Jump to content

vossiewulf

Members
  • Posts

    804
  • Joined

  • Last visited

Everything posted by vossiewulf

  1. Did you try removing Precise Node? Because if I'm having a weird maneuver node problem the first thing I'm going to suspect is you know, the node mod I have. Otherwise have never seen something like that. And you should really keep MJ installed, if you haven't already you should look at all of the things it can do for you. It's very good at interplanetary transfers, for example.
  2. This looks very handy, thanks. Can you make it so where you do have the D/V required (green/YES), you show by how much you exceed the D/V requirements? It's very helpful that you show the deficit on the NO cases, I think it would be just as useful to show the excess value on the YES cases.
  3. Thanks. Sorry for delayed response, I missed your reply. I'm still confused, however. I assumed the above was the case, and just went through a process of creating a rover with significant hab time to set the home timer of crew to a reasonably long value, a rover which could dock with a rocket on the pad to transfer crew so they are still on the same flight. However, when I switch to the rocket, all of them have a home time that matches the hab time of the rocket. The docs say home time should always be the longest hab time they've ever (and by ever I think you mean on one flight) experienced.
  4. Wheels on the left side of the rover should have motors set to normal. Wheels on the right side should have motors reversed. Wheels forward of the center of mass should have normal steering. Wheels behind the center of mass should have steering reversed (or steering locked). There are also low speed and high speed steering ranges, you can set the low speed limits fairly broad to give you good steering at low speed, but you should also limit the high speed steering to a very small range, to prevent overcontrol/turning over on high speed turns. I will set primary driving wheels to a high speed range of no more than .2. Minmus isn't much fun for rovers. Rovers need some gravity to work reasonably well, and Minmus don't got it. Rovers are very hard to control and even harder to stop. The best use of a rover on Minmus is to set up something small like a Packrat with a bunch of science experiments with a rover autopilot and a Bon Voyage controller, and have BV drive it from biome to biome (or anomaly) and let it deal with the frustration of very low-g driving.
  5. Asking here since I have a pretty modded install, but I don't think this has anything to do with mods, I've seen the behavior periodically going all the way back to an unmodded install. What I see (and just saw again) is I'll be transferring crew between two vessels, and I'll have available pods with crew space (highlighted blue when transfer initiated) where I can't transfer crew to that pod no matter what is tried. As you all know, when you're transferring and the possible destination parts highlight blue, you're supposed to mouse over those potential parts, and they're supposed to turn a darker blue, and then you double click to complete the transfer. The problem parts I'm talking about will not turn the darker blue. It's like there is an invisible hotspot that you have to mouse over, and sometimes it's just not there. To be clear, it's not that I can't transfer kerbals anywhere, I'll be able to transfer them to other parts on the same vessel, even to pods that are identical to the ones I can't transfer to. I have realistic transfers off and I removed Connected Living Space a few weeks ago as it's broken and you can't transfer across docking ports at all. Maybe they've fixed it now, not sure. But it's not part of the equation here. Anyone have any ideas how to get around this?
  6. I have started working on giant rovers for a couple reasons. One is extending on previous large rovers I've built, going with the Jeb-standard design philosophy that if large is good, huge must be better. I've decided I'm going to try to make a large mining and construction base that is mobile for no reason other than it will be difficult and I like the idea of Barsoomian roving cities. The second reason is below. These are previous Dreadnought-class rovers, the one on the Mun was performing a rigorous test of its suspension by accelerating to maximum speed (about 35m/s) and launching off the edge of a large crater. It took about a minute for it to land, and it maintained enough parts to repeat the process jumping back out of the crater. The one on Duna carries everything needed to build a new large Pathfinder/EL mining and construction base, and after helping out with resources at the first base, it headed out via Bon Voyage and established another base 150km or away. I found that properly built, these large rovers were if anything easier to drive, had tremendous internal stowage and being based on girders there was plenty of space to tack on all sorts of parts and KIS containers. The truncated cone wheelbase layout is extremely stable, so the starting chassis maintains that layout. I took this out running around KSC and hit 75m/s and you can do a max-G turn at that speed and it doesn't even skid. So this will be a good starting point for the Mobile Base Alpha. But then came the other problem that led to an idea crazy enough that it got an immediate two fingroids up from Jeb. I'm playing with USI/LS, and with all due respect to Roverdude and everyone else who have done very good work with it, I'm not happy conceptually how the home time works, I think there is better way to do it rather than basing in on homesickness, homesickness that can then be fixed in a med bay(?). It makes more sense to me to think of home time as contract length. Kerbals sign contracts of various lengths, and you're responsible for bringing them home at the end and if you don't they quit working. With that idea, Kerbals working in Kerbin orbit would have 1-2 year contracts, colonists would sign 10 year contracts, and everyone else in between. Not only does this make sense, but if spaced out properly it should result in me needing to establish a good crew rotation logistics system with crew rotation flights launching every couple months at least. And all of that makes sense to me as being close to what you'd really have when we reach the point of having stations and bases all over the solar system. So according to USI/LS rules, home time is the greatest hab time experienced by a kerbal since they left home. I can't quite follow that either. But that means you have to put them on a vessel with habitation time that equals whatever duration you want for their contract, and they can't return home afterward or the home time just gets reset. I thought about putting up a "hab time" LKO station and we'd stop there on the way to Icarus Station where most missions will launch, but I wasn't enthusiastic about multiple orbital rendezvous. And even then it would be tricky to ensure everyone gets set to the same home time value. What I needed, clearly, was a rover. A really big rover. A really big rover that could take a very big crew, set their contract time, and DOCK WITH A LARGE ROCKET ON THE LAUNCHPAD for crew transfer before launch. Like a massive version of the GMC campers from the Apollo program. Meet the RK-I Hometimerizer. A rover with a capacity of 509 and a four-axis JeboTranslatroDockoTron. Between the modularity of its hab sections and varying the number of crew, I should be able to one-stop configure groups of Kerbals to whatever contract time I need. Its current max config can set 75 kerbals to a two year contract. Testing is proceeding as expected. Although we've docked successfully and transferred crew, we had a small kraken problem associated with the rocket sitting on the pad that was cured by hanging the rocket from launch clamps. At least it seemed to be in a quick test, getting ready to try to run the mission and send the second set of 75 crew to Icarus Station. Worse comes to worse, it will definitely work with a smaller rover requiring more trips. Once I get this working, next will be designing the Mun base on this chassis, and then figuring out how to build and land it from orbit. Yes I could build it on the ground but that wouldn't be nearly as entertaining.
  7. If you mean the craft files showing on the VAB/SPH loading options, those files are in \Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\saves\<YOUR SAVE GAME>\Ships\VAB or \SPH. Assuming a Steam install, obviously. If you see craft files you don't want, go to those folders and delete them there and they'll be gone.
  8. KEEP CALM and colonize every body The best option other than MKS is Wild Blue Pathfinder and Buffalo. And you should add Wild Blue DSEV to help you get there. And while you're at it, the Near Future series of mods help considerably with station building and interplanetary travel
  9. Ah, good. Odds increased to Buffalo Bills in the Superbowl
  10. Hey, good luck with that. Provided with an internet connection and forum access, people will speculate with ever-increasing wildness about anything at all until we have irrefutable connections to the Lizard People. Even in situations like this, where a release date of next spring means the team has to be well past design and in full execution mode, people will still list off every idea they ever had about the game in question. Tldr; the 300 at Thermopylae had better odds
  11. No idea, I don't know the people involved, and even the people who know the people don't know the plan they're trying to execute. I'm certainly rooting for them as a win here will be a pretty big win for everyone, most of all the fans.
  12. The only case where that is possible is indie dev, and even then it would probably have to be a single indie dev, getting a group of people to agree to delaying release and income in favor of the greater good of the framework is not easy. Everyone else, including anyone contracted to Take Two, is working modern corporate game dev and that means they have a delivery schedule that compresses every step to the absolute minimum required. Getting a solid framework/engine out of those conditions is a matter of really good architects/developers who can think their way through an extremely complex problem and get almost everything right the first time, there won't be time to refactor/redesign any part of the core. And even really good developers need a degree of luck to pull that off. Don't get me wrong, I think 2 will undoubtedly be a much better base, it'd be hard not to be, but there will probably be features that sounded great on paper but didn't work out so well in practice, and there wasn't bandwidth or time to loop back and redo whatever the problem is. All we can do is pray and maybe sacrifice a few green Kerbal chicken-like creatures that those rough corners aren't in critical places.
  13. So they can't slip at all without missing the fiscal and screwing up all the financials and seriously annoying their corporate masters. Having done the release date death march a few times myself, my suggestion is they avoid the Christmas rush and move cots into the office right away.
  14. You can also hit alt-F12 after every mission, click on the cheats menu item, and subtract whatever science you don't want. That's more flexible than a hard setting. Keep in mind there isn't even a score you are keeping, much less are you competing against anyone. So if you want the challenge of a fixed barrier you must contend with, set science or money returns or both to whatever level you want. Or you can just set mission goals for yourself, and give yourself whatever money and/or science you need to complete that mission in the way you want, there are no Gods of Kerbal who will come down and smite you. For example the game I'm playing now, I've decided that money will be no object. Designing the biggest baddest thing you can build for every flight has a challenge all its own, for example you're certain to set new highs for heaviest launches- I just did one recently that was 40,000t at takeoff. The point being that even when you remove limits on money or science, the challenge doesn't go away, it just changes.
  15. Thanks Genovast, had forgotten about that one and have the same problem as Captain Radish. Some modders are nice and consistent in using the mod name or at least the mod family name, others are frustratingly creative with the names and it's very hard to remember which mod like Kerbaltonian Turbotomics is from. Hopefully all parts stats and info fields are consistently exposed (and filterable) for all parts in 2.
  16. First you need to be in a proper position to start a rendezvous, which is as circular an orbit as you can get that's either 50-100k lower or higher than the target's orbit, which itself needs to be as circular as possible for best results. It doesn't really matter whether you start above or below the target. You should have the MechJeb button at the top of your screen, click on it, it will drop down and give you lots of choices. Click on Maneuver Planner. Then go to the map view, select the vehicle with which you are trying to rendezvous and click on Set Target. On the Maneuver Planner there is a drop-down of various maneuver types it can execute. Select Match Planes with Target, click on the Create Node button and then on the Execute Next Node button and it will perfectly execute the maneuver node which will make your orbital plane match the target's. Remember to click on the Auto-Warp radio button so MJ will time warp to the node. Next select Bi-Impulsive Hohmann Transfer from the maneuver drop down. Again, click on Create Node and then Execute Next Node. Depending on your position relative to the target, this can mean several hours and several orbits before the correct phasing relationship is achieved. Very important to have auto-warp on. That maneuver will either be dropping the periapsis to match the target orbit, or raising the apopapsis, depending on whether you started above or below the target. After that maneuver is complete, select the Match Velocity maneuver type, and make sure At Closest Approach is selected. Again tell it to create and execute the next node. The end result should be your vehicle parked within a couple hundred meters of the target. You can take over with RCS from there. All that said, MechJeb features aren't all enabled at the start of the game, you have to progress through the tech tree. So if you don't see the Maneuver Planner option on the MJ menu, you need to do some more sciencin' until it's unlocked.
  17. That's fine and all, right up to the point at which you need two vehicles to rendezvous in orbit, which is a requirement for anything beyond the most simple missions. Manually calculating the steps for a Hohmann Transfer, good luck with that. It's technically feasible, you can save and try to nail the correct burn points a few dozen times before you get close enough. But that isn't fun once, it's sure as hell not fun when you're on your 20th rendezvous as you build your space station. NASA has never once done an orbital rendezvous without having multiple computers calculate the burns and timing with all of their results agreeing. So strongly recommended you get it and install it at least for the maneuver planner's match planes/Hohmann Transfer/Match Velocities maneuvers. You will also need it and/or Astrogator for calculating interplanetary transfers as well, unless you intend to stay in Kerbin's SOI.
  18. Um those of you listing off what you want to see in KSP2, there isn't much point to the activity. If they plan to release next year, they have a completed design, are fully in the execution phase, and are probably not too far from first outside of team QA. They thought about all of this and made all of the relevant design decisions quite some time ago. They'll only open up their ears to input once it starts testing with external people. But that will be all about making sure all of the features work as intended, they're not going to suddenly change direction because someone posts in the forum that they want all of the Imperial walker thingies from Star Wars in the game.
  19. Um there are a few other mods I'd pick up before those, to give you actual interesting options for things to build and the ability to build in orbit and at bases. SSTU (sorry don't have time atm for links, google will easily find them all), Wild Blue everything (several mods), Near Future everything (several mods) and if you want stations, Nertea's Space Station Parts Redux. Contares everything, Blue Dog Design Bureau. Space Y, KW Rocketry. Astrogator for finding and moving to launch windows. Kerbal Alarm Clock as you very much need it once you have a dozen or so vehicles going different places, I also use it to remind me a launch window is coming up and I need to design vehicles. Filter Extensions and WASD Camera to make the VAB/SPH much better. Kerbal Engineer Redux for critical flight data that you can organize however you like it. SCANsat for the code, parts, and contracts to set up scanning satellites that give you very detailed previews of planet surfaces to plan landings and bases. Kerbal Foundries for very good ground vehicle wheels. Extraplanetary Launchpads for everything needed to build rockets in orbit and at bases. Supported by SSTU and Wild Blue parts. Kerbal Joint Reinforcement to prevent Kerbal-standard Noodle Rocket Syndrome. BonVoyage for an autonomous rover autopilot that can take rovers all the way around a planet unattended KIS and KAS for very good storage options and connecting/transferring tools and parts you need to build nice bases. EasyVesselSwitch to stop vessel switching from being painful Distant Object Enhancement, does what it says. For much improved graphics, you want PlanetShine, Scatterer, and Environmental Visual Enhancements (E.V.E.). And you absolutely have to have Mechjeb, don't fly anywhere without it.
  20. You needed to know this within hours of an announcement for something that won't be out for a year or more?
  21. I sent a science lander and fuel tanks to refuel it towards Vesta Station, orbiting Minmus. I then went to recover the large booster that was on a fairly high sub-orbital trajectory, topping out around 3M meters. It went fine, I deployed the chutes with the booster still nose down (the heat shield was on top). But then the chutes opened fully at 700m and last thing I saw before screen went black was this 7.5m booster almost do a flip. When the screen unblackened, I had only the probe core and the heat shield. And I was climbing. And by climbing I mean I was on an escape trajectory out of the Kerbol system at a velocity of 3,225,132,471m/s. Most of the rest of the booster's many parts were with me, moving from around 2B m/s to 4.5B m/s. That one was new to me.
  22. I don't know what Mega is, so I don't think so. This is what I noticed: [LOG 2019-08-18 00:37:59.705] Deleting node in file GroundConstruction/Parts/Workshops/GroundAssemblyLine subnode: PART/MODULE:NEEDS[!KolonyTools] as it can't satisfy its NEEDS [LOG 2019-08-18 00:37:59.705] Deleting node in file GroundConstruction/Parts/Workshops/GroundAssemblyLine subnode: PART/MODULE:NEEDS[!KolonyTools] as it can't satisfy its NEEDS [LOG 2019-08-18 00:37:59.705] Deleting node in file GroundConstruction/Parts/Workshops/OrbitalAssemblyLine subnode: PART/MODULE:NEEDS[!KolonyTools] as it can't satisfy its NEEDS [LOG 2019-08-18 00:37:59.705] Deleting node in file GroundConstruction/Parts/Workshops/OrbitalAssemblyLine subnode: PART/MODULE:NEEDS[!KolonyTools] as it can't satisfy its NEEDS [LOG 2019-08-18 00:37:59.705] Deleting root node in file GroundConstruction/Patches/ISRU_Patch node: @PART[ISRU]:NEEDS[!KolonyTools] as it can't satisfy its NEEDS
  23. Oh I know. What it means is you see nothing immediately wrong with your stuff, and that immediately makes it 10x more difficult to figure out. Cleaning up anything you can with errors is a good idea. I just don't think it's those errors, they don't seem related, not Contract Configurator at least. Are you sure in the surgery MKS is doing to your parts they aren't doing something they shouldn't? We've already seen that they're shipping a version of GC with missing DLLs, and I saw configs where MKS is deleting nodes left and right with your parts.
×
×
  • Create New...