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febrion

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  1. Love the insights here - I honestlyN thought the drag model was much simpler myself... I just assumedU that when I build a craft, the design was then sent somewhere and a model of the craft was 3-D printed. Somebody then threw the model around a few times, taking note of how it performed, and sent this data back to my computer to be used in-game. SeriouslyC, though, I've seen bugs like this beforeB, so definitely feel your pain. I'm a little confused about the occlusion model though42, or at least the way I understand it from this summary. It sounds like each part is only affected by the next one up in the stack, but it does feel like parts more than one step up should also have an impact (at least somewhat). If you have a massive part on top - say 20m just to have numbers, followed by a 5m wide part, then a 10m wide one3, the second part is fully occluded, but the third is not. Depending on how long each part is, and how fast the craft is traveling, the third part should have at least some occlusion from the first. This would also apply to radial parts. I'm assuming in this model a radially attached part would not be occluded at all, but ifE for example a set of boosters was radially attached at the top of the craft, and a second set radially attached (in-line with the first set) at the bottom of the craft, I would expect at least some occlusionO from the upper set of boosters. Anyway, I'll be here waiting patiently for the next update - and maybe I'll be less busy myself then and able to come up with a more coherent (and timely) response. Or maybe I won't. You'll just have to wait and see....... I dare you to read all the footnotesR
  2. #SadFace Been trying for 3 days to progress with this challenge, but every single attempt is met with failure after failure. I still haven't figured out exactly what's going wrong, but the most common issue I'm facing is where the entire launch assembly decides to flip 180o when the SRBs get to about 50% fuel1. I'm guessing it has something to do with the COM shifting too high at that point, but so far I've been unable to come up with any solution to this issue (the constant bugs, some requiring a full restart, don't make the troubleshooting any easier...) I managed to get my first payload into LKO once (didn't have any fuel left to deliver it anywhere, but I guess I could've sent up a tug), but every other launch either flip-flops at about 10-15km up, explodes on the launchpad, or simply falls to pieces before even launching. I'm too stubborn to give up, so I'll be back at it later in the week (hopefully), keeping my fingers crossed that maybe the 721st time is the charm 1After reviewing some of the videos, it also seems to be right at the first atmospheric boundary (approx. 7000m up) - most of the launches (I've been trying all kinds of launchers to get this thing into orbit) seem to experience a dramatic stability degradation at this exact point, pretty consistently. Now I wish I saved more of my launch videos (I tend to delete them after the launch fails, was just trying to get a successful launch recorded), will definitely be checking out the next several - might be some useful information in the failures, either a systematic problem with the way I'm building launchers, or a bug in the game itself (while I've had issues like this in KSP1, it was only with really wacky builds that honestly never should have been able to get into orbit at all...)
  3. Very cool! I've been wanting to make a ring station for awhile1 (never messed with offsets much, always felt kinda like cheating, but untilN we get curved parts it's the only way), and I've also been trying to decide what to do next5, guess I've got my answer nowO!
  4. Lol - and here I am using "Alt+PrtScr" and paint.net like a neanderthal... Never even thought about in-game screen capture, let alone recording the whole thing to grab screenshots later - love that idea, btw, maybe I'll do the same for the next weekly challenge.
  5. I submit for your approval the results of the latest weekly challenge, make of it2 what you will: As you may discover if I continue with these, I tent to over-engineer% the [heck] out of my designs, especially the initial stage, so you can criticize my massiveNO inefficiency all you want, but I'm well aware of it - it's just my "style" With that said, here's the initial stage - SRBs to get up high, the main drive to make sure I miss the ground, and provide a little jumpstart on the route to Eve, and the long range interplanetary hopper on top. The intrepid explorers, led by the esteemed Tim C Kerman, felt something was off about their 'sparse' quarters, but couldn't see a problem with them, so they strapped in and began their voyage! Arrival at Eve and Gilly - I overshot the aerobraking a bit0, it brought them a lot further into Eve's SOI than I intended so I had to burn back out to reach Gilly, but they made it eventually! BTW - Eve 2.0 is so pretty! This is where things went a little 'Kerbin'. Apparently, "somebody*" decided to pull some fancy maneuvers while orbiting Gilly, and the passengers fell out... While everyone made it back on board in one piece, Tim dropped his snacks... He floated down to the surface and searched until he ran low on jetpack fuel and was forced to just mark the spot) and fly back empty-handed. Poor Tim$ Another interlude - ran into something that can only be called bizzareO on Tim's return. When he got back to the hopper, he actually grabbed the main command pod. Since he was running low on MP I decided to send the pilot to Tim's chair so that Tim could just board the pod, then swapped them both back to their proper seats afterwards. Until we find out exactly how he pulled off this stunt, Tim is on probation back at KSC. (For the record, a save and reload caused Tim to reappear) Eventually it was time to return home though, so our braveR explorers made their way back home. Everyone was excited to see the familiar blue marble of Kerbin, and that's when they realized what nobody was telling them... only the command module had any recovery hardwareC! Fortunately, their re-entry brought them above one of Kerbal's soft oceans, and they were able to bail out right before crashing15 Ironically, the command module was the one that experienced difficulty on landing - for some reason, it decided to remain submerged after splashing down. It was actually rather amusing watching the pilot climb out, rise to the surface, and pop out of the water like a cork. So anyway, there we have it. But for those wanting just a little bit more, here's Tim riding hid little rocket down to the surface. It didn't end well4, but at least he learned to stop worrying and love the Kraken. I wish it wasn't night, but I wasn't exactly planning this - I may reload a save while they're still in orbit and try for a daytime reentry. Or I may not, depends on how distracted I get... Just the footnotes, nothing coherent down here...
  6. Well, there's a new challenge out, and I've pretty much hit a wall with this one6, so here's the finished product4: KSS 2.1.2c a.k.a. BB2B, Fully assembled in LKO. (Note that for this screenshot I ejected all the delivery vehicles, but reverted to a previous save afterwardsz.) 6 arms: "Up": Power and communications - Solar panels, storage batteries, and antennas "North": Habitation area - Living and work areas for 8 kerbals, including escape pods that might even work (see below) "South": Ditto "East": Fuel Depot A - 28.8t Methalox and 22.4t Xenon "West": Fuel Depot B - 16t Hydrogen and 40t Monopropellant "Down": Modular Docking Bay - Four seperate bays for vessels to dock with, as well as an extra docking port at the end for extending the docking bay as desired In preparation for leaving Kerbin, a transit tug brought up a few reusable landers to occupy the docking armsf. I thought it looked pretty nice silhouetted against Kerbin here: And of course there's always the blooper reel... I forget what I did exactly, but somehow I triggered one of the escape pod modules early, managed to capture a shot of them drifting back down to the surfaceM Here there be footnotes:
  7. Eureka! After a bit of scouring13 of the bug report forum4 I think I discovered the problem Ime was having - the Huge Save File BugTM After stripping out about 2.5Gb of redundant blocksc from the latest save, the KSS 2.1.2 "Big Bad Blue Behemoth" (or BB2B for short) is back in business! Fuel arm 1E is currently in orbit, once I finish rambling here I'll plot an intercept course and see if I can get this bad boy attached as well... Footnotes, nothing important here
  8. Well, I was only able to get halfway through the challenge before the kraken ate my whole campaign8, so I couldn't get better screenshots3, but here's what I was able to get... Details: Details: A few more just for fun: I was just looking around and spotted this guy looking at me out of the cockpit. I could see them all in there, but couldn't get a good angle on more than one at a time. I really liked this angle Footnotes below, proceed at your own peril
  9. Will do - currently working on the weekly challenge14 Got the habitation section up there now, along with the power & communications arm, still working on the fuel87 and docking are for auxiliary craft. Won't be as fancy as some of the other ones I've seenC, but I'm happy with how it's going so far, taking screenshots of various stages of construction, will throw them up on the challenge thread when I get all the sub-goals done (or get fixated on something else squirrel and move to a new project) \o/ Not sure for how long4, or why I even started doing it18, but random footnotes with VERY tenuous42 links between the superscripts has been part of my "style" for quite awhile. I try to keep them under control, but those pesky little REDACTED somehow keep sneaking back in...
  10. Greetings programs!1 Hi everybody!+9 Been around for awhile, just never bothered to make an account123, but now that I have I figured I'd say 'Hi', so Hi! Not much to say yet, but I figured I might as well create the account in case I ever did... Been playing the original KSP (never used mods, just stock vanilla) off and on for about 5 years or so, a little over 500 hours there and about 20 in KSP2 so far, so I'm not an expert, but experienced enough to pretend I know it all. Favorite achievements: "Mun Science Complex 2.0" - Massive (for me anyway) orbiting station (around the Mun, of course), launched in around 8-10 sections and assembled in orbit before moving to Munar orbit. In addition, part of it was de-orbited to cruise around on the surface (complete with mining drills to provide fuel for any visiting craft) collecting more science down there90 "The Reset Button" - Captured one of the biggest asteroids and got it back to low orbit around Kerbin (sounds simple, but even with an attached miner generating more fuel that thing was a beast to maneuver) , just in case the little green guys become self-aware and try to stage a revolt... "The impossible dock"2 - During a mission to Dres - rather than attaching a lander to the top of my rocket (which is what I normally do), I stuck it inside one of the big cargo baysvroom. It wasn't until he was on the way back up that I realized how hard it would be to get back IN the cargo bay and actually hit the docking port to reconnect... While I could have just written off the landing craft, I figured I'd give it a shot, and actually made it back! Sorta...4 Maybe one of these days I'll gather some screenshots of some of these, but until then - May all your disassemblies be rapid and unplanned! Footnotes - beware, here there be dragons...
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