

Krazy1
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Posts posted by Krazy1
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Tourists and trainees were brought home from the Mun today. LJP410 brought them to LKO and a reentry bus took them down.
SpoilerOnly pic I got of the bus launch... way too vertical the first attempt... First stage already 200 km AP.
Then R&D invented a teleportation device to return a stray tourist that didn't stay with the group... he was landed on Mun again. They put the modified transport capsule on the launch pad and fired it... *shazam* he appeared in the capsule. There were some concerns about "unraveling the fabric of the universe" but so far so good.
Spoiler -
My (hopefully) Laythe SSTO lander scouted a part to recover on Mun... a Mk3 nosecone. Not small! Won't be easy with JSNQ reentry heating. Then docked in LMO for the first time in this career... in the dark of course. Completely swapped crews and tourists. Lathe SSTO went to high Mun orbit to test some Sepratrons and LJP410 proceeded to LKO where a reentry ship will take the tourists home.
SpoilerThen I was going to launch a small probe to Mun for a contract but KSP pooped the bed... menus gone. Restarting...
Spoiler -
28 minutes ago, RevanX_LSR said:
is this JNSQ?
Yes. Intent is to be able to SSTO from Laythe to another moon. Tylo is smaller in JNSQ so Laythe seems to be the big challenge. It's a little different...
Laythe stock JNSQ surf press, atm 0.6 0.6 atm height, km 50 75 surf gravity, G 0.8 0.58 escape vel, km/s 2.8 3.5 And I'm sure traveling between Jool moons is harder because Jool is even bigger... but I didn't specifically try to design for a dV in orbit so I just hope it will get there.
Outbound to Minmus:
Spoilerlanded in Mountains to get some science I missed.
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Launched a BFR yesterday. 7.5m Clydesdale for motivation.
1.6 M and 3.8 kt at launch
First launch, too vertical.
SpoilerSecond time was good:
Spoiler -
20 hours ago, Lyra said:
RCS blocks at the front would keep blowing up on ascent
I use the Place Anywhere 7 thrusters... 2600 K rating. I think that's what you're drawing in green. And put the front (rear-pointing ) one on the front of the nose gear shroud.
I've been trying to help troubleshoot cargo bay drag problems... looks like rerooting could cause node problems, which cause parts in cargo bays to have drag.
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On 9/8/2023 at 9:13 AM, Lisias said:
I took them both.
Amusing, but gave me a hell of a hang over!!!
bug hunting KSP will not help the situation. try water
On 9/8/2023 at 9:13 AM, Lisias said:I was toying with your contraption,
I was boring and just pitched up vertical with reaction wheel after cheating to altitude
18 hours ago, Lisias said:Ladies and Gentleman, we have a diagnosis. #houseMdFeelinds
#catjam
18 hours ago, Lisias said:do you remember using the ReRoot from the Editor on your craft?
Umm. Probably. The original ship I built bottom-up (actually radially attached this 2.5m stack from the bottom and built upward) and I built this test ship top down. So at some point I rerooted to the lab to test the difference in node trees... but then I remembered rerooting can screw things so I rerooted to the copula again... then of course thought it may be double screwed and started building a new ship bottom-up... then came back to this bad ship after many more tests and wasn't sure what I did anymore.
I'm using EEX which has the "reroot and drop" function. I'm sure I did reroot the original ship.
So if the nodes are screwed as you showed... does that screw the cargo bay to lab connection too? Could that mean lab top and cargo bay bottom have drag? And/ or the cargo bay bottom external node is screwed and it believes the bay is open and even radial parts inside the bay will be unshielded? Welp time for more tests.
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On 9/6/2023 at 3:04 PM, Lisias said:
Can you provide us with a minimal craft where you reproduced the problem the last time?
Red pill or blue pill Lisias? I offer only the truth (well in my KSP at least)
Red:
SpoilerI have a ship from yesterday with a CRG-15 that does not block drag:
I built and tested several more versions today and they ALL WORKED. No drag with doors closed. This one appears the same as the first... but the bay blocks drag correctly.
I went back and forth testing these two several times and it is repeatable... one works, one broken. Same KSP session.
But wait, there's more. I made an "extended" version of the broken ship, adding another bay at the bottom and... yep... top one broken, bottom one works.... same ship!
I can't tell you what I did different. Maybe I translated the SEQ parts and then picked them up and dropped them on the node? Maybe I re-rooted it? But I tried those things on another ship today and it worked correctly.
Just launch them, cheat to 20 km and watch aero data in PAWs. No need to use the chute. Krazyness.
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11 hours ago, Lisias said:15 hours ago, linuxgurugamer said:
Correct me if I'm wrong, but aren't the important parts the top and bottom nodes? Can't we ignore the interior and side nodes?
If we could ignore them, we would not have the problem at first place!
Everytime you attach two parts those node's size are different, you get drag.
I'm not sure Lisias... I'm just a student here but this Kerbal University video doesn't mention internal node size. External node matching it does mention. What about radially attached internal parts?
I did a quick test of the CRG-15 with ideal conditions... external and internal nodes size matched, one internal part node attached... and it does work correctly. Now I need to experiment to see why my actual bay packed full of parts doesn't work.Update: So I did more drop testing and... it's insane. The first couple tests worked. Then it stopped working and could not be fixed. I completely rebuilt the test craft and it still had drag with the doors closed. Same ship, different result. So maybe something on this install is a problem? Some silent exception that breaks only only drag on this part? Maybe reverting to VAB and/or crashing. I don't know. I can't take it... I'm going to bed.
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Found a plume issue with the Ram engine from Better SRBs mod. It is set far behind the nozzle. That's the only one I noticed like this. The Lance engine from that mod is good.
There's a typo in the config file... line 100, should be 0.37 not 30.37.
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Launched a reasonable rocket on an absurd mission to test landing gear and a jumbo nuclear engine on a solar orbit. It would have been nice to USE the 12 ton engine to get to solar orbit but that would invalidate the test. It had some (overly?) complex staging.
Spoilerf
radial booster sep fail #485
radial booster sep fail #486
finally...
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@zer0Kerbal they discovered the drag may be related to attachment nodes.
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1 hour ago, Lisias said:
STOCK PARTS with the wrong node settings - a complete mess
Oh. Well, I'm sure they'll fix it in 1.13.
Spoiler -
55 minutes ago, Lisias said:
Oukey, we found the problem. And the fix is simple, as well the workaround:
Thanks for all the testing. Wow. The sliding door Mk1 bay is great and unique... but this time I want to use the 2.5m CRG-15. So, hopefully that fix is very similar?
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Having trouble with cargo bays not occluding drag for parts inside. Tested 2.5m CRG-15 and Mk1 Sliding Door. Stock bays work as expected.
Spoilerleft, in stock bay, right in AP+ bays
Same problem for DaMichel's Cargo Bays.
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Pics added last page ICYMI. That was a size E... there's an I coming in 40 days. Can't even guess how big that is.
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On 8/15/2023 at 4:53 AM, Adiri said:
On rails timewarp (the fast one) doesn’t effect burnout, it lasts for like 60s with no timewarp iirc
I had a contract to test a Flea in Minmus orbit. There was no reason to stage then so I noticed the burnout is quite long and more importantly the sound never stops. It may seem like an unusual use case but Kerbals have strange contracts and players do weird things. I entered it on github, if you have some time.
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I made it to the class E asteroid in JNSQ... and it's freaking huge!
The ship has a Terrier and 449 sec of fuel: 2289 m/s dV.
After klawing, it has 0 m/s dV and 0.00 m/s acceleration.
Guess the mass. Pics later.
Pics now:SpoilerThis actually scared me... it was just a circle maybe 10 pixels arcoss with DOE until it got to physics range and it instantly blinked into existence. It's 2.2 km away!
1 km away:
155m radius at this point...
Uhhhhhh..... it's very soft I guess.
Klawed it!
So what's the mass?
1 MILLION TONS
I'm not pushing that thing anywhere. I got some samples and got out of there before it ate my ship.
I made a video of reentry... it was satisfying but uneventful. Returned the samples for 70 science. I thought I'd get a World's First for the asteroid rendezvous but didn't.
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#1 is intentional. Real SRBs don't instantly stop burning when they're almost out of fuel. RSMP mod is more realistic than stock. Shuttle SRBs:
UPDATE: OK I see what you mean now... it never stops burning, ever. And making sound. I'll post on RSMP thread.
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On 8/15/2023 at 7:02 PM, miklkit said:
also verified files with Steam, which found 48 bad files, with no change
The Steam file verification does not work correctly on modded KSP installs. It gives false positives like this. I only use my Steam KSP copy as an unmodded source to make new KSP installs, using CKAN, then mod the new copy.
Need more info... what's the lat/ lon on Bop where you saw this? What KSP version? What mods? Kopernicus? Parallax?
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9 hours ago, chimera industries said:
I did some more work on my small SSTO.
7 hours ago, Duke MelTdoWn said:it is possible to fly to space on 2 Wheesleys and a Swivel. But you need to make sure your plane does not create any unnecessary drag
Or with a Whiplash and 2 Terriers. Ladders also have huge drag. Add another crew seat for an engineer, put the ladder in storage and weld it on when you land. Other mistake I made was pitching up too high. You only need 5 deg. maybe 10 when you turn on the rocket engines. Let your horizontal speed carry you to orbit 1/4 orbit ahead.
I launched a Minmus probe earlier this week for 2 contracts… fire a Flea at some altitude and achieve a certain orbit. Pics:
SpoilerLaunched too low, won't make orbit... but it looks cool
Eve visible above the clouds
Today I launched a rocket to rendezvous with a class E asteroid approaching Kerbin. It’s at 152 deg inclination. Launching east is hard enough in JNSQ… going southwest, I lost about 350 m/s surface speed. It took about 5-6 trials to get it right. The updated RSMP makes the SRB plumes look great but maybe a bit bright on the ground? I turned on Godrays in Scatterer but I'm not sure if I like the sunflare as much.
Prototypes:
SpoilerFinal Launch:
Center stack: Clydesdale (8-slot), Skiff, Terrier (on orbit only). Boosters: Thouroughbred (10-slot), Skipper
I got 3.3 deg. relative inclination to the asteroid… not bad.
Spoiler -
Well I just lost a HUGE post trying to add a quote
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2 hours ago, Jack Joseph Kerman said:
Just landing seems to take roughly 8,000 m/s of delta-V
Wow. Double bird to that planet. It has 6.5 km/s low orbit... same as stock Jool. Will a rover even get up a slight hill or be able to stop downhill? Good luck!
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1 hour ago, Duke MelTdoWn said:
No, seems to be 0 drag if you use Rockmax X200-32 or smaller.
I think the video that covers this is HERE. So weird. That's just makes no physical sense.
30 minutes ago, Hotel26 said:I've learned something from your interchange.
Well, me too. It seems best to test all the parts to verify the drag like Duke did.
Textbook approach to C.Yeager. Kerbal textbook. Not stabilized. Right wheel, then nose wheel, then left wheel. Only need half of a level 2 runway to stop a 250 t hypersonic plane. Then taxi on the grass to the terminal.
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4 hours ago, Duke MelTdoWn said:
because as it turns out, a MK3 Cargo Bay is not large enough to shield a Rockomax Jumbo-64 from drag.
Yeah, I found that too. I think each cargo part has to be entirely inside a single cargo bay part to shield drag. KSP does not consider multiple bay parts as a single big bay when occluding drag. Pretty lazy IMO. So any combination of tanks as long as 2x Jumbo-64s will have a middle tank that bridges between cargo bay parts and will have drag. BTW all of the addon bays I've tried (DaMichel's CargoBays and Airplanes Plus) have no drag occlusion at all.
29 minutes ago, Duke MelTdoWn said:The Intellitank design of Hotel26 inspired me to rework the Orbital Fuel Depot. It is now easier on the eyes and circumvents the bug that Rockomax Jumbo-64 tanks cause drag even if they are inside Mk.3 Cargo Bays.
But there's still 1 part that has drag right? I suppose you could have 2 sections of satellite that are redocked inside the cargo bay before deploying it in orbit. 2 more docking ports though
What did you do in KSP1 today?
in KSP1 Discussion
Posted
I did some half mission so I'll update later...
That's pretty darn fast. I wouldn't say the heat shield is cheating but a fairing could be a bug exploit I think. Rapier thrust drops to zero at Mach 5.75. So you can go faster at lower altitude where the speed of sound is higher. At 22 km I could "only" go about 1710 m/s on KSP 1.12. If they got higher speed at higher altitude, they must be using rockets, or diving, or maybe old KSP versions.
Dude what?! How big is your save file? I get bad stutter when it autosaves and I never had close to that many flights. Every scene change must be slow. I never made it to Eeloo and I never had any such real-time rules.
I use Fill It Up but RCS Build Aid is also very helpful... it shows you full and empty CoM with different colored balls without actually changing the fuel levels.