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percyPrune

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  1. Hi Kerminator, My submission, the Prune Hermaphrodite, named after the son (or daughter?) of Hermes: A combination of Whiplash and Rapiers get it off the ground: Steady climb to allow the thrust to build up: Light the SRBs and the fun begins! Trying to hold the nose down until flameout: I kept back a bit of liquid fuel and oxidiser to make a retro burn as the Ap was very high (> escape velicity on one flight!). I also added solar panels to recharge the batteries and keep the crew alive: I was too busy aviating to screenshot the re-entry as I had to wash off a lot of speed to prevent everything overheating. However, I made it back to solid ground in one piece. The batteries went flat at around 10km and there was no more fuel so I had to make the landing "dead stick" without benefit of SAS on the first flattish land I came across: IMHO there should be a badge for "I made it back in one piece." The re-entry was, if anything, more hairy than the level flight! I claim 3228m/s, Hermese category, manned Thanks for a great challenge!
  2. Seems to work for me! Gone midnight here so I will do more tests tomorrow. Thanks for a quick update!
  3. No clipped parts on my plane. I kept it as aimple as possible for testing.
  4. Now that RoverDude's Orion mod is working in 1.2 I have started pushing the limits of my potato PC by building bigger ships. Previously, in 1.05, the largest I managed were the Nuclear Space Explorer "Lazarus" (resting in LKO with refuelling probe.):: and the lightweight N.S.E. "Guy Fliegelman", designed as pusher for the experimental Eve ascent vehicle: Both reduced KSP to a slideshow whenever I approached them with another ship. However, thanks to stable 1.2x64bit and Kerbal Joint Reinforcement I am playing around with a new interplanetary tourist cruiser, The N.S.E "Gwen De Marco": As well as the solar panels and rads, the outrigger pods contain the RTG aux. power supply, battery bays and vernier maneuvering engines (LV-T45s). The main body of the ship has luxury accommodation for 32 tourists + crew, lander fuel and 3 large cargo bays so I'm currently using it to distribute relay satellites, which is a bit like using a steamroller to shell peas, but it 'aint half fun! Happy flying, pP
  5. I think I may have experienced the same bug as Rebel-1 while flying around Kerbin. As the plane ascends and descends through 130-150m ASL there is a severe pitch oscillation (aka a "bump"). Severity is dependent on speed. Example of test plane shown below: The effect is still present with engine gimbals locked and reaction torque disabled (ie flying on areo control surfaces only). Flying manually with no SAS autostab. makes no difference either, so I don't think it is a control conflict issue. Makes it difficult to land as it happens just on final approach, with not much time to recover, and Harrier/Kestrel type VTOLS just go loopy! Unfortunately I'm fairly sure it is caused by KJR as I have tried it on a standalone vanilla install. (x64). Hope this extra info helps in your bug hunt. Sincere apologies for by bad manners in reporting in at this time
  6. Thank you Odonian! Don't know how, don't know why, but it works. Installed: USI tools, Community CategoryKit, CommunityResourcePack & Firespitter from USI_2016.10.15.1 Plus:UmbraSpaceIndustries folder containing Orion vers. 0.3.1.0 from USI_2016.10.16.02. Now got some serious shipbuilding to do
  7. Not posted much for a while so not really what I did today but what I did over the last few months: Jeb's personal VTOL: and a little larger VTOL: Now busy trying to restart my 1.0.5 career in 1.2
  8. I've been following the voyages of the Odyssey. Well done on taking the time to compile your brilliant mission logs!

    1. eddiew

      eddiew

      Why thank you :)  Tbh, it's been really fun to put the logs together afterwards, it's given me some proof of all the time I put in xD

  9. Yes, the magazine is directly attached. Pic of my test vessel: In the pic I have just decoupled the chemical launcher and staged Orion. The booster should be destroyed by the first push but no explosion Tried version 0.3.2.0 with the same result but, unlike mace from space, I get the animations, just still no thrust.
  10. Yes, added charges. Yes, and tried separate launches of each size to see if only one size was affected. No joy with any size* Yes, Selected same charge size for engine Version 0.3.1.0 for KSP 1.2.0, as listed in the file accompanying the Orion folder I downloaded from your link. (see my previous post) Manually clicking the engine starts and stops the animations but still no thrust. (Edit) Just noticed that you released 0.3.2.0 yesterday! Will try that and report back.
  11. Per my oringinal post: Basically, I strapped a decoupler, plus half a dozen Kerbodyne tanks and Mammoth engines to the orion, blasted to 100k, decoupled and fired the orion through the staging. Result: Animation, flashes, noise, no thrust, no chage in dV, no change in Ap. I have checked that the NPUs in the tank match the engine and tried it with separate launches of each size of NPU All in a clean KSP 1.2 install. The GameData folder contains: (folder) 000_USITools (folder) Firespitter (As supplied with orion. Contains FS plugins (in subfolder) version 7,4,1) (folder) Squad (fiolder) UmbraSpaceIndustries (includes Orion version 0.3.1.0 in subfolder) ModuleManager 2.7.1.dll + MM created files
  12. Done exactly that using only what was in RoverDude's packs 2 separate clean installs of 1.2 and 1.2 64bit. No joy. pP
  13. Hi RD, First: Brilliant mod! I never go Kerballed interplanetary without it, even if I have to do a lot of Mun tourist contracts to afford the initial cost! However, I don't seem to be getting any thrust from Orion or Medusa in KSP1.2 (worked OK in 1.05) I have tried installing just your Orion pack at https://github.com/BobPalmer/NuclearRockets or USI constellation pack (including FS &MM) at https://github.com/BobPalmer/USI_Constellation/releases/ into clean 1.2x32 and 1.2x64 saves but I get no joy with any combination. I get the animations and sounds OK, bombs are being consumed and the movement of the Orion pusher will pogo the ship off the launchpad (destroying the pad in the process) but even avoiding atmo. effects by launching into LKO by conventional means makes no difference to the thrust when Orion is staged. The readout stays at "0.1" even at 100% throttle with all resources met 100%. If I hack the thrust in the .cfg file from 0.1 to around 10000 it starts working but then the ablative oil runs out within a few dozen pulses. Have I got something missing/ corrupted? Percy
  14. [QUOTE]Have you checked that the antenna up top is not blocking the thrust?[/QUOTE] Thanks. I didn't realise that would be a problem! Will move it and report back. It wasn't a big deal as Jeb could get out and push the rover back when required, then jump on board (hence the running boards under the cockpit). Having the engine running continuously anyway was a good way of keeping the batteries charged. PS - There is an intake at the rear for the reverse engine and one on the front right for the forward.
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