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Everything posted by Rune

  1. Any Kerbin SSTO will work in Laythe. Laythe-specific SSTOs will only have moderately less demanding design specs. And staged landers will only have marginally lower mass, but they will need heavier transfer stages to get them there. What I'm getting at is, if you build a Kerbin SSTO, you will have a heck of an universal lander that can get itself places, given local refueling assets: Rune. It doesn't even need to be that big.
  2. I think what is happening is, the maneuver node gets moved around your orbit as you change it. Have you checked that you burned only the time and dV you were supposed to? I mean, I do low TWR ejections all the time, and I always need more dV than the node says I will. But I time my burns, and when I finish them the maneuver node still thinks I have more to do. It' just that the maneuver took place over a significant part of my orbit, and the place the node was put in is no longer anywhere close. Rune. I seriously doubt it's a physics bug.
  3. This may help the OP regarding autrostutting and 'the shakes'. Long story short, double-docking into a sturdy arrangement works: Each fuel module is connected to at least two others in a grid, and that makes things much sturdier. Mind you, I still use a judicious amount of autrostrutting to keep the whole thing from going wrong when I have lots of other stuff docked to it, usually on the docking ring attached to it, and to the heaviest part. In general, 'the shakes' appear when you have lots of parallel dockings (think a lot of things docked on one end to the same central thing, free to wiggle around like the fingers of a hand), I think because you hit a regime where the oscillations feed into one another instead of dampening. In any case, promptly 'freezing' the physics with timewarp can save your stations from RUD as you experiment with autostrutting it, and I have yet to find something I couldn't keep somewhat together, eventually, with enough of them in strategic places. As @Wcmille, I mostly launch the fuel in the form of ore, 'cause it's cheaper and more versatile, not to mention much more compact (ore is dense), and also I do a lot of mining when far from Kerbin. Still, it helps to have some refined, and I also need to feed engines and such, sometimes. In any case, I built a couple of tanks that had the same form factor, and since I gave them side docking ports, I can now stack them to my satisfaction, and still have the whole thing be sturdy without autostrutting. Each fuel/ore thingy is only 5 parts, so I can afford to have lots of them on screen at the same time, too, and by offsetting them properly, you can do that nice hexagonal arrangement on two 'stories', or a more boring 3x3, or very simple a 3x1... or pretty much any other shape. Rune. Note every piece of the space station was launched inside a Mk3 payload bay.
  4. Ingame screenies can be had by pressing F1 in game, they are saved to the /Screenshots folder inside the game folder. Also, F2 disables the game UI, so you can get the most cinematic stuff. Rune. We were all new at some point.
  5. Well now I feel really stupid. I was going to say 'of course I took the pic after I had run the test and uninstalled the mod'. Because I did. But then, just in case, I re-installed and tried again, to provide a fresh log. And lo and behold, now it worked. Where the hell did I copy the folder the first time? I did edit the config, I swear! P.D: Found out what I did! Apparently, I hit backspace at some point, and did the whole thing on /KSP instead of /KSP/GameData. The facepalming intensifies. Rune. Sorry for scaring you on account of me being a derp sometimes.
  6. Well, it clearly is something that doesn't affect you locally. Which means diagnosing it should be fun. Anyhow, what you asked for (careful, I copy-pasted the whole log to avoid using a third party hosting site for the txt... I could also do that if you prefer): Additionally, screenies: That is with Dirt_intensity 25 as you suggested, under 3.1. I apparently didn't take any screenies during the limited time I tested 3.0, sorry, but I did see clear, beautiful post-processing effects. Anyhow, this is (another) wonky thing that happened with 2.2, which also didn't display any bloom or fancy effects, it might or might not be related. Lastly, a screenie of my current GgameData folder in case some mod in there gives you ideas about conflicts. Note that 3.0 was tested with and without SVE, EVE, and scatterer, in all possible combinations, and I hadnt yet put Stock Visual Terrain and Kopernicus in there, but I haven't done that extensive testing for 3.1, just with and without EVE (sice you mentioned 3.1 was a rollback, I didn't think that would get me anywhere): Rune. I really hope you figure something out!
  7. Thank for the efforts, and the mod in the first place. Sadly, as one of the people that got the blue screen bug, I can say 3.1 got rid of it... as well as all the effects in general. To give a bit more info, I run Win 8 64-bit in an i5-3450 machine with a crappy GT 730. The problems exist with and without SVE, EVE, and Scatterer as other graphics mods. I usually don't bother with EVE because it tanks my FPS, but yesterday I was very busy checking lots of different visual mods and how they are these days. I managed to see what this mod actually did with the 3.0 version (previously game either didn't start, or nothing happened like now with 2.2), so you know, now I really want it to work properly. Rune. Good luck with it!
  8. Hey! Nice lander you have there. Regarding the fairing issue, I don't think it is ship-dependent, I think it is load-dependent. See, once you reload a ship with a fairing, something happens to it, don't ask me what. You can no longer click through it like you can on first load, and apparently from what you say here, the whole thing becomes a solid part with a single collision mesh. Probably in order to become less computationally intensive, not being hollow. Things I think you should try, to poke the thing into revealing more: -Do the whole thing after a quicksave/quickload, see if you can still take out and put back in the payload without issues. -Do the whole thing after a quicksave/quickload, but taking the payload out before the reload. -Do the thing with another independent craft, but without unloading this one (the whole flight form launch to rendezvous and payload change without changing vessel). -There is some kind of mod to check part mesh geometries in flight, that could shed more light into the issue... but for the life of me, I can't remember the name. @Azimech & co. used to use it a lot to build stock bearings. Rune. Fairings are much more complicated than they look.
  9. Cool! One suggestion, tough. That Duna Excursion module is asking for some advanced fairing use, IMO. Did you know you can build open-ended fairings, cheating a bit the UI with clever use of undo/redo (Ctrl+Z/Ctrl+Y)? You could put one upside down from the command pod, then build one from the bottom the legit way. And I even think the second one would actually shield the insides form aerodynamic forces. You part count (=game clock) would probably improve greatly. Also, Von Braun's last mission plan to Mars rocks a lot, probably one of my favorites. I'm looking forward to seeing your final rendition of it! Rune. Plus, next update we get to re-skin fairings! So hyped for that.
  10. I've fiddled with a similar concept, and would love a stock triangular control surface. Rune. Great minds think alike.
  11. Orbital intercept is, by far, the number one thing people have a problem wrapping their heads around (so outside everyday intuition!), so don't feel bad. That being said, correctly explained, it is actually a very easy thing to do once you finally get it and have your eureka moment. I should make a good tutorial or something, because even the guys that know how to do it on the youtubes often explain things horribly wrong, and without nice graphics, it's hard to understand. But if I had to put it in a quick post: There are two main things to wrap your mind around to get good intercepts with ease: orbital period, and orbital inclination. Let's start with the first. Orbital period is important, because in order for two things to rendezvous, they need to get to the same point of space, at the same point in time. That is mighty important, remember the phrase because we will come back to it. Anyhow, the key point to remember here you already probably know: higher orbits have higher periods (they rotate slower), and lower orbits have lower periods (they rotate faster). So if you want to catch up, you go low, and if you want to slow down and let yourself be caught, you go high. Only you don't. Because if you change your orbit completely, it won't cross the target orbit anymore, and you lose the close approach marker and everything. Thankfully, you can make your orbit higher or lower than the target's orbit only some of the time, by performing all orbit raising/lowering maneuvers at the point of your orbit where you cross the target's orbit. That way, that point of your orbit won't move, and if you raise Ap, next time you come back to it your target will have gained on you, or vice-versa. And here is where the second important thing to have in mind comes into play: orbital inclination. Obviously, you want to end up with the same inclination as the target, but contrary to popular belief, inclination is not better equalized before rendezvousing, and it not a very difficult thing to use to your advantage either. See, let's go back to the important phrase of rendezvousing: 'you need to get to the same point in space, at the same time'. Now we will focus on the 'getting to the same point of space' part. Before, we talked about how it was best to do all your maneuvers at the point where your orbit crosses the target's orbit. Well, if you orbit is inclined to the target, the only way to cross its orbit is at the ascending and descending nodes. And that is good, because now you don't have to think about where you want the rendezvous to take place, the answer is always the same: wherever the node closest to the target's altitude is. A classic rendezvous from an arbitrary orbit to any other orbit, therefore, would go like this: 1- Select the ascending/descending node closest to the target's orbit: that is where all the action will happen from now on, but first we have to make it cross perfectly the target's orbit by doing a small pro/retro burn at the opposite node. 2- Now the place for the rendezvous is set. A rendezvous marker WILL appear at the node, and all subsequent maneuvers will happen there. Look whether the next time you go through that spot your target will be in front of you, behind you, and how much. 3- A single burn at that spot is now theoretically all you need to make the next close approach the final one: if the map is showing you will get there before the target, you need to raise your orbit on the opposite side so you take more time getting back, and vice versa. Careful, if you are currently very little 'in phase' (that's the technical term, it means that the target is directly many degrees apart, for example on the other side of kerbin), you may very well have to put the Pe inside the atmosphere in order to catch up enough to it, or it might be impossible to do it in a single orbit, or it might just be very expensive on dV because you have to double your orbital period or more. Not a problem, get into any orbit with a different orbital period that still passes through that A/D node, wait some orbits, and sooner or later your orbits will come 'in phase' with a small correction (i.e: you will both get to the node where your orbits cross, that 'same point in space', at the same time). 4- When you get close to your rendezvous, just fly it 'by the ball': put the speed indicator in 'target' mode, point the ship directly retrograde, and when you are very, very close to your closest approach, just kill the relative velocity and you will neatly slide into an identical orbit to your target's, fixing inclination and everything else in a single efficient burn, and basically parking right next to the target. It's all RCS and practice from now on. Rune. Remember, just two things to do, and in that order: get to the same point in space, and then do it at the same point in time.
  12. Merry holidays! And since yesterday was my birthday, here you go, some presents to use during all that free time to play KSP. The first is a long-range SSTO, the newest Javelin. I will write it up and put it in the OP at some point, but basically the main thing is 20mT to LKO with 1,200m/s still in the tank, or much more with a lighter payload. And I'm not kidding when I say maximum payload, it takes it like five minutes to actually get going over 400m/s when fully loaded, so the ascent is much more pleasant with less weight so close to the nose. So there you go, a way to get payloads in a single stage to basically anywhere in 'cismunar' space, and with a few crew cabins instead of payload it can also do the standard Minmus->Solar SoI->Mun SoI.>Kerbin roundtrip, for easy training of kerbals to lvl 3 in a single flight. And now for the more advanced players among you, my latest ring station, the Von Braun Mk XII. Truly a creation for masochists, it is basically one of the previous stations, only broken up in sections that will fit a Mk3 payload bay. So, you know, now you can launch it legit on one of my SSTOs for very little financial cost... and the most challenging docking operations that you can dream of. Basically, the thing will only double-dock if you dock everything with less than 0.1º offset on each dock. Needless to say, the Navyfish docking alignment indicator mod is a must to even try, and SnapDock makes the whole thing bearable... when it works. If you get some issues finding/using them, feel free to ask here, I'll be glad to help you. Because, when you get it to work, the thing is just breathtaking, so totally worth it just for the pics you get during construction, with different ships bringing the pieces and tugs putting them together: Of course, this is just the subassembly I'm offering you here, mind you. You will have to put the thing on your launcher of choice and assemble with your own tug (my Sirius and Klaw Pods do the job pretty nice, obviously). This way is the most flexible approach, IMO. And remember that if you aren't the best docker out there, I have older monolithic versions out there on KerbalX. Rune. Feel free to ask questions and such, I didn't take too long to write up this post so I must have forgotten some important detail.
  13. Testing unloading methods for large vertical landers under high gravity. Tylo, now I'm ready for you! Rune. Also, KAS is the best thing since sliced bread.
  14. I have in fact been a part of one of its earlier incarnations, where I sparked a debate on the rulebook by fighting with ships that counted on getting blown to pieces. These days, not so much time. Cool to hear from you! As always, keep on creating, and if that promo vid ends up getting done at some point before the heat death of the universe, that would be icing on the cake. Rune. Boy do I feel old in this forum sometimes.
  15. Thanks! But actually, the only Mk2 parts in there are on already 'old' stuff. In fact, come to think of it, if I upload a couple things (the rings and fuel tank subassemblies), I think the whole thing would be scattered around on KerbalX, awaiting assembly... and while we are at it... yeah, if you get this, and this (I've been meaning to upload those subassemblies for a while now), and you substitute the rings with older, rigid Von Brauns (there are at least two older models in there), all that you see on that pic is already on KerbalX, and you can try your hand at assembling such a stack yourself. I think some minor OP reshuffle is in order, now that I look, the Vega isn't featured there. But in any case, as I said, all is in KerbalX for those really interested, except the excruciatingly-difficult-to-assemble-rings-that-can-fit-Mk3-payload-bays. That's their technical name. Would you guys really want those? I warn you, it's a poisoned gift, the dockings are beyond tricky. Rune. OTOH, you feel really good when you get the last double dock done.
  16. Looking mighty good! I'm not sold 100% sold on the piping, or part count, but the cuteness of the whole thing is undeniable. Very good work! Rune. Now a short celebration, and on to the development of the mk II, right?
  17. Going well! This is what I am giving the final touches to right now: One of two twin stacks (yes, I'll do all those dockings, twice), the idea is to get those two rings to the Joolian system to serve as stations around a couple of moons, and set up a reusable transportation system there, with depots and plenty of varied vehicles. The surface bases will make their own way there, and this is actually the second flotilla taking off for the Joolian system... tough the first still has a yer to go get there. Other than that, Moho and Duna have been 'tamed' (both sport surface bases and orbital depots), and the fleet for Eve left not very long ago. Something absurd like 27 million sitting in the bank, and it is year 2, day 182. Rune. The game clock actually goes slower than a RL clock tough, I don't play as much these days.
  18. Yup, I am that Rune. A shame @HatBat shorta dissapeared from the forums. Rune. I had hoped to get a R-SUV themed video out of him!
  19. Solar panels ain't worth their mass for the Joolian moons. Especially if you have big drills and the big ISRU converter, which can power themselves through fuel cells and still produce excess LFO to create a large power reserve/refuel other stuff, in any ore concentration. Plus, you get to operate at night, and it is MUCH cheaper than RTGs. Rune. Yeah it breaks thermodynamics. But reaction wheels are still more unrealistic.
  20. Today I landed a 100mT rocket on top of the VAB, after dropping 50mT on orbit, and all I got was a lousy 98% of my money back. Rune. @Raptor9 dared me to.
  21. Waitwaitwait.... SCRATCH THAT, I AM A KSP GOD. (If I can use F9...) Rune. Don't try this at home. Or, you know, do. You feel pretty awesome when you do it.
  22. You know? I've tried, and the best I can do is the VAB lawn. Shame on my poor piloting skills, SpaceX will never hire me to real-time guide their rockets. But pilot skills aside, I think the trying itself was a testament to a rugged design. I landed it safely all the ~20 times I tried the thing before giving up and realizing the CEP was bigger than the VAB, and even if I hit it, I'm almsot certain I would have blown it up. But even tough I blew up plenty of legs, it never tipped, and dodged all buildings every time. So now you can put a couple on top of a beefy transfer, stage, and test them at Laythe! Rune. I'd actually like to see that one.
  23. New stuff! The Sirius, going up in luminosity just like I promised: And going up quite a bit! I initially was shooting for twice the payload capacity of the Centaur, but turns out that was quite the understatement: That right there are more than fifty metric tons of payload! So yeah, the Vectors are quite OP. And flying it is quite simple, like the Centaur. In this case, the magic velocity to start the gravity turn is 115m/s at maximum payload, and you do that by selecting the prograde autopilot, because the launch platform is already slightly tilted for you. Practically flies itself! And although it is understandably quite more sluggish than its smaller brethren, it can still do precision terminal guidance for 100% recovery on the runway. It helps that the chutes do the 'suicide burn' automatically and leave you falling at 20m/s, but it is still quite scarily awesome to fly this thing backwards at transonic speeds while the buildings get bigger by the second. And if you are just scared by the prospect, well... some legs were blown up doing the landing tests, but it should survive even an unpowered emergency landing. Rune. So now I have the Claymore equivalent in rocket. Next thing, stuff to put inside!
  24. Yeah, well, I ain't building a reusable launcher to get 300mT out of Eve's souposphere anytime soon. Besides, Grand Touring isn't the intended purpose! It's main purpose is serving as depot above one of Jool's moons (haven't decided which yet), where a decent surface base will also be set up. But the base is launched as an unmanned, nuclear-powered separate flight, mostly because of part count. So being able to to refill the manned ship by itself in a pinch is just a nice extra, in case things go horribly wrong somewhere, I run out of dV short of my goal, or the surface base that is supposed to supply the fuel at a decent rate gets lost in transit. Another emergency option is to load everybody in the emergency escape capsule (there is one, built around a Mk1-2 pod and little else), load that on the Vega and use it as a booster back to kerbin, then as ablative shielding if need be. Contingencies on the contingencies! But if I was to do a Grand Tour, I'd just preposition a disposable lander to do that leg of the trip. Have you seen the size of reusable stuff for Eve? I'm sure you have seen the wonderful monstrosities people have built for that. And that's launching from the tallest mountain! The angle of the joint only defines the number of sections of the many-sided polyhedron ('cause it's never a true circle). Using the shuttlebutt's natural angle, you get 18 sections like me. But if they are 4x the length each, you will get 4x the diameter. Then again, you are showing 10º sections there, which would make the whole wheel 36 sections, so maybe you want the smoother curvature. Rune. To each his own as I always say!
  25. I have successfully assembled my awesomest interplanetary stack yet, IMO. More than 4km/s in there without nukes, courtesy of using the lander as the propulsion section. Incidentally, said lander is a Vega, meaning it can land anywhere but Eve... and it also has the ability to land a small emergency refinery, too, or one of the ore tanks. In other words, in an emergency the lander can work as both a miner and tanker, making this a potential Grand Tourer on its own. Other interesting stats of the assembly: -About ten or eleven separate ~50mT launches. In the future it will be ten or less, but I was faffing around with how to package that ring efficiently. All done with reusable chemical SSTOs. -318 parts in total, divided among 31 independent pieces docked to each other, some no more than eight part ring sections, or five part fuel tanks. Also a few commsats to establish a local network linked back to kerbin. -All pieces were delivered inside a Mk3 payload bay, except the lander, which SSTOed itself. No space littering was conducted during the making of this pic. -More dockings than I care to remember, most of them with <0.1º tolerance. Lots of double-docks in the tankage section, the Klaw Pod sure earned its keep! -About 300mT IMLKO. dV without staging any tanks is ~4.2km/s, ~1.2 before refining any ore, TWR at the first burn is 0.3. Rune. I am mighty pleased with myself for pulling this off so smoothly.