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Krazy1

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Everything posted by Krazy1

  1. Me too, almost every time. This was rare before, but with my 1.12.5 JNSQ install it's happening the majority of the time.
  2. Nice! You found it. Ironic the tiny thumbnail caused a 100 km wide light...
  3. Last several days... LJP410 left Minmus, went to the Mun for the first crewed mission there. It just finished biome hopping to collect science. The science lab is packed full with 400 experiments (many duplicates to get within 0.1 point of maximum). Meanwhile another "fire mushroom" ship was launched with a fuel cell to repair a rover on the Mun and 6 junior Kerbonauts needing experience. It picked up Piper stranded in LKO, then proceeded to low Mun orbit where it is waiting for LJP410. 6 contracts have been combined: rescue Kerbal from LKO explore the Mun return Mun stone return 2600 ore from Mun to Kerbin* get deployed goo science from Mun repair a rover on the Mun *I will need to use Alt-F12 to "not cheat" again to finish the contract... there's no stipulation about transferring the ore between ships but the contract fails to complete when that tactic is used. They encountered a very strange gyroscopic rainbow phenomenon on Minmus... More Minmus pics: Mun pics:
  4. I'm seeing the anomalies are not shown in the correct positions in a new session until I change ships. It looks like the fixed position anomalies (e.g. black monoliths) are showing 90 deg west and the variable anomalies (green monoliths) are random I guess. Here's an example from JNSQ. Spoilers...
  5. Yeah me too... first Vizor 100 spawned 100m from where I left it... then the ground was moving after I took off and the map doesn't match what I see. I reload, and then plane is now 100 km away from the airport and it airdrops over the ocean! It was high enough to recover and pretend like nothing happened. More Vizor 100 pics... I combined contracts to take 10 tourists to Minmus, rescue a kerbonaut and return 2400 ore to Krebin. I used LJP410 lander to haul the ore up to LMO along with the tourists (it launched with them aboard). Then I launched a return probe "Fire Mushroom" and met them in LMO. 2nd bug happened with the inflatable docking port placed in EVA construction wasn't a port at all. No magnetic attraction, wouldn't connect. So I had to use KML to hack my save file to change a spare docking port junior in storage into a full size port and then replace the inflatable port with that one... then it worked. More pics from the mission:
  6. After about 8-10 launch attempts, I got my big lander on Minmus. It's named LJP 410... I started the build as a "Little Jool Probe" and it became the complete opposite, but the name stuck. 2073t at launch, 120t on Minmus 7686 m/s vacuum at launch, 32 m/s on Minmus !!! More pics and failed attempts link here.
  7. Hello. Welcome. The BLSG version you have is 8 months old. Scroll up to see release notes. I always launch KSP with CKAN to check for mod updates. deployable experiments work without that mod in 1.12
  8. Last few days... Finished a 4-leg circumnavigation trip with JNSQ-KSRGAP with 80+ PAX. Also flew by 2 anomalies. I got a satellite to Sun orbit and tested a 3.75m fairing and a wheel... that advanced the space program somehow. "Discovered" several new planets with RB telescope... that were clearly visible with the naked eye using DOE I've never been able to launch a rocket without fins. They're unstable, especially transonic. SAS alone is usually OK at first but then trying to use keyboard to turn makes it tumble. Could you shut down the opposing engine in the pair so you don't have high torque? I haven't seen that since KSP 1.11. I had a kraken drive after attaching something once but it's been better on 1.12. KSPCF has something that is supposed to help too.
  9. So I did miss the note about deleting the previous version - I simply updated it with CKAN. So today I removed it and then reinstalled (with CKAN). Same result. I tried deleting the smSetting.dat, no change. Note I'm using 4kSP_Expanded if that matters. I found more mods with text or buttons affected but SM itself seems most wonky. I can't resize the window at all. It just flickers rapidly between 2 different vertical heights when I try to resize it and when moving it. Baseline collage with SM 0.6.0.6: Same collage with SM 0.6.0.8: Changes circled:
  10. @linuxgurugamer It's missing the DLL... Folder missing: GameData\SoundtrackEditorForked\Plugins Got it from Github I assume it was just an oops when it was uploaded. Standby
  11. @Papa_Joe thanks but I'm still having trouble with 6.0.8.0. It's resizing text in Waypoint Manager so text is being clipped and it's resizing buttons (but not text) in Principia. I also can't resize the SM window... when I grab the bottom right corner it just flickers between the present size and a vertically smaller size but won't actually change size at all.
  12. You could add a nosecone... you can use a docking port like a decoupler. The airplane wings are bigger than the booster fins... that's not aerodynamically stable. Use the yellow CoM and cyan aerodynamic center marker. The fins need to be about 2-3x bigger or build the booster up around the plane so the wings are lower like this https://imgur.com/a/J83omQa Imgur is making you disable ad blocker or it hides the login button. I launched this weird probe to test a 3.75m fairing and a wheel in sun orbit. There's also a bunch of science stuff inside. Been flying Vizor 100 a lot. Mostly passenger flights but detouring to anomalies after finding them with a probe in high polar orbit. I actually found the green monolith on Kerbin and got a free tech unlock.
  13. Nice! I appreciate it for 4K. However it seems to be applying the UI text scaling to other mods. Specifically I see it on Pilot Assistant v1.13.4.c. I installed v6.0.7.0 from CKAN, then PA text was larger but that's a problem because the way the text overflows and wraps to the next line and how the window autoscales the boarder assumes standard text size, so some is cut off. I reverted to v6.0.6.0 and PA UI was back to normal. I didn't go back to v6.0.7.0 again (too late today) but I have the previous player log... doubtful but maybe some help. I have a lot of mods though. I have UI Scale at 170%. player log link
  14. Pics from the first revenue flight for Vizor 100. Took 100 kerbals on a 4 leg trip in JNSQ. >>> album <<<
  15. Like Fulgar said... there's a button when you right click the elevon to switch it. And be warned there's a bug in KSP (well one of many) that randomly switches the deploy direction... like when you revert to the SPH or you move the wing the elevon is attached to. I always have to check and check again. You can switch it on the runway if you need to. I use the low tech approach... I set the angle increment to 1 degree... I don't remember if you can do that in stock or if you need Editor Extension Redux - I always use that anyway. Then zoom in and put your finger on the screen (or a post-it works too) at the tip of the leading or trailing edge. Then grab the wing with the rotation tool... it will jump all over the place but that's why we marked the original position, so while holding the mouse button move your mouse pointer to the edge of the screen so it's more precise, rotate the wing back to the original position first, then just carefully count how many degree "steps" you want as you rotate it. Then do the same process in the opposite direction to rotate the engines back to 0 deg. How do you set the optimal angle? Just experience. Start with 3 deg. It's not super important to set this angle unless you're going for range or supersonic, but it helps.
  16. Try disabling the reaction wheel in the probe core 80 m/s is 155 knots. That's pretty fast. Are you using flaps? I usually use action groups to activate deploying flaps (down) and elevator (up for conventional tail) with the gear button. It doesn't look like you have any incidence angle on the wings. There's no airfoil shape in KSP unfortunately, so adding about 2-4 deg of angle on the wings helps a lot. And a couple deg down for the stabilizer. Otherwise the fuselage is always at an angle to the airstream and it creates a lot of drag. Got it. Thanks guys! One more mod to add... Just finished a test flight of Vizor 100... should be the final test before actual customer service. Left in the afternoon and flew about 7000 km east through the night and landed at S00A in the morning. Could have made it back to KSC easily but that will be another day. More pics: >>> album <<< Airport map
  17. Thanks. I'm familiar with the 2 stock drills but yours looks quite different to me. The actuator mechanisms are different. Could you right click it to see the info if you get a chance?
  18. It is a cool light... but where'd the drill come from? Last weekend I flew a hypersonic passenger plane named Vizor, featuring a Mk2 cockpit inside a Mk3 cargo ramp. It provides enough visibility for takeoff and landing but protects it from the heat at 1700+ m/s. Also found a new bug... with the ramp closed the cockpit has no drag but it still has lift. Still working on the 100 kerbal hypersonic plane... time to add struts. Hope it holds together and the landing gear vibration bug isn't too bad. More pics: >>> Imgur album <<<
  19. @zer0Kerbal it was a few days ago, old version. I'll try again later this weekend I hope and provide more data. And I believe it was a 3.75m bay so bigger than "lookupRadius = 2.865" maybe? Also Tweakscale worked but only one size up or down, not unlimited scaling. That's probably sufficient in most cases but unusual.
  20. Yeah... it does that. It's a KSP bug I believe. It's really bad. What I observed is the first time I fly a particular ship there's a chance this phantom acceleration will happen. It's more likely if you have a big save file or on interplanetary orbits... which sucks because a small orbit change throws your intercept way off. I haven't seen it with small saves, like 5 ships in flight, but it happens frequently with 50. I thought this was related to KAC "jump to ship" so I tried always going back to the Tracking Station and using the green fly button but that still has some chance it will happen. So what I did was always watch the AP/ PE when the ship loads and if the phantom acceleration is happening, immediately hit ESC and go to the tracking station. That stops the acceleration. Then use the green fly button to go back to it... then it's usually normal again. This still sucks because you can't undo the course change that happened before you jumped to the TS unless you load a savegame and hope it doesn't happen again... so save often and/ or do lots of correction burns. I have not seen steering locked or camera issues with this personally... just phantom acceleration. I believe it has nothing to do with the ship parts or design. The only fix I know of is to dump the stock system and use Principia. I haven't seen this bug then... but I haven't been using it as long as stock and my save files have been smaller.
  21. A giant drill - very nice. Did you make it or a mod? Does it actually work for drilling? If so it's not useless (well not any less useless than this whole game).
  22. Hi @zer0Kerbal I found parts inside these cargo bays still have drag. I put in a bug report for this.
  23. how'd you EVA a tourist? Worked on a hypersonic plane with 100 passengers. Major goal was to put the Mk3 cabins inside cargo bays so they have some view for takeoff/ landing but don't overheat after 30+ minutes at >1700m/s. I found a cargo bay that could fit the cabin OK but the cabin still had drag when the bay was closed. Glad I tested it first. So I did a bug report and got some Minmus gravity scans.
  24. Nice big boosters. Assuming you need to use stock parts for the challenge, otherwise Tweakscale and/ or SpaceY would be very helpful. I'd consider SRBs for the side boosters to save some funds. You can still asparagus stage them by reducing max thrust (wouldn't go below 60% though) and/ or sequential staging. 10 Clydesdales on Osmium might work. I would try to make the second stage recoverable to save funds too. That takes more work to design (parachutes, probe core, reaction wheel, battery) and actually fly the recoveries though. Skippers are good for the core but I'd also try Mammoths. It seems like a first stage engine but only 5s less vacuum ISP and much better TWR. And surface attached engines are super draggy. KSP is pretty dumb and just models drag for surface attached parts as if it was out if free airstream. It only considers occluded airflow on node-attached parts. I think it's OK with engine plates... can't see if you used those for every engine but I would try to.
  25. Have you tried JNSQ 2.7x ? That's a big jump but manageable with stock parts. I'm still trying to adjust my intuition from stock to 2.7x. Like reentry...
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