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Everything posted by Bobe

  1. The stock service bays are great for housing utility parts, but are sometimes too large and the doors interfere with external part placement. I also used to used 6S Service Compartments, but they don't seem to work currently. However, what I'm looking for is much simpler than either of these parts, I just want an empty "tray" or "shallow bucket" that can be placed as part of a stack. Consider the Kounotori spacecraft: The 2.5m service bay is fine for the pressurized section (although it would be nicer to just have a similarly empty part with no doors), but the avionics module only requires enough space for a small remote guidance unit and a few batteries. Ideally, as mentioned regarding the pressurized section, I'd like to have either several parts of varying heights or perhaps just a procedural part.
  2. Semi-success (that's KSC in the distance). The ride up was a little awkward, MechJeb did its best to try and keep the thing rotated 180 degrees. There's still so much lateral movement off the pad that the ascent guidance has to compensate for and it ends up as this large sideways curve. The tricky part is balancing the thrust of the SRBs with the throttling of the main engines during max Q and hitting acceleration limits (bumped up to 30 m/s^2); if the main engines throttle down too much the boosters will overpower the stack and slowly put it in a death spin. In any case, orbital flight was fairly good, I just need to tweak the OMS engines slightly, my maneuvers spun out just a few delta v from completion. Re-entry was not so great. I got lazy with my pitch up maneuver and underestimated how much drag it ignores with a prograde attitude. The transition into atmospheric flight was very chaotic, it had a hard time staying level and eventually went into an uncontrollable spin. Once I had slowed down enough and the air was thick enough for the control surfaces I managed to gain enough control to take it in for a rather soft water landing. At least I know it handles well on final approach, and I managed to deploy a large, useless tank of fuel to orbit. That definitely seemed apparent on re-entry. I'll try moving the wings back, but they can only go so far. As mentioned above, the control surfaces seemed to handle well enough when not going so fast, but I had to experiment with which elevons were assigned to which axis (typically outer roll, inner pitch). Doesn't the engine mount sort of act as a body flap? What sort of part would be a suitable to put there?
  3. Naturally. I think in the screenshot and in the craft file I left the tanks full, but if I recall correctly them being empty still didn't bring the CoM in front of the main landing gear.
  4. Obviously, but I'm trying to design it in reverse order of mission profile. The objective here is to ensure it can glide down to a stable landing (with the fuel tanks empty).
  5. Ok, making the orbiter in the SPH makes sense. It didn't actually occur to me that the forces were calculated differently. I suppose what I meant about the CoM was not that it didn't make sense, because obviously the fuel tank and engines are heavy, but rather I didn't understand how I was meant to balance it out considering basically everything is in place. I guess this is where the reality of KSP physics comes to kick you in the butt, but so many people seem to achieve similarly realistic-looking orbiters without any trouble.
  6. Something I've never really accomplished is building a reliable shuttle, so I set out to do just that. I've already done some test flights, but it's far from stable. The issues stem from the orbiter's aerodynamics which I can't figure out. The vehicle is completely stock except for the docking assembly in the forward bay, but here is the craft file with the assembly removed (it brings the CoM just in front of the aft docking port): I can't figure out why the centre of mass is so far back and why the centre of lift is upside down. I've double checked to make sure the wings are the right way up. The centre of thrust shown here is with the main engines disabled. In-orbit stability is another issue considering the two OMS engines aren't perfectly aligned unless I tilt them up to an awkward angle. Also, sometimes the CoL will act up and just appear as a dot in the middle of the tail without a vector:
  7. Obviously I don't know if any of these are due to the game or the mods, most of which aren't technically compatible with 1.1.1, but I figured that's just because their max version hasn't been updated for CKAN. And yes, I am running the 64 bit client. One significant difference I noticed is a long delay on the main menu before the EVE clouds appear and the menu becomes active. I've also experienced objects in the map not appearing on their actual orbits which required a restart. I recently ran into a serious memory leak/overload which crippled performance and prevented quicksaving, something which has never happened before. The issue that prompted me to post this is a contract target orbit not appearing in the map/tracking station. Similarly maneuver nodes and orbit lines stop showing after a while.
  8. I'm not sure what you mean by blue brackets, but I've had issues since 1.1 with not being able to select a nearby ship to unset it as target and not being able to place a maneuver node or warp to a point on an orbit. Not sure if it's game related or mod related.
  9. A must have for station building. While it's being updated I tried out HabTech. I've come across a couple minor bugs, but it's a nice pack of all the parts required to make the ISS which of course you can mix and match to create your own unique station.
  10. Strange, I assumed the game could automatically determine which parts had seats and doors.
  11. I'm not sure if this is an issue with HabTech or the game, but has anyone gotten career contracts to rescue a Kerbal who spawns in a HabTech part but when you get to it the part is empty?The astronaut complex shows the Kerbal in the list in the stowage module and the contract says I have already saved him, but he simply doesn't exist. This has not happened before and the fact it was a HabTech module led me to believe it was an incompatibility with the part (perhaps since the part has no doors).
  12. I notice a few people are experiencing issues with crew transfers. I've also had trouble trying to use Ship Manifest with Connected Living Space to transfer through two connected AAM-0.5 Docking Ports (connecting a Mk1-2 Command Pod and a Mk1 Lander Can). Ship Manifest will say the two pods are in the same space (though not always initially), but the transfer will fail. If I replace the ports with stock docking ports the transfer works fine. Is this just an incompatibility with HabTech and CLS?
  13. Stream starts in about 45 minutes:
  14. This is literally going to come down to the wire. My only hope is that at the very least it ends up like Elite: Dangerous' campaign.
  15. Anyone who pledges $60 or more will now receive an SFC Mercenary Operative Interceptor, a unique ship available only to Kickstarter backers. Don't forget that the devs will host another live stream this Sunday (November 15) at 3PM EST.
  16. I'm so excited this is happening and like a lot of the other loyal followers I've been waiting for this moment for many years. I only hope the wider community of space game-loving people can spare a few extra bucks; they're only asking for a fraction of what other developers have raised.
  17. Forcing DX11 has definitely helped, it now only uses about 2.4GB (2.6 when viewing my parts-heavy station). Thanks.
  18. Before, and for a short time after, 1.0 was released, I was able to run KSP almost flawlessly with several mods. Now it seems I am crashing to desktop almost every time I change scene, for example when recovering a vessel. Sometimes I don't even make it to the pad. In the time I mentioned before, I was using Environmental Visual Effects with Astronomer's Pack, but now I can't even get the game to launch with those installed. Both then and now I've been using Active Texture Management (X86 Aggressive) and my mod list has not really changed much. The most extensive part pack I use is KW Rocketry, with several more parts added by the Near Future family of mods. Most of my other mods (about 40 in total all installed via CKAN) are mostly plugins or configs, only about ten actually add parts. Upon starting a new sandbox game, KSP is already using 3GB of memory. It almost feels like ATM isn't really doing its job (or rather doing it well enough). In fact, it could have more to do with my upgrade to either Windows 8.1 or 10, I can't remember if I had the same issues in the brief time I had 8.1. Here is my mod list: [X] Science (xScience 4.8) Active Texture Management - X86 - Aggressive (ActiveTextureManagement-x86-Aggressive 5-0) Alternate Resource Panel (AlternateResourcePanel Animate Emissive Module (ModuleAnimateEmissive v1.10) Animated Decouplers (AnimatedDecouplers-x86 1.1.4) AntennaRange (AntennaRange 1.10.1) Chatterer (Chatterer 0.9.6) Community Resource Pack (CommunityResourcePack 0.4.4) Connected Living Space (ConnectedLivingSpace Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.2.0) Engine Lighting (EngineLighting 1.4.0) EVAManager (EVAManager 6) Hullcam VDS (HullcamVDS 0.50) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 1.15) Kerbal Alarm Clock (KerbalAlarmClock v3.4.0.0) Kerbal Joint Reinforcement (KerbalJointReinforcement v3.1.4) KW Rocketry (KWRocketry 2.7.0-community) KW Rocketry - Community Fixes (KWRocketry-CommunityFixes 0.2.0) MechJeb 2 (MechJeb2 2.5.3) Module Manager (ModuleManager 2.6.8) Near Future Construction (NearFutureConstruction 0.5.4) Near Future Electrical (NearFutureElectrical 0.5.2) Near Future Electrical Core (NearFutureElectrical-Core 0.5.2) Near Future IVA Props (NearFutureProps 0.4.3) Near Future Propulsion (NearFuturePropulsion 0.5.3) Near Future Propulsion Extras: Hydrogen NTR Configs (NearFuturePropulsionExtras 0.5.3) Near Future Solar (NearFutureSolar 0.5.3) Near Future Spacecraft Parts (NearFutureSpacecraft 0.4.3) No More Science Grinding (NMSG 1.3) PlanetShine (PlanetShine PlanetShine - Default configuration (PlanetShine-Config-Default Procedural Fairings (ProceduralFairings v3.15) Real Plume (RealPlume 1:v10.4.9) Real Plume - Stock Configs (RealPlume-StockConfigs v0.7) RealChute Parachute Systems (RealChute Ship Manifest (ShipManifest SmokeScreen - Extended FX Plugin (SmokeScreen 2.6.9) Stockalike Station Parts Expansion (StationPartsExpansion 0.3.3) Sum Dum Heavy Industries - Service Module System (SDHI-ServiceModuleSystem v3.0.1) Sum Dum Heavy Industries - Shared Assets (SDHI-SharedAssets 1.0) ToadicusTools (ToadicusTools 15) Trajectories (Trajectories v1.4.3) Waypoint Manager (WaypointManager 2.4.2) As a secondary question, is there a way to see how much memory each mod is using?
  19. It works fine with KWPatch.cfg and KWPatch2.cfg removed.
  20. I tried installing KW via CKAN (with these fixes as a required dependency but without the interstage patch) and it completely broke my game. My saved crafts we missing any lower stages and I simply couldn't interact with any parts. I tried creating a new craft and placing a decoupler doesn't place the interstage shroud. I tried installing the optional interstage patch thinking this is what that is meant to fix, but nothing changed. I'm curious as to how these are fixes since KW works fine installed manually and breaks via CKAN.
  21. Are there any mods available or in the works that overhaul exhaust effects? What I'm referring to is the way the exhaust changes in appearance as velocity increases and pressure decreases. This video is a good example of what I'm talking about: Note how at about 1:20 the exhaust is a very fine column, at about 2:30 it's starting to expand out, at 3:00 it is much wider and has become somewhat transparent, at 3:50 the air is no longer burning red and we can just see a very wide vapour plume. At about 5:20 when the second stage ignites there is no visible exhaust (since there's no air to react with). I'm not too learned on the subject of engine exhaust, I'm not even sure the terminology I used was correct, so if I have misunderstood something I'd be happy to learn more about it. Anyway, I'd very much like to see these sorts of dynamic effects and I don't think it's the sort of realistic thing Squad has any intention of implementing.