAW).

    The Normal/Antinormal orientation might be worth a try, see how well MJ handles it. Definitely would give me another data set to work off of.

    I've shut off all but one really throttled back reaction wheel, and it still seems to start the whipping action. I don't use RCS aside from the docking phase, and actually use KIS to remove any RCS thruster blocks after it's emplaced.

    The Torque PIDs is really what I was hoping to tinker with. Make it less... twitchy... in that particular situation. Failing that, I might just have to go for the kOS, which I've never really tinkered with.

  12. Question for the more experienced users here...

    I'm building an ISS replica, and I've been trying to use MechJeb to maintain orientation. However, once it gets close to the target orientation (Usually prograde, 0* roll), it'll go into a feedback loop and start whipping the station up and down along the pitch axis, imparting increasingly large bending loads. It's gotten progressively worse as I've been adding modules, and after adding the Destiny module, it's getting bad enough I'm worried it'll snap connections, even with Autostrut to Grandparent enabled on everything.

    Adding to my confusion, using the stock SAS in prograde doesn't initiate this bending action. (It does initiate a roll oscillation, but that's a different problem. entirely :rolleyes:)

    Has anyone encountered this before? And if so, how did you combat it? 

  13. 13 minutes ago, EnderKid2 said:

    with the latest versions of RealPlume and Waterfall, the configs are set up to not conflict. I think the Waterfall plumes are prioritized so if an engine has both, only the Waterfall patch will be applied.

    Okay. Just trying to run down a cause for the game crashing after leaving the build area. Wanted to rule out some of the more unlikely possibilities first.

  14. 2 hours ago, linuxgurugamer said:

    Rather than ask for help, why not provide a log file for analysis?

    I can confirm it works in 1.9.1, I'm using it myself.  If you aren't seeing the buttons, how do you know the game is seeing them?

    Also, how are you installing it?  By hand or with CKAN?

    It was installed by hand. I've never used CKAN.

    As for knowing how the game sees it... I got the AVC prompt after I installed it, so the game is at least recognizing its presence.

    As for logs... Literally just went through it and found that it's looking for ClickThroughBlocker 1.0.0, which is not what was available for download...

     

    [WRN 22:12:28.054] AssemblyLoader: Assembly 'RCSBuildAid' has not met dependency 'ClickThroughBlocker' V1.0.0

    Current available version is 0.1.9.5. https://github.com/linuxgurugamer/ClickThroughBlocker/releases

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