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kerbonaut23452345

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Everything posted by kerbonaut23452345

  1. So after trying to make several tylo ships, i could finally get to my original goal. This ship has 3 seats and ISRU, it can go to low orbit (18km) and back to surface with even up to few hundreds spare deltaV. With starting TWR >2, there is not much losses due to and 5374 m/s is enough to go up and down. The design could certainly be improved, but i dont know if there is way to have a lighter ship with the same TWR and deltaV.
  2. The refueling base would be on wheels, i could always drive it to the ship yes there less margin of error, with more powerful engine it is easier, but it also adds more weight to the ship. I think I will go with the refueling base and a 6km/s single stage ship. I have also a related question, how much delta V does it take to make a trip from equator to pole and back? Is it more or less than the surface->low orbit-> surface trip?
  3. Hello, Im trying to design a reusable system to bring kerbal to explore Tylo. I tried to make an SSTO with ISRU that would get from surface to low orbit and down and realised it is not possible. My goal is to have a ship that can carry 3 kerbals (1 lander can + 2 external seat), that can go up to a station in orbit and down to the surface without refueling. I tried a 2 two stage solution, first one with the ISRU and 2nd one that goes to the station and back down again. I cant find a design where i dont crash the 1st stage. Is there a solution for a 2-stage reusable rocket? Would a fixed refueling base on the ground be better? Is there an optimal altitude for the station in low orbit (equatorial orbit)? At the lowest possible orbit, it seems I dont have enough time to decelerate the 1st stage.
  4. I also have the same issue with Launchpad FX appearing in 1.12.2. It wasnt there in 1.11, could it be related to the new launch sites? I also still have the ROC (shores) appearing in .1.12.2 as I described previously. I dont have any planet pack installed but I have Kopernicus for a Biome correction mod (applied on Eve and Tylo). I have linked my ksp.log and player.log here: https://ufile.io/orwgsh8u https://ufile.io/3wtqb96i
  5. There is always a small delay (1-2 seconds) before the window updates, but this isnt a question of loading time, I wait a minute and nothing changes. It doesnt load the completed science on the space center view at all on the first save loaded. If i go back to main menu and load another save, the completed science on the list is from the previous loaded save. The correct list is always restored once I fly a vessel. It happens if I load a vessel with Breaking ground part (and also with Making history part). If I load a vessel without any dlc part it disappears. I cant reproduce it on the launch pad with the same vessel that produce the ROC in orbit. One thing to note is that my save is years old and was created before the dlc, so I modified it in order to have the surface features appears by doing this: The EVA experiment kit is unlocked in my tech tree, so it should list the EVA science experiment in the unlocked tab, but it doesnt. I try with a new save and it has the problem, the other science (science jr, etc.) works normally, they appear in unlocked as soon as the part is unlocked in the tech tree.
  6. These are the issues I still have with the 6.0.0.1: 1. completed science not loading immediatly When I first load my save, my science is not loaded (space center view) but it loads correctly when I go to the VAB, tracking station or R&D and open the window Is this supposed to work like this? 2. ROC (shores) https://postimg.cc/JHZZZbBR This uncompleted science doesnt appear when the save is just loaded (space center view). When I load a vessel with breaking grounds part (see picture) it appears in the in the window, but it disapears when I load a vessel without any breaking ground part. If I go back to main menu when the ROC (shores) appears and reload the same save it stays listed in the window. 3. EVA science experiment only with all filter (old save with EVA science kit already unlocked) The new eva science from 1.11 appear only with the all filter, when they should appear in the unlocked experiment. I dont know if this is also the case for new saves.
  7. I tried the splashed and flying low (on a parachute) on Kerbin and got a message telling me EVA science experiment cannot be performed. I'm only talking about the new eva science introduced in 1.11 that requires the kit in the inventory. I am well aware of some rare situations being difficult to find (landed at water, splashed at mountains), as I already completed all the science on Kerbin. The only issue I didnt mention in this thread is the ROC (shores) biome that appear sometimes in the x science window, but I think this is a glitch with breaking ground dlc.
  8. I just did an integrity check of the files and there was some errors, now the EVA science experiment appear in the x science window but only with the All filter when it should be visible in the All unlocked experiments (in my old save). Didnt check on new save as you need to gather enough science to unlock the part. Also there is eva science listed for every situation (splashed, flying high, low) when only in space and surface landed are possible. Is it an oversight from squad or am I missing something?
  9. My question is does the mod gets the full list of science dynamically from the game or is it written directly in the mod files? In the previous thread antipro reported that he had the eva science experiment listed in the x science window and we had supposedly the same mod and game version.
  10. Just tested it and eva reports are back, but I still dont have the EVA science. How does the mod work to get all possible science?
  11. Im on win 10, KSP 1.11.0.3045, breaking ground 1.6.0 and making history 1.11.0. I mostly have visual mods and kerbal engineer, i dont have other mods interacting with the science. Where do I find the player.log? I already had the EVA experiments missing on the 1.11 with the 5.26 but not the eva reports. Some in the previous thread had only issue with the eva science not appearing in the here and now window. It would be good to know if I'm the only one.
  12. I just installed the last version (6.0.0) with the dependencies, and no EVA science is listed (EVA report as well as EVA science). Both in my old save and a new save the EVA dont appear in the list (either as completed or not). It is also not listed in the here and now window.
  13. Im running 1.11 and I dont have the eva experiments listed in the window nor in the here and now. I also have the ROC (shores) biome on Kerbin that come and goes sometimes but it was already there since last ksp version. Is there a way to restore the science in the window? Where does it get the full list?
  14. Good to know there is a workaround with the transfer crew option. I think this has to do with part clipping. Two of my craft in orbit have this problem, and I did some tests in the VAB: - First one is a rover with all science experiments and an OP-E scanning arm. The scanning arm could potentially clip through the command pod while deployed. I removed it and now the hatch is not obstructed. - Second one is an Eve propeller plane, I have a science jr which is half inside the Mk2 cockpit. Moving the science jr so that it didnt clipped through anymore solved the problem. The scanning arm is annoying, there is no way i can put it far enough to avoid hatch obsctruction
  15. I have the same issue, hatch was not blocked in 1.10.1, but now in 1.11 my kerbal cant exit. My craft has also the chutes on the side but it does not seem to come from there. I did some trials in the VAB, by removing all the parts attached to the command pod (chutes, ladder) but my kerbal still cant get out. How can I get the developers attention to this issue?
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