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HalcyonSon

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Posts posted by HalcyonSon

  1. 6 hours ago, maja said:

    Probably some freak issue during loading.

     

    Update is closer and closer :)

    Okay, after a bit more fiddling I found the issue.  Bon Voyage works great IF you allow the rover to COMPLETE its trip.  I don't believe the mod is checking rover altitude against terrain height when you interrupt a trip.  I suppose this provides more evidence to the "Kerbals live underground" theory lol.

  2. Big thanks to Maja!  I'm really glad to see this mod back again.  I used it all the time until support disappeared and updates broke it.

     

    edit: Testing my newest 1.9.1 (with Breaking Ground) science rover at KSC, and everything is going great.

     

    edit 2: spoke too soon.  I went to the tracking station and back to my craft... it fell through the surface.  Drove it UNDER the astronaut center and started up one of the terrain bumps before it blew through the surface and exploded.  Luckily Val and Bill survived.

     

    edit 3: reloaded and tested a couple more trips and haven't had the same issue.

  3. Please don't lock this thread.  Some of us are still running KSP 1.2.2 because we have a massive list of missions that do not take kindly to updates!

    I'm running the older Bon Voyage yet, and it works great... until it doesn't.  The parts are all fine, and the power check stuff is working, but my list of rovers won't populate, and nothing happens when the rover should be moving in the background.  Any help would be appreciated.

  4. On 12/18/2018 at 1:29 PM, Phantomic said:

    I had some sort of symmetry glitch where one side of all things radially placed on the engines would disappear, that wasnt much of an issue on the cowls but the RCS bearings all had a bite taken out of them.

    I've had that happen a lot recently and it's driving me crazy.  Mirror is the default for anything I build in the SPH, but when I mix some Radial in, everything gets fouled up.  I built a Jedi Starfighter inspired interplanetary drive ring for a Spaceplane and a UFO for a Duna rescue mission.  Both used parts placed in Mirror to form a subassembly, and then the subassembly was placed in Radial.  Same for a barge I used to move some equipment to the Island.  Simply trying to adjust placement with the Offset tool broke symmetry.

  5. Has anyone been able to  collect Xenon with this thing?  Argon collection works fine.  I've had the various Near Future mods installed for a while now, but am just now getting around to building a ship that I would like to refill with an atmosphere skimming ramscoop.  Problem is, there is ZERO Xenon in ANY atmosphere.  I've tried changing the XenonGas.cfg so that it should appear EVERYWHERE all the time, but still get zero.  I tried setting it to match ArgonGas.cfg first and then steadily ramped the numbers up.  I restarted KSP after every tweak, but no effect.  Is there something else I need to tweak, or something else that needs to be reset?  I'm still using KSP 1.2.2 because I don't want to destroy my existing manned missions to Eve and Duna and Moho.

     

    GLOBAL_RESOURCE
    {
        ResourceName = XenonGas
        ResourceType = 2
        
        Distribution
        {
            PresenceChance = 100
            MinAbundance = 1.0
            MaxAbundance = 1.0
            Variance = 5
        }
    }

  6. On 9/16/2018 at 2:19 AM, Starlionblue said:

    tage, but back inwards to the single Vector. That last bit made an unexpectedly massive difference.

    Configuration I ended up with:

    • First Stage: 1x Vector. 1x C7 adapter, 1x Rockomax X200-16, 1x Rockomax X200-8 and 1x C7 adapter (inverted).
    • Second Stage: 1x Spike. 1x FL-T800, 1x FL-T100
    • Third Stage: 1x Terrier. 1x FL-T200, 1x FL-T100. 

    I'll definitely give this a try.  My all - 1.25 m design is flipping and losing speed on the second stage after staging off the Vectors.  It would be massively overpowered for Kerbin and probably have enough dV for a 500 km orbit, but Eve is turning out to be a different beast entirely.

  7. On 9/16/2018 at 7:05 AM, Gordon Fecyk said:

    I'm not convinced you have the delta-v for this, at least with the stock Eve atmosphere and launching from sea level. With Realistic Atmospheres it works quite well and I have 600-700 m/s left in a 60 by 60 km orbit. But with the stock atmosphere I can't even hit an AP of 75 km. I might have some pieces missing in my replication vs your original design, or you're using a much lighter craft inside.

    Inside the fairing I put a Mk1 lander can, docking port, 4 x small solar panels and one small surface mount antenna. These were the Kerbal Engineer values I ended up with for each stage at each altitude:

    Imgur album
     

    Eve's atmosphere goes up to 90 km in the stock game (1.2.2).

  8. I'll try to get a screenshot of my test vehicle up tonight.  I'm using the inflatable heat shield at the top, one of the stock 1.25 m round to 0.625 square girders with parachutes next, 1.25 m stacks for the ascent stage and rover lander, then a 2.5 m heat shield and fairing at the bottom.  It didn't matter how many 2.5 m reaction wheels I used with the 10 m shield on the bottom, the thing kept flipping.  The fairing just won't take Eve reentry heat on the sides...  Now I'm having trouble getting the ascent stage stable.  The initial Vector boosters work great, but my second stage Aerospikes are struggling to maintain acceleration even when KER reads a TWR of 1.4.  They don't have gimbal, so I've tried Swivels... which is a terrible idea.  Swivel max thrust is about 20 kN even starting 2 km above Eve sea level.  Aerospikes start around 60 kN, and I haven't looked at the Vector numbers.

     

    The only nice thing on Eve is that you don't need many parachutes for a safe landing.  A 60 ton vehicle only needs something like four radial parachutes.  The high gravity even makes wheels go crazy.

  9. 2 hours ago, Azimech said:

    Interesting design.  I'm curious how you managed to keep everything aligned.  I've tried several different bearing designs and rover wheels.  Mostly the shaft jitters itself out of the motor and blows up on the runway.  When it does stay together, I can't get enough traction from the rover wheels to spin the shaft at more than a crawl.

  10. 11 hours ago, OHara said:

    I like having an antenna (cylinder) as the axle of the bearing, and don't yet see any downside to that.  Its loser impact tolerance  has never been a problem for me.

    In this case the central antenna was an obvious choice because the prop shifts a bit axially, back when the claw presses to grab it, forward when it thrusts.   This prop, though, is easy on the bearing; I have a version with and antenna in a cage of 8 antennas and only once shook even that bearing loose.

    An all-antennae bearing?  Yeah, I can see how that would work a lot better for fore-aft movement.  The hit box is at least twice as deep as the RCS ball hit box.  Probably easier to visualize the placement too compared to the thermometer with it's funny little legs.

     

    I really need to fire up KSP again and play with this some more.   Trying to finish the Baldur's Gate series first!

  11. 11 hours ago, OHara said:

    prop1.jpgYes the horizontal stabilizer helps lift the mass of the engines, which is placed all near the props.

    One could move some of the engine components forward where the empty tapered fuel tanks are, where it looks like the engine should be, but then the moments of inertia are more like a wobble prone cigar and might need stronger bearings. The flying-saucer-like distribution of the rotating mass here is easy on the bearings.

    This is a slow and forgiving aircraft. Top speed 100m/s at 10km altitude.  Maybe 120m/s on Duna. (If you want fast, of course, look two posts above.)

    Makes sense...  Are the antenna/ RCS ball bearing stronger than all RCS ball bearings?  My all- RCS ball bearing can get temperamental when things wiggle, probably because there's not much overlap in the hit boxes.. It seems that the type you've used might have an advantage because of the longer hit box of the antenna.  

    Low and slow prop planes are a lot of fun to fly, provided they are maneuverable and sturdy.  Much more forgiving trainers too.

  12. On 7/15/2018 at 10:16 PM, OHara said:

    Looking for examples of re-dockable propellers, I found only Rade's rather complex Duansoar.  I made a minimalist general-purpose electric-prop, with pitch varying 30° to fully feathered, to accommodate different atmospheres. (at KerbalX)bearing.jpg

    A pair of shielded docking-ports can be used repeatedly, because shielding then opening each port resets its docking function, without the need to move >1 meter away.  The pair or ports weighs a lot, though.  I used a claw instead.

    From Collide-O-Scope we can see that the claw has a spherical collider that moves forward when it is armed. I let the claw grab the flat surface of the reaction-wheel to stow the prop, and  clipped a small antenna into the claw to be exposed and act as a jewel bearing when the claw retracts .   Thermometers around the spherical collider of the claw keep that end centered.   The far-end bearing is a standard antenna in a ring of RCS balls.

    I did enable 'part-clipping-in-editors' so I could put a de-coupler on the same node as the claw.  It seems that the last part attached to a node determines how much of the node's surface is covered for purposes of computing drag, so I was careful to put the claw on last.  I used the medium size reaction wheel, for it higher torque-to-weight ratio, and with no fairing I have one medium-size cross-sectional area as flat-plate drag.    It goes a speedy Mach 0.21 at Eve sea level.

    Clever prop design, I like it.  Really like the low part count.  What's the top speed?  150 m/s?

    A question - does that horizontal stabilizer need to be that big for balance?  It's seems over-large.  I bet if you throw a nose cone on the end of that reaction wheel (and offset it to clear the bearing) you could reduce the drag a bit more.  Throw the 'chutes in a Service Bay just aft of the COM for even more drag reduction.

  13. 3 hours ago, RealKerbal3x said:

    Today I messed around with @Nertea's awesome Stockalike Station Parts Expansion Redux mod and created a small, single launch station in a polar orbit. If you like to build space stations, this mod is great!

    I need this in my life.

     

    Have they fixed the "ten million notifications" bug yet in 1.4?

  14. On 5/9/2018 at 8:58 PM, Sorabh said:

    This even has a fully recoverable engine pod!

    6d3DpPu.png

    ihwXkFr.png

    I really like that recoverable engine pod, though I'm not sure where I would use it... I just SSTO everything.  I am starting design work on a xenon drive, roughly 50 Kerbal, Joolian station, so I may use these pods to give it a kick out of LKO.

  15. On 4/28/2018 at 3:46 AM, RocketBlam said:

    Set your target vehicle as a "target". Point toward the target with the SAS "align to target" function.

    (Helpful Hint: you can set the docking port as your target by right-clicking on it and choosing "select as target".)

    Now switch to the other vehicle. Do the same thing: point your vehicle to the other vehicle using "select as target" and "align to target." Point to it's docking port if you can.

    So here are you are, pointing at each other. If you're within physics range, both vehicles will point at each other, no matter which one you're controlling.

    This is brilliant... though it assumes both ships have fairly advanced probes or pilots that are at least level three.

  16. 2 hours ago, Azimech said:

    a4n4NMf.png

    As a result the performance changed as follows:

    • Max climb rate changed from 2.9m/s to 6.5m/s.
    • Max forward speed changed from 29m/s to 71m/s.
    • Max flight time increased from 25 minutes to 45 minutes (flying at sea level, economy cruise).
    • Max range increased from 30km (island airfield) to 90km (flying at sea level, economy cruise).
    • Max range at full power: 140km (autopilot at 1 degree, steady climb).
    • Ceiling: 5800m.

    How do you get more range on full power than economy cruise?

  17. 3 hours ago, kapteenipirk said:

    WOW, now that has to be the most spectacular discombobulation ever.

    Im guessing you had "no crash damage on", as i was expecting it to look more like this.

    PF19v8g.png

    The aftermath is in the spoiler.

      Hide contents

     

    9jHOM4g.png

    That's a 170m long seaplane-tender exploding all at once after a collision with a piddly little fuel-tank (it's a really old pick).

    Truly the Kerbal way.

  18. On ‎10‎/‎7‎/‎2016 at 4:06 AM, Sharpy said:

    You can also attach the COStrut to main craft / launch stage in multiple symmetry. That way hardpoint remains on the main craft, while the subassemblies fly clean when detached. Good for making 'carriers' that e.g. drop a dozen tiny landers onto Eve, or deploy six rescue drones, or provide several reentry capsules.

    Also, never forget the elder brother Structural Pylon. I hardly ever use radial decouplers nowadays - almost everything goes on the Pylons which also make nice landing legs, which are far superior aerodynamically, and provide much needed distance.

    Old thread yes, but timely advice.  I got bored sending miners and tourists to Mun and Minmus while I wait for my Duna expedition to hit its next maneuver node and started playing with stock weapons.  The small hardpoints are perfect for missiles and drop tanks on a light fighter, but missiles go haywire when dropped.

  19. On 4/8/2018 at 10:24 PM, Box of Stardust said:

    If there's a way to get over 30t to the island, I haven't found it. 

    I've experimented with various combinations of values between dead weight and wing mass. Too much wing causes too much drag, too much weight with not enough wing means not enough lift. 

    Seems to me that with a +30t aircraft, 50m/s is the minimum speed needed to remain airborne, but the Juno doesn't have enough thrust to overcome the drag, nor does it have the accleration to put wings in fast enough airflow to create significant lift. And I understand KSP's funky stock drag model fairly well. No other radially attached parts other than wings and landing gear, streamlined main fuselage.

    Maybe in FAR though. Whenever drag becomes a problem, FAR is usually the answer!

    The last potential solution I could think of for stock KSP though is having jettisonable landing gear, but that 1. wouldn't bode well for landing on the island, and 2. probably doesn't have that much of an overall effect anyways. But when you're chasing every single reduction in drag, maybe it does count. 

    Maybe place the landing gear in a cargo bay?  Same bay can be used to hold multiple ore containers and provide a small amount of lift.

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