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Fulgora

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  1. The flatspin is typically caused by CoL being ahead (or too close) of the CoM. If this is the case once "drag > reaction wheel / canard forces" your shuttle will start to flatspin. Adding mass in the front and /or moving mass from the back to the front solves this issue.
  2. The large canards in front might be an issue as they have a lot of lift and for a stable reentry / landing you want the CoL to be "as far back as possible" - swapping them for smaller ones helps and with the tank in the back you have a lot of dry mass there. Putting the fuel tank between cockpit and cargo bay could help to solve the issue. Here is my design (extremely stable - managed to land a 15t asteroid with it on the runway (no mining): The red bubble is the dry center of mass (thats what RCS build aid gives you). My wet CoM is exactly at the same spot so the only thing moving the actual CoM during flight is payload or manually shifting fuel around. With the fuel tank in front manually shifting the CoM depending on mission requirements becomes possible and I used it at least in STS-9 (asteroid landing). Might use it again for STS Duna-2... WIP Unfortunately I am locked out of my Youtube account and unable to recover - I will let it sit for a few month and hope that Google has mercy with me. Otherwise I will have to make a new channel to post new submissions.
  3. Resist the evil! Your design looks promising - I would recommend sliding the external tank a bit higher but it looks like you have it figured out already pretty well!! "RCS build aid" is a mod that *might* be able to fix that but in some cases the reading are simply bugged. Option B (if not tried already) can be to take only the shuttle and save it to the SPH as a standlone craft - this *could* also fix the readings and once the orbiter is working as expected save it as subassembly and re-attach it to your booster. My orbiter is also asymetrically attached and I am pretty confident that I can do all missions without deltaV issues (but I am using nervs ).
  4. I completed my STS Challenge Video for the Mun STS 5-7 video. Can't share the video unfortunately as Youtube doesn't let me log in to my account but here are some screenshots for the time being. The station fully deployed / assembled in Mun orbit with Valentina on EVA: The station has over 4000 m/s of dV in Mun orbit so it might as well count as a ship as well. And it does look quite different from the "usual" space station designs which I see as a plus. Packaging and the deployment sequence (KAL based) of the solar arrays and Xenon thrusters was a bit of a pain though. On the plus side with a bit of autostrut and locking of the pistons / hinges the station is very sturdy and definitely *not* prone to Kraken attacks! Moar screenshots in the spoiler:
  5. There used to be a requirement for the orbiter to be attached to the side of the rocket to count as a valid entry. IIRC sandwich setups (boosters on both sides of the orbiter making it a somewhat symmetrical design) being a tolerated grey-zone. But I cannot find any statement in the rules (anymore) about orbiters attached to the top of the rocket as normal payload being forbidden
  6. After taking a break from building bases due to computer / game restrictions (5 FPS was not fun when driving rovers around bases in 1.3.1) I am back to base-building with the ground anchor and a beefier computer @Nils277 Could you give an indication on how you would solve the issue with the swapped `K&K Storage` parts? There are a few possible approaches: Keep models as is, update the name and buff the current "small" storage with the large model to 18000L -> This would not break any savegames but be a bit unbalanced compared to the stock storage parts Keep models as is but update the name and change the storage capacity for each to match the model -> This might break savegames as existing containers with the small module could contain more than the maximum allows after the update Deprecate the old models / parts (similar to the ScanSat legacy parts) so they cannot be used anymore in VAB / SPH but continue to work in existing savegames. Then introducing the same parts with new IDs and correct models would work and they can be re-balanced Update the models (effectively apply the patch from @Steigleder to the mod) -> This would break savegames as pointed out above Personally I'd favor the ScanSat approach but either way would work for me as I will wait with my deployment of the storage modules / bases. Any info on if/how this will be addressed would be much appreciated.
  7. Dear KSP team / community, Information for my support request KSP version 1.12.2.3167: Detailed explanation of what happened: My save file has only one craft heading to Jool (i cleaned it up for the report). The craft has a maneuver already planned and I want to plan a second maneuver to capture at Jool in a retrograde orbit. Steps to reproduce the issue: Go to the craft (it has an alarm set which is the fastest way to switch to it) Go to the orbital map Focus on Jool and set Bop as target Add a new maneuver at the DN node for Bop Try to pull the retrograde button / marker on the orbit line to circularize Focus starts jumping between Jool / Sun and maybe other bodies Game freeze & crash A screenshot of your craft or any relevant screens: https://imgur.com/a/7pHcscP I can also provide a video if needed / desired. Please let me know if that is helpful. persistent.sfs, player.log, KSP.log, KSP_short.log and buildID64: https://www.dropbox.com/s/ecf5fnwer4y15iu/Fulgora_bug_report_files.zip?dl=0 A detailed list of system specifications System Information - Pastebin.com TLDR version: Win 10 Pro, latest update i7 4790K 32GB Ram and ~ 15 GB available for KSP (unused) but the behavior could also be observed after rebooting the system without any other programs running RTX 2070, also latest driver Game is stored on NVMe SSD Are you running a clean installation, or have you updated and some of your persistence or craft files might be older versions, if so which version(s) I am running a clean install and have verified my KSP files through steam (OK) The persistent file worked fine in KSP 1.11 (I am upgrading my install from 1.11 to 1.12 currently) The behavior observed does not apply to all crafts and I was able to plan the first maneuver that is in the savefile on 1.12 without a game crash. The crash when planning the second maneuver is however 100% reproducible for me. It sometimes crashes already after setting Bop as target. I do not know whether this is an issue with my system so if anyone can not reproduce the bug on their system that feedback would be welcome. If there is anything missing or you need any additional information please let me know and I will happily provide that or run any tests that you'd like me to try!
  8. Wohoooooo Thanks a lot. I feel truly humbled to be one of the few recipients of this badge! I will do my best to prove that I am worthy of this honor. The design phase of STS 5-7 has already been completed and I "just" need to execute the missions and edit the next video. A release can only be months away from now Chances are that I will get some time during the winter for more regular submissions here.
  9. If you add auto-struts in orbit to the part(s) that are the furthest from the docking port in the cargobay you can stop the glitching. This might prove useful with the asteroid landing as those potatoes also have a tendency to wobble all over the place.
  10. I'd argue that the idea behind the real Shuttle was to minimize the amount of expended engines by firing the orbiter engines all the way from liftoff to orbital insertion. Symmetrical designs have been accepted in the past and have usually been done in the form of sandwiching an orbiter between two stacks of external tanks and booster. This design achieves the original shuttle design goals (boosters + external tank + orbiter) simply in an indeed unusual configuration but IMHO this is within the spirit of the challenge and not "just a rocket".
  11. A few month ago (about half a year actually) I posted a screenshot of me launching two space shuttles at once - so let me follow that up with a video of launching **spoiler alert** three shuttles at once to orbit I believe that this is the first launch to orbit with three separate crafts at once - if anyone of the gurus around here could point me to something that proves this is not a worlds-first in KSP please let me know. Not knowing whether I truly achieved a worlds-first in KSP or not is killing me inside Anyways - without further ado, my shameless crosspost from the STS Shuttle Challenge thread: I hope you like it - it took quite some time in terms of engineering, execution and post production. Onto the next mission, see ya'll in 2022 i guess (going by my production speed recently)
  12. This is certainly not the end of KSP 1. This is just the beginning of a new chapter for KSP 1 - the one that is defined / driven by the community, for the community. The past 10 years have shown that there are always new mods / challenges that extend the game beyond what was originally envisioned and with the past updates there have been many new mechanics added to the game that offer great potential for the future. So I for one am exited to see what is coming. Godspeed to the KSP 1 team. The one wish that I have is that the inevitable new bugs are ironed out and the truely final 1.12.x version is free of any game-breaking issues. Not having the pressure of new features in the backlog opens the opportunity to really polish the last version. Please do not let this opportunity pass. I cannot thank everyone at Squad enough for the dedication to the game over the past years!
  13. After quite some time in the making I am (again somewhat proudly) presenting my submission for STS Mun-2 to STS Mun-4 which completes the surface base that I have started here. ** Spoiler alert ** This features the return of my kOS shuttle launch script which has been refined to work (better) with my updated Booster stack as of KSP 1.10.1 and it now has the ability to launch multiple shuttles at once! I did some (limited) research but I believe this could be a worlds first in KSP for: Launching 3 crafts (shuttles) to orbit at once using an autopilot (citation needed!) There used to be a KSP weekly challenge for two rockets at the same time on Reddit but I didn't find any entry that launched three. Theoretically my script can launch an arbitrary amount of shuttles at once but my CPU already struggles with three so I am planning on leaving it at that The kOS script is open source for evaluation and/or whatever shenanigans you can come up with If you want to use the launch script yourself and / or have suggestions for improvement I am happy to accept Pull-Requests. The craft files used in the mission can be downloaded here - note that these craft files include my standard clamp stand and not the rover-launchtower used in the video as that one kills framerates and is rather slow to maneuver. If you really want the rover-launchtower craftfiles PM me and I will share them of course as well: STS Mun-2 (escape module) STS Mun-3 (crew module) STS Mun-4 (rover module) As with my last submission I got a higher badge than I was eligible for I am now officially applying for this one: @sturmhauke as a computer scientist yourself I am sure you can relate: As per usual: If there are any details missing I have many hours of footage that I can bombard you with - just let me know what you would like to see Mod-List (for compliance reasons etc.):
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