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John_41

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Everything posted by John_41

  1. Trying to build anything more elaborate than the Phoenix, in RP-1, in 1959, seemed like a mean feat, but I might see if I can build some other visually interesting craft that are still functional. VAOS did a cool video of the Phoenix launch in stock KSP. I don't think I'll be trying any kraken drives in my RP-1 play through though. I haven't seen too many other Phoenix inspired craft, though if anyone has links, I'd like to see what others have done. First Contact was my favorite TNG movie. Remember first seeing it back in the 90s. In retrospect, it's kind of a mess, but it had some good moments. I liked James Cromwell's take on Cochrane and he, Jonathan Frakes and LeVar Burton seemed to have some good chemistry on screen. Probably why I liked that ship so much.
  2. Hello all. I've been doing an RP-1 career mode play through and I thought I'd share a few images of one of my missions. I've been pushing pretty hard, trying to get as much R&D done as quickly as I could. I wanted to get people to the Moon by the end of 1959. I wanted a craft that could get to the Moon from LEO, capture around the Moon, and return to Earth. I came up with this: The Phoenix! Obviously modelled on Cochran's Warp ship from Star Trek: First Contact. The design was as close to the movie as I felt I could get without sacrificing too much functionality. My first use of Hydrolox engines in my RP-1 play through, so it seemed like a good fit for a prototype ship. I really like the Gemini capsule and lunar Gemini seemed like a fun challenge. The nacelles deploy using infernal robotics parts. Getting the 21 ton craft to orbit wasn't trivial. I wasn't going to be able to make orbit on the back of a Titan 2 missile like in the movie. The launch vehicle had a core stage of 7 LR79 engines with 4 boosters each with 2 LR89 engines and a second stage made up of 3 LR91 engines. Completed the first EVA contract too! (The first craft I sent up with a capsule that could support EVAs) Trans-lunar injection burn Retracting nacelles and deploying solar array. Needed a pile of solar panels at level 2 solar tech. Capturing around the moon. The DeltaV margins were tighter than I would have liked. Only had around 90m/s left in the tank when I finished the burn sending the craft back to Earth. Glad the boil-off wasn't too bad. First Lunar EVA too! Detaching from the drive section. Probably shouldn't have been that close to it as it was exploding. Always wondered how they got the Phoenix back to Montana in First Contact. Presumably the whole ship survived to be put in the Smithsonian. Landing somewhere south of Asia. I've been recording my Career play through, editing it with music and posting it on YouTube. Most of the episodes are pretty standard fare, the kind of thing you'd see in most RP-1 careers, but I thought this mission was kind of neat. The video can be found here: The Phoenix bit runs from around 2:45 to 12:15
  3. So after going through the save file line by line and comparing it to my earlier working save file, it appears that the issue was in the FLIGHTSTATE section of the file. For each VESSEL, where ever the following three lines of code appeared in the original: modMass = 0 moduleVariantName = moduleCargoStackableQuantity = 1 they looked like this in the edited file: modMass = 0, UNKNOWN moduleVariantName = , UNKNOWN moduleCargoStackableQuantity = 1, UNKNOWN I'm not exactly sure why that was added, when all my other save files seemed to figure out those lines fine, but it was an easy fix to find and replace/remove all instances of ", UNKNOWN". This seems to have fixed my save file; it can now be loaded in 1.11.0 Just posting this here in case anyone else encounters this issue.
  4. Hello all, Relatively new her on the forums; been a huge resource for the years I played KSP. Was hoping you all might be able to help me troubleshoot a problem with my save file. After updating to the most recent update I encountered an issue with decouplers on my launched crafts that caused them to break when I decoupled them. Some more details can be found in this thread: https://forum.kerbalspaceprogram.com/index.php?/topic/199104-loss-of-probes-after-decoupling-since-111/ I figured out away to fix newly launched crafts, but I had a dozen mission on the go with now broken ships that I didn't want to scrub. So I decided to go back to version 1.10.1 by changing the beta settings in KSP's steam properties. I then edited the 'persistent.sfs' save file, (after backing it up of course), and changed the version number from 1.11.0 to 1.10.1 in the 4 lines referencing version. And it worked! I was able to load the save file, my ships and their decouplers worked as expected and I was able to complete their missions. The trouble is, I can't seem to get the save file to update back to 1.11.0. When I change the beta settings back to none and load KSP this is what I see: Error Accessing this save Input string was not in a correct format. As far as I can tell, the 'persistent.sfs' of my edited game has not been touched, unlike all my other saves which were automatically updated. I tried editing the 4 lines referencing version again but that didn't help. Comparing the backup I made before editing and the edited file, there are a lot of new lines referencing things like the contents of modules or Kerbal's inventories in the backup that are not present in the edited 1.10.1 version Obviously there's a value it doesn't like in there somewhere, but with 509077 lines in the edited version, (and 676766 in the backup), I'm at a bit of a loss as to where to start. I play with KerbalEngineer and KerbalAlarmClock. I don't think they have anything to do with this but I figured I'd include that here. Anyone have any experience messing around with save files that might be able to help me track down the issue? (or maybe even narrow down the list of candidates) Thanks John
  5. I had the same issue. Several crafts I launches with probes attached by decouplers seemed to break when I tried decoupling them. I could switch to the new probe, but it would read a velocity of 0m/s and if I went to the tracking station the new probe would vanish and wouldn't be in the tracking station or near the parent vessel. Launching an old craft file with the same design caused the same issue to happen. However, if I edited the craft in the VAB, removed the decouplers and attached probes, and then reattached them, the newly launched vehicle behaved properly. Not much of a solution for your existing craft but this should fix new craft you want to launch.
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