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digger1213

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Everything posted by digger1213

  1. I managed to reproduce the bug, with slightly different effects but still the same bug. This time, the planet's orbits did not change to become square, but nearly everything else happened apart from the crash when trying to launch a vessel. It seems to occur when timewarping while a clawed object is clipping through the object that is clawing it. However, now, the camera misalignment bug shown in Imgur is happening on my save no matter how far back I load a quicksave. It's fine to deal with, but it's really annoying. I'm still wondering if this is in the right forum, unmodded or modded. I also still don't know where to upload the log. Help?
  2. Yeah, it made me think of Danny's videos as well when it happened. If I can find a way to put the output file on here, I bet I can be of more use. I was also unable to reproduce it as it was very fiddly and in the end I just gave up.
  3. To start with before posting this report, I am unsure about the exact definitions of 'unmodded' and 'modded' install, and whether or not this means mod related problems or whether or not mods are installed. I'll post this here because I have Kerbal Engineer and TAC Fuel Balancer, although I do not think it is at all related to these mods. Please move this if it is in the wrong place. I do not have video, and I cannot seem to reproduce my steps. All I have is two screenshots of the effects that happened. Even then, I did not get much, and I hope the log file will be of more use. This happened when I tried to use a claw to get a probe into my SSTO's cargo bay. I do not have any pictures of these steps, as I did not know that this would happen. I had a small probe with the claw and a docking port on the rear end. The claw was attached to another long probe made of Oscar B tanks, which I will refer to as the probe. Since the probe that was grabbed with the claw would not fit into the cargo bay, I set the claw to free pivot, and managed to dock with the SSTO. I then disabled the free pivot, but it didn't help, the probe still waved wildly. It began to clip through the cargo bay, at which point I tried to stabilize it by entering time warp. As soon as I hit the timewarp button, I heard many explosions, and everything vanished. The rest of what happened is described in the Imgur with the two pictures I have. I can't actually figure out how to put the log file on here, it is too big for Pastebin and I cannot access my Google account to use Dropbox. I can't seem to access File2web either. Sorry for lack of a better description, but it is all I have for now. I will try to reproduce it to get many more pictures, as I cannot record either. I know this is an absolutely terrible bug report, sorry about that. I thought I might as well make a bad bug report instead of none.
  4. My SSTOs reach orbit with that 300-500 delta V spare, but that is when carrying a three/four ton payload in a 100 ton Mk3 SSTO. What is a good payload percentage? Whenever I add more rocket fuel, the jets can no longer get enough speed, so I add more jets, and then I am back to the first problem. That would be great, if I had Rapier researched in my Career save. I am quite close to getting there though, so maybe I'll try to aim for that.
  5. Angling the wings is something I used to do, but I stopped it for some reason. I should try that again. If 17km is too low to be firing my rockets, when should I do it then? I've seen a lot of different numbers, but I find I start losing speed on jets alone above 17/18km because the jets no longer produce enough thrust or they flameout completely. I find if I wait any longer, I spend more Delta-V trying to regain that speed with my rockets than if I just start rockets at the 17/18km mark.
  6. The Wheesley only took about half an hour worth of attempts to attach properly to it, and then I was too scared to move it into a better position as it was almost sideways. (Oh wait, thats right, you can go free-mode... oh well.) That problem is sorted, so I don't need to make another post about that. Back to the SSTO issue, on airbreathing my jets can reach 1k-1.25k per second on jets. I have improved and can usually make orbit now, but not with enough DV spare to even dock with a refuelling station. It's possible two terriers might help more. The Aerospike just seemed like it didnt have enough Vacuum ISP. Since at 19k-ish the Vacuum ISP seems to matter more, it just seems like vacuum efficient engines might be better there. I could try some more designs. What is also good for Mk3? I've seen that loads of people can get orange tanks to orbit in an Mk3 but the best my SSTO's that size have been able to do so far is about 4 tonnes with about 300 delta V spare. How much Delta V should I be reaching orbit with spare? As a general amount, anyway, maybe to reach a refueling depot.
  7. I dont feel like making another thread for another problem while this is still open, so I'll post it here first. Recover debris mission. Debris is a Turbofan engine orbiting Kerbin. First question: how. Second question. How. The. Hell. Do. I GRAB THIS THING? ITS CENTER OF MASS IS SO FAR AWAY FROM THE ENGINE ITSELF, IT IS NEARLY IMPOSSIBLE TO GRAB. I HAVE TRIED LIKE 30 TIMES SO FAR. Sorry. Had to vent some steam there. But really. How do I grab this thing..? I will post a seperate thread about this if I need to, sorry if I shouldn't have done it this way.
  8. Thanks for the help. I would use Mk1 parts, however they probably wouldn't be able to carry any, if much, cargo. I don't remember seeing an Mk1 cargo bay, and even if there was, I'd have trouble putting much in it. The main reason I want to use SSTOs is to carry light cargo to space for cheap. I have tried using the Terrier, but it did not produce enough thrust and I would fall back down before making it out of the atmosphere. I doubt I could do anything with the nukes. Using the little to no pitch up method, I managed to make orbit with no cargo, only tourists, with 400 delta V spare. Adding cargo to it meant it could no longer get out of the atmosphere. However, my Whiplash would flameout at about 19km, or produce too low thrust to provide acceleration. I find that after 17km I start to lose speed, and I activate my rockets around there. I still have not managed to get cargo heavier than about 4 tonnes to orbit, and my Mk3's cant usually make orbit at all. Thanks for the help.
  9. Since I do not have the Rapier unlocked, I use the Whiplash. I am unsure which rocket engine to use. I started with the LV-909, which I realized was a bad idea, changing to an Aerospike then an LV-T30. At 10km altitude I can reach 1200m/s. Should I gradually climb to 19km altitude, gaining speed, or should I level out at 19km and gain speed there? I think my other problem is that when I pitch up I lose a lot of horizontal speed to my wings and drag. The LV-T30 does not have enough TWR to lift the rest of the SSTO out of the atmosphere in time. I'll quickly try some experiments using the ideas you told me, but here's the plane I've been using. I've changed the engines around the couple times, but here is the LV-T30 combo. Should have mentioned this earlier, but I am trying to get a probe of about 2 tonnes into orbit. Thanks for your help. EDIT: I just managed to make orbit. *just*. Using the LV-T30 engine, and a modified, extended version of the above picture, I made it to orbit with 30ms of DV left. Of course, this is not very good, but it works. I would still like tips on how to do this better.
  10. I have attempted many a spaceplane, but I have never managed to get one to orbit that uses jet engines. (For some reason, I can get ones to orbit that use only rockets, but... not jets.) I believe that it is my launch profile and ascent. What I currently do is I rise to about 10-12k, then accelerate nearly as fast as I can, avoiding blowing up to reentry. I then try to rise to a 5-15 degree angle, but I never manage to make an apoapsis above the atmosphere before the jets flame out. When they do flame out, my apoapsis is usually below 30km, and I am unable to get out of the atmosphere with whatever weak rockets I added. When I add heavier rockets, I either do not get enough speed using the jets, or I no longer have enough DV to circularize once out of the atmosphere. Adding more DV means more weight, which results in the first problem again. When I just eliminate the jets entirely, I can just make orbit with about 200 delta V spare, using the standard rocket gravity turn. What is a good ascent profile for SSTOs, and what other good tips are there for building them? EDIT: I should probably add that I haven't unlocked Rapiers yet in my Career save.
  11. Okay, thanks for the answers. I had been using 32 bit the entire time because that's what Steam defaults to. I guess I'll be using 64 bit now so the game can use some more of my 16gb RAM. Thanks!
  12. So, I just decided to try out 64 bit KSP to see if I could get any better FPS with my large (or rather, small but high part count) base on Minmus. I found there was rather little difference in FPS anyway, with an increase of maybe about 3 fps, still below 30. Does 64 bit support CPU multi threading? What effects does 64 bit actually have on the game? From the little bit of reading I have found, it appears that it only effects ships, with each ship getting its own thread. Anyone actually use 64 bit? (I hope this is the right section for this, the Gameplay Questions area didn't seem right but idk)
  13. Okay. After a bit of searching I found information like that online as well. However, what I haven't been able to find anything on (yet) is what a good ore percentage is. Because I have my ore abundance set up pretty high, I found a 16 percent ore spot on Minmus. Is this a high amount? EDIT: Apparently 17 percent is a pretty good amount. No worries.
  14. So, after completing a Survey Scan on Minmus in both my Career and Science, I've noticed that ore seems to be in the same locations. There's 90 percent ore at the poles and one equatorial lake, and no 100 percent. Ore seems to be quite consistently the same. The wiki does mention that ore is randomly placed, but so far it seems like it isn't. Is this simply a coincidence?
  15. I just managed the closest trip I've ever seen. I forgot to remove the drop tanks for 3/4 of the mission, and I was thinking that I was gonna run out of fuel. It was an XP-Levelling craft. I sent 7 kerbals (every kerbal I had) on a mission to plant a flag on the Mun and another on Minmus. By the time I planted the flag on Mun, I realized I was running out of fuel; half the tank tier below the orange one. My bad choice to land on Mun first made it hard to plan an intercept of Minmus. I got to Minmus, landed, planted a flag, and had around 300m/s of DV left. I took to orbit, and had 171 DV left. I planned a maneuver that went back to Kerbin.... and the cost... 170.9m/s. Out of 171. For lack of understanding of a better way to upload images, yet another Imgur. In other words, don't forget your staging. EDIT: Immediately after said mission, I got contracts for 'Plant a flag on Minmus', 'Scientific data from around Minmus' and 'Plant flag on Mun'. Of course I did.
  16. I already managed to fix my problem, but thanks for the ideas. That mod looks good, I might get it anyway
  17. Yeah, situations like these are why I use excessive quicksaves. Until the quicksave turns out to be a bad thing. 3 probes arrive at Minmus - forgot to deploy panels, power runs out. Reloaded save - realized I forgot the science instruments. And the batteries. Can no longer revert to launch because I reloaded the save. RIP.
  18. Well, I don't know if that counts as deactivating the part. I'd say its more like... locking that resource. But I guess it could kinda be like 'deactivating' that part. Wait. If that is what OP meant by reactivating the battery, then no. You can't do that from EVA.
  19. Batteries cant be simply 'reactivated', as they can't be deactivated. They simply run out of charge. What you can do, is get a kerbal to manually open the solar panel, or maybe send another probe with some form of power generation to dock with it to charge its batteries and open the panel. Next time, remember to open your solar panels . To prevent it from happening again, you can always mount some static panels as a backup.
  20. What did I do? I made a post in the Gameplay Questions topic, trying to get my three probes to orbit in an unstable rocket. I fixed said rocket, making it look like a horrible bulb containing the three probes. I got the three probes to orbit, and proceeded to mess around with physics warp. Apparently spinning with physics warp can produce some very... interesting effects. No probes were harmed during the making of these pictures. KSP is hilarious.
  21. Thanks for the responses. I assumed that the center of lift and the massive wing fins at the bottom would be helping keep it stable, but I guess not . I've used the same fairing tower setup before for launching multiple relay probes at a time, and it used to always work, but I guess I extended this one too much. I modified the design, and no matter how ugly of a bulb it now has on the top, or how much more expensive, it's a lot shorter and therefore it works. Triple relay to Minmus ftw. Thanks for the help!
  22. This rocket has been having stability problems on its 2nd stage. I have checked everything that normally makes rockets unstable. The center of mass is way above the center of lift, I checked for clipping parts, I strutted everything together. It hasn't helped. Through making the winglets into an entire wing, I managed to make the 1st stage only just stable, however no matter what I've done, the 2nd stage is still unstable. I've moved the wing as far down as possible, but it still flips. I have no idea why, and would like some help. I don't know how to upload the craft file, so I cant do that, but I will if i figure out how to. Thanks for any help.
  23. This is just a quick little question I have, that is more of a little annoyance for me. When extracting experiment results from a Science Jr or a Mystery Goo, the notification pops up every dang time asking for confirmation due to the lack of ability to reuse the module without a scientist. This is especially annoying when extracting said module using a scientist. Just wondering if there is a way to disable this notification, as I could not find any methods through a Google search. Thanks.
  24. I don't know where to look in the save file for those things, but the Occlusion Modifier is definitely in the advanced section of the difficulty options when creating a new game. Option is there for both atmospheric and vacuum planets, but by default it shouldn't allow for direct connection through Kerbin. All the rest I can think of is that being set to 0, comms network turned off, or maybe a bug. If the line is visible straight to Space Center through Kerbin, then I'd say its either occlusion or a bug.
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