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    Curious George

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  1. Well possibly however they are even more efficient, though more thrust, but that would compound the problem of aesthetics. The 'vector' engine would be another option, it has well and truly enough thrust and not as efficient but again, aesthetics and continuity problems. Thanks for your idea though
  2. I am aware of this - I'm more pointing out that if these parts were created to work together (which it seems, overall game balance or not) then I believe they are out of balance with each other specifically. Thanks for your suggestion anyway, I might have to end up taking one of those good old work arounds after all.
  3. Hi, I think the RE-12 'Skiff' Liquid Fuel Engine needs some tweaking. With the collection of new parts from the 'Making History Expansion', it seems obvious that most of these parts are there to make replicating historical rockets easily, namely the Saturn 5. This is easily one of my favorites so I wasted no time in building my own replica, which I have done many times throughout playing KSP. This part seems a good pick to simulate the J2 engines featured on the second and third stage of the rocket (at least aesthetically), but in KSP their function is just not right and don't fit with the parts associated with them. I have tried many different ways and either my second / third stages have lackluster TWR or burn for too long which ends up with a weird looking Saturn 5 in order to compensate. If this part was not intended at all for this then this is purely academic and disregard, but otherwise if this could be addressed in some way that would be great. I think an increase in thrust and a decrease in ISP values will solve this issue.
  4. Hi, The 'Kerbadyne Engine Cluster Adapter Tank' part has a bug where if you have 'Rigid Attachment' on, it will break off your rocket on launch regardless of how much support you give it through struts. For those who might be having trouble, just turn off 'Rigid Attachment' for the time being. I have found it to be fine without any support.
  5. Hey there, The shelves within the large service module are slightly misaligned from the centre point of the craft. It is a relatively small thing I know but being a game where symmetry is key, I get used to everything be exactly centre and equal and it's driving me nuts. I hope it can be rectified, thanks for the expansion
  6. Hi there, Could enhanced scanning be an option that can be toggled both on and off - for it seems to limit me more than help when I'm stuck with a FoV between 160 - 170 rather than having options to zoom close into the surface. I can certainly see the the upside but just so if say I have a RoveMate on a planet surface but I want to have a closer look at something in the Kerbnet screen I can disable enhanced scanning for a moment to allow me to bring back down to 5 deg FoV then I can switch it back on once I'm done.
  7. Hey there, Could we allow the M4435 Narrow-Band Scanner to toggle its scan displays for both biomes and terrain along with ore? I believe this used to be a feature and think should still be a feature otherwise how can you scan terrain when you have a manned craft without having a probe body on it just for the sake of scanning, seems silly to me. Thoughts?
  8. I'm sure I remember it used to do this but perhaps with all the changes introduced to the game since then it is just too much. Still I wish it could at least be a tweak-able option so those with higher end machines could do this. Well thanks a bunch guys! I have tested everything you have mentioned and you're absolutely right. It seems that as long as you get those ejected stages above 25km altitude you can switch back easily enough to guide them back to the surface however you would still want a probe so you can pop your chutes at the right time. Any debris that does not have a probe on it is recovered for funds but it does not give you a report like a normal flight. I guess that's where I was getting tripped up. Cheers
  9. Thanks for that FancyMouse, My debris appears to disappear regardless of my settings, including the filtering within the tracking station. Also if craft are only unloaded from physics why can't I switch back to them even in map view (well they don't even show up) is that normal? Cheers!
  10. Hey all, I don't know how to do this more succinctly so I apologise but I will clearly label each section for your convenience. BACKGROUND It's my understanding that there is an umbrella system to dealing with debris in an attempt to encourage more efficient rendering and physics calculations in game. Basically the rules are that debris is over 2km from the main craft in atmosphere or on a suborbital trajectory then it is simply removed from the game. EDIT: Debris 25km from main craft <25,000m altitude = auto-deleted So in the case of recovering a spent stage from a launch, you would need to switch focus to the debris once ejected and stay focused on it till it touches down. Then if you wanted to actually get returned funds, it must have a control capable part attached (usually a probe body). I can't find a way around this and tutorials I have seen have been from a couple years back before the new aerodynamics system, so simply having a steep suborbital trajectory doesn't work so well for the ejected stage simply burns up. You might be able to help this with late tech larger heat shields but you're kind of stuck early in your career. QUESTIONS (read dot points below questions for further explanation) What is the point of having settings in the menu like "Max Persistent Debris" and "Tidy up debris cluttering KSC"? It seems to me that the majority of debris will be generated by launch vehicles and spent stages, which are likely to be left in atmosphere or a suborbital trajectory and thus they are going to be cleaned up by this umbrella system anyway. Could this umbrella system be a tweak-able option like the 2 listed above? Leave this option to the discretion of the user depending on the capabilities of their gaming system. Any ideas on how to recover stages early in career? CONCLUSION It just seems silly to me that you need to leave your craft effectively uncontrolled for the sake of guiding 'debris' back to the surface. Although I understand the idea of making sure the game is running as efficiently as possible, it seems to me that the 2 tweak-able options in the settings are there for that purpose but allow more user control. This umbrella system just seems more restrictive to me but please share your thoughts and ideas.
  11. Great! Well thanks for the clarification and keep up the great work in the Kerbal universe
  12. Thanks for that sal_vager, I understand and have since done that with success :). Just to save an extra post in the suggestions forum, could the contract simply state that speeds are relative to 'surface' to save on confusion? Cheers!
  13. Hello, I've run across a bug in which a haul contract is not completing despite parameters being met twice. The contract is to 'haul' a RT-10 'Hammer' Solid Fuel Booster in a flight above Kerbin, at an altitude between 47,000m and 54,000m and a velocity between 260m/s and 440m/s. I meet the parameters (just) on the way up AND down but it does not fulfill the contract. I will explain everything in detail below for the purposes of recreation and add relevant save files and screenshots (video link): ACTIVE CONTRACTS: Haul RT-10 'Hammer' Solid Fuel Booster Kerbin Flying Alt 47,000m to 54,000m Spd 260.0m/s to 440.0m/s Test a TR-18A Stack Decoupler (This contract competes normally) Kerbin Flying Alt 21,000m to 28,000m Spd 70.0m/s to 1,870.0m/s CRAFT BUILD: (Top to Bottom)(All parts using the Rigid Attachment option and default settings unless listed) Mk16 Parachute Altitude = 500m Spread Angle = 10 Mk1 Command Capsule MonoPropellant = empty TR-18A Stack Decoupler RT-10 'Hammer' Solid Fuel Booster Thrust Limiter = 30% SolidFuel = 300 FLIGHT PLAN: (Jebediah Kerman as pilot with no experience, SAS active and launched from Launch Pad) I launch straight up with no gravity turn. At approximately 17,100m up, the booster runs dry. The craft continues to rise and when it reaches 47,002m it is traveling at a velocity of 265.5m/s It continues up to about 49,625m then falls and when it reaches 260.1m/s it's at an altitude of 47,165m At both instances when it achieves the contract parameter it only is true for less than 1 second but it does achieve it. Do contracts require you to hold the parameter for a minimum time? EDIT: I have noticed that the speed parameter does not display a tick until I'm traveling at = or > 309m/s, which you can see in my recording. Below is further details for debugging crew: LOGS, RECORDING AND SAVE FILE: Dropbox link to output_log.txt https://www.dropbox.com/s/ilec0d0satnypi3/output_log.txt?dl=0 Dropbox link to save game folder including craft file https://www.dropbox.com/sh/vv8ygl7ajsfmkec/AADwCiXw2X3_49LpeCF1wYb2a?dl=0 (Quicksave name = BUG SAVE, Craft name = BUG MISSION) Youtube link to recorded flight https://youtu.be/CHHTvoX9jug (Be sure to watch in 1080p or you won't be able to read the speed/altitude) KSP VERSION: 1.2.1.1604 Windows x64 bit system x64 bit client through Steam (NOT A CLEAN INSTALL) SYSTEM INFORMATION: Windows 7 x64 bit 16Gb RAM DDR3 Intel Core i7-3770K 3.5GHz CPU GeForce GTX TITAN X version 376.09 (Current as of post) EXTRA NOTE: This is not game breaking for I can achieve the contract by adjusting my craft and/or flight path, however it would be nice to get some clarification on what is occurring here. Thank you kindly for your time.
  14. Brilliant idea @katateochi! That would not only solve design issues but would effectively remove any need for more rods too wouldn't it? Hopefully it can be done
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