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Syhrus

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  1. Perhaps we should rejig the rules a little for 1.0 and start up again? Heck, make the goal a little different and aim for Laythe or something.
  2. Is this challenge still alive? I'm thinking of doing a new 1.0 mission with TAC...
  3. I've encountered this one a few times as well. It happens when attachment point of the wing is in front of the centre of mass, so KSP thinks the elevons should be used like canards and reverses them. I think the problem stems from the swept wings having their centre of lift further back from their attachment point that most wings, so they are hard to place without causing the above affect.
  4. FIXED: Installed module manager 2.5.4 and everything works fine now. It sounds like something is hard coded to be dependent on that version, so using 2.5.9 causes issues
  5. I'm getting the exact same error with completely different mods: Toolbar USITools ATM BoulderCo CommunityResourcePack Engineer EVE ExtraplenetaryLaunchpads Firespitter KAS MagicSmokeIndustries NASAMission (that's the 3.75m parts that came with the asteroid update btw) NavyFish PlanetFactory Regolith StageRecovery StarSystems TriggerTech TweakScale UmbraSpaceIndustries ModuleManager 2.5.9 I'm also getting that line of error in my output though FileNotFoundException: Could not load file or assembly 'ModuleManager.2.5.4, Version=2.5.4.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. Here's a link to my whole file though: http://www./view/7xys1q14js7scub/output_log(2).txt
  6. I love this challenge! It's infuriating! I'm going for a closer-to-real attempt with my design. I think it is slightly smaller than the actual barge (scaled), but I'm not really sure. I've done a low-altitude test successfully, but I can see why SpaceX has said there's a very high chance of failure. I'm about 40 attempts in (thank Squad for the quicksave key), and the best I've managed was accidentally rolling onto my side on the barge. Enjoy: (I'll probably make another attempt tomorrow)
  7. There was just a capsule to get the kerbal out of and a decoupler. Sorry I thought the rules just meant you couldn't stage after launch. Yeah the flatspin started somewhere around the 22k mark (Ran out of charge and the reaction wheel turned off), I tried to save it and failed before I took the screeny. And yes, stock areo + physics.
  8. Here's my first manned attempt: 494 m/s @ 22,387m I made the mistake of launching at midday. Ran out of charge...
  9. ((This situation just happened to me while playing a career game, and I thought I'd save the game and make a challenge of it)) Rescue on a budget In a recent mission to test a prototype aircraft, Jeb and Bill have become stuck on the Mun due to some less than stellar fuel calculations that no-one will own up to. A rescue needs to be mounted, but the finance department has decided that we can only spare 15,000 funds on the mission. Fortunately, we have one trick up our sleeve: The Cylon 2. A recently developed aircraft capable of lifting small satellites into low orbit for a very low cost of about 2000 funds per launch. We also have a partially built ion powered probe in orbit that was intended for a Jool mission (It has more than enough dV to do a short transfer to the Mun) and a refueling station that was put into orbit for the failed prototype mission, so is still mostly full. The Challenge: Devise a way to get Jeb and Bill home using less than 15,000 funds net. RULES: While not necessary, it is recommended to use the craft mentioned in the scenario for this mission. You may not redesign the Cylon 2. You may build an original lifting stage if you wish, but keep in mind the budget constraints. It is not required that the prototype plane be returned to Kerbin, but extra points will be awarded if you do. SCORING: Your final score will be calculated based on the following equation: (15,000 - funds spent) x (bonuses) Bonus multipliers (these stack): - Return both Jeb and Bob to Kerbin = 1 - Return the Cylon 2 - X to Kerbin intact = 1.5 - Do not use the orbital refueling station = 0.5 - Do not use the Journeyman 1 probe as a transfer stage = 0.25 Eg: Spent 10,000 funds and got Jeb and Bob home without using the Journeyman 1 (15,000 - 10,000) x 1.25 = 6250 Required files: Save File Download this file and extract it to your saves folder in the KSP directory, then open the Mun Rescue game. [OP Attempt to come]
  10. Wow this challenge is still going? Kudos to you guys! I've been inspired to start a "Hard Mode" attempt at this using TAC Life Support, Deadly Reentry, FAR and RemoteTech. Hopefully I'll get my mission up in a few days
  11. I've had a play around with this before as well. Works out to be quite cost-effective if you recover the plane. One thing I learned was to put the aircraft part on top. That way, when you decouple it the plane will backflip away and stay clear of the rocket.
  12. Most pods have a radar altimeter inside if you use IVA view, but if you want to read it from external views I don't think there is a way to display it without using mods.
  13. I'd suggest following Scott Manley's current series. He's trying to do just this.
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