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PT

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Everything posted by PT

  1. You can always do nothing with contract. It should disappear after few in-game days. Below Accept/Decline buttons you should have "Expire in xxx days".
  2. Do you have enough juice and shade to run them? When in doubt, ALT+F12 and thermal debug.
  3. Not much. I continued my misadventures with fuel crossfeed. Apparently both docking ports need to have fuel crosfeed disabled in order to shut it down, disabling single side allows for flow in one direction... I also learned that inline docking ports lack separate fuel flow options for docking port and inline structure. Eh. Anyone up for some modlet? I tested robotic rover. Again. And failed. Again. Previous attempt failed because RoverMate lacks reaction wheel. Boom. Second attempt failed because RoverMate also lacks forward facing control point. And for rectangular object its pretty stubborn at attaching wheels to imaginary circle.... 0/10, not gonna use again. Also pusher configuration carriers tend to have issues with imbalanced center of mass, had to disable half of engines... Afterwards I send third nuclear carrier into orbit. just autonomous tractor with huge fuel tank named Carryall because thats what it does. While my previous two carriers excels in packing multiple small vessels, this one is just glorified tug, 100 ton cargo in Kerbin spehere is nothing for it. Guess what will carry Duna modules and more fuel from low orbit to White Base First test was of course tourist mission, because whats better to risk than civilians life. I used free space (7kerb pod) to add fourth scientists to Kerbaton II station. It appears that I created interplanetary bacteriophage by accident. Whoops. Minmus is next. Muahahahaha!
  4. After my fight with fuel crossfeed I finished test flight of White Base carrier. After Mun and Minmus tour, bunch of encounters, one crashed micro rover, plenty of docking and successful test of aerobraking it now awaits equipment for Duna mission. Now I just need some shuttle to bring tourists and pair of rescued scientist back home. Apparently roster crew can level up at nearby processing lab, yeey, first change I found that did not cause red alert at KSC. And now its time to spend some time in VAB re-designing crafts for Duna. Somehow after all those years I never really went exploring other bodies, no science grind and space carriers focus prevented me from getting bored. Fully unlocked tech tree after Mun/Minmus is bad for fun, even with extra science parts I am still unlocking 300 point nodes.
  5. That sounds even worse. I'll stick to disabling fuel tanks.
  6. Docking ports default to "on". Oh, they certainly do so... Little round ***** sabotaging my mission >.< Edit: Oh, look, profanity filter replaces words :>
  7. Today I saved my two space carriers from changes in game and mods that went unnoticed by me.... When I tried to fine tune White Base munar orbit with RCS I discovered that all monoprop tanks are empty because MevhJeb got "RCS throttle when engines are offline" option. Somewhere during my maneuvering it decided that engines are offline... So I sent 3k monoprop tanker drone and refueled every little tank on all crafts attached to White Base... Luckily Stellario increased monoprop capacity (and no munar encounters) left it at over 80%. When landing tourists on Mun I discovered that half of my liquid fuel was gone. Apparently rocket fuel is now drained evenly across stage. Not a thing you want to learn during suicide burn. Generous supply of monoprop had major part in achieving orbit again... Meanwhile at Kerbaton space station first batch of Station Science results began descent maneuvers.
  8. White Base carrier was selected for Duna mission. While modules for this enterprise are built, designed, and sometimes even tested before launch, White Base went on for shakedown flight around Kerbin moons. Lives of three brave tourists are used to test concept crafts for Duna and Ike landers. As at least one carrier class vessel is required to be on standby in Kerbin orbit, Stellario was launched. Extending on White Base design it greatly extended monopropelant (White Base is forced to fly with monoprop strap-on) storage, switched from problematic 3-way symmetry docking hub to classic 4-way, increased total count of docking ports from 8 to 12 all while increasing raw delta-v from 6k to 7.5k. Aside of amalgamation of landers and drones White Base got equipped with Spartan class autonomous heatshield module. Due to lack of bow docking port in Stellario discussion erupted about viability of aerobraking in suggested Jool-V mission for this vessel, use of CLAW was rejected as such brutal measures are bound to have negative effect on chastity of ship. As launch and equipment for White Base and Stellario had noticeable effect on company bank account measures has been taken to guarantee swift return of investment.
  9. And to think that all that time I was watching StarTrek while MJ had the wheel at 4x warp >.<
  10. I rebuilt my space station after recent RUD. (How in the Kraken name do I make album arrows appear in this forum?) Stating from center, we have command&control module, three radial docking ports for station modules and one ventral for future space dock. On the right side you may see processing lab rescued from my previous station with some zoology lab attached at angle, that small ugly amalgamation of monoprop tanks is old tugdrone. Bathed in yellow light we have reactor module placed on long boom and hidden behind homemade radiation shielding. Safety of green crew comes first. With ocean in background we have cyclotron and laboratory for it mounted on extension module. Docked on top there is droppod with Station Science experiments. And on the bottom, in green spotlights, we have new arrival. White Base class carrier. First of its class, first of the fleet. Three-Kerb crew, passenger space for twelve, 6k nuclear delta-v, with plenty of docking ports for support crafts. Took half a dozen of Mainsails with twice as much orange tanks to bring it to orbit in one go. It now awaits in orbit for passengers, Mun lander and Minmus jumper. It may be first craft, in this career, to leave Kerbin SOI. Except for old processing lab, and new carrier, every module was hauled into orbit by same combo of rocket (with three 4, 2 or 0 boosters respectively for 40ton, 20ton and 10ton cargo) and stupidly powerful tug drone.
  11. Because my last attempt at integrating ascent module into munar rover ended in space station exploding I tried different approach. Just a rover and universal lander-ascent module. Basically a flatbed with bunch of science. Major upgrade was probe core mounted in upright position this time and bunch of redundant antennas! Second one, sent to Minmus, got upgraded with external seat to optimize science recovery. (Third Kerball was fresh slave rescue picked up on the way) Parking rover exactly on north pole was easy. Landing there by navball was not so.
  12. I rescued failed mission, which lead to space station to exploding.... It all started with a rover... Which visited some old probe.... Then I learned that central section, which was intended as ascent module, lacks cockpit capabilities so Val was unable to control it. Probe mounted on roof was upside-down, so steering was reverted... and it lacked antenna.... so when I left vicinity of probe I lost control... Oh, and MJ and KER were attached to rear section, so I had to eyeball everything, like some kind of savage. After rather hard ascent and rendezvous I managed to transfer crew to return vehicle... Of course I forgot to open solar panels so I did rather dangerous EVA at 69km for some quick charge. That's when I noticed I forgot parachutes... At least I had spare fuel to stay in orbit. So Bill finally went to space, bolted on some chutes and took Bob to space station while Val went ballistic. Station was built by drones, while Kerbonauts were flying between muns... and while after Bob finally got there that giant radio dish blocked all sunlight... Luckily two tug drones had enough RCS to rotate station around after Bill struted it a bit. I decided that shade is unnecessary at this moment, so with screwdriver in hand Bill went out and detached problematic experiment. And then it exploded. Eh...
  13. Great idea for new ways for breaking stuff. Too often I add mods under influence of alcohol. That won't work. Deleting trash from Download's is faster and easier That's horrible option! It would be soo sloooow Although you could make it rather fast by simple .bat renaming GameData directory before launching KSP (VCS from stone age, or my coworker desktop).
  14. Docking Ports have 90 degree limit on roll tolerance. If one of crafts is "upside down" ports will not lock. Here are values exposed by some mod (Tweakable Everything I think): Control from docking port, target far end. In both crafts. For long crafts it keeps rendezvous angle in check. Helped me a lot when docking that thing together. If docking takes long time crafts will rotate out of prograde/retrograde alignement. To mitigate it you can align them to normal/anti-normal (pink markers, north-south for equatorial orbit). Normal/anti-normal is same in every spot of orbit, so target docking port will not "run away". Approach, however, will be a bit more complicated. Do not forget to switch NavBall to "Target" mode. (Click on speed display on top of ball). MechJeb Smart S.A.S. function is able of controlling inactive vessel. Set it to "target" on both crafts then just go gently forward. Whether you are using MJ or not, here is list of maneuvers you need to do: Match inclination Plot collision course (Some call it Hohmann transfer to target) Fine tune rendezvous to separation of few kilometers at most. Match orbital speed. Slooowly approach target.
  15. Check out this thread For me this weirdness turns wheels into pogo sticks, bounce bounce bounce explode.
  16. Wheels. Wheels got worse. So did landing legs. Ugh. Thank Kraken for girders.
  17. .craft file is pretty much same thing as .sfs save. I had need to play with .sfs innards so I cobbled together something on my own. Needed two more lines to support .craft files. https://github.com/PTwr/OmNomNom SfsEditor is thing of interest, KspDebug have sample usage. Ignore OmNomNom for now. I threw around some comments, but piece of code should explain it better https://github.com/PTwr/OmNomNom/blob/master/KspDebug/Program.cs. .sfs item classes are not working correctly for .craft, but custom classes can be supplied by overriding https://github.com/PTwr/OmNomNom/blob/master/SfsEditor/SfsItemConstructor.cs. Please don't crucify me for ugly code, it is not exactly ready to be published
  18. Ewwwwww, mechanical drive, you caveman (Its so sad KSP is not benefiting much from ssd :() I always run out of space, mostly because space is meant to be used
  19. "Disk is full again? How?!"... "Oh right, 10 KSP copies..."
  20. Good thing you get struts before you can build such wobblecouplers.
  21. But weren't all of them already in game long before tech tree was committed?
  22. I broke save: Played with cable railway concept: And then flew around with yet another barn door: Next episode: barn door in space.
  23. For same reason why you get rocket engines before wheels No reason at all. Get some tech tree mod if you want it to make any sense.
  24. Well, I learned one sure way to call this Kraken: Manually editing part id's in .sfs file, make a mistake and during loading you will get ArgumentOutOfRangeException (incorrect part id) and NullReferenceException (part not found, because id is wrong) in logs. Deleting offending craft should fix it, as error is contained in VESSEL section. And you might want to check "activeVessel" in FLIGHTSTATE section, just to be safe from nulls.
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