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The Elcano Challenge : Ground-based circumnavigation


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I had a brilliant idea while trying to figure out a way to get a rover to work on Pol (it's worse than Minmus :P ), but I'm wondering if this would be able to qualify.

If I can figure out how to make the central part not rotate though.....

screenshot78_zpsgsa4vrpb.png

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I'm back.

So, I've flown around Minmus in my cheaty rocket (needed that, cause I had to jump practically all over the moon) I've visited both poles, some nice flats, mountains, ridges, gulfs and bays and lil' islands that poke out of the 0-meter regions. I still need to decide the final path I'll follow, but.. I think I'll try to avoid the highlands. Not much going on there. I'll probably drive between "lakes" going up mountains and hills as I encounter them, then descending on the other side to traverse another lake.

I could start and finish at the Minmus monolith.. well, I'll need to find it first, hehe.

And I still have to design the buggy, but there's time for that.

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I had a brilliant idea while trying to figure out a way to get a rover to work on Pol (it's worse than Minmus :P ), but I'm wondering if this would be able to qualify.

If I can figure out how to make the central part not rotate though.....

I'm not even sure what that is guy. But if you say it's a rover, I'll believe you.

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By the way, someone asked me about my challenges as if the Elcano isn't enough on it's own. And we have at least one masochistic soul laying claim to the first to attempt a circumnavigation of all worlds. So, to encourage such self flagellation, I have posted a new badge on the OP for those circumnavigating both Kerbin AND Eve.

And if that's not enough, there's yet another new badge. Circumnavigate Laythe and Kerbin entirely by water and become the first Master Mariner.

Complete those... and I'll make yet another badge requiring even more self-abuse.

Details on Master Mariner.

Since it's not entirely possible to circumnavigate Kerbin solely by water... you may start your circumnavigation at either X starting point and end at the other one (travelling the entire distance around Kerbin). Those who have already completed this by water and by driving across that isthmus qualify.

This rule exception only applies IF you have also circumnavigated Laythe. You will then be qualified for Master Mariner. Circumnavigating Kerbin by water without crossing that isthmus will not qualify you as a circumnavigator of Kerbin.

MarinerStart.jpg

Edited by Fengist
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I've finished my Minmus-capable rover. I had to redesign it completely, the first iteration was "inefficient". Had like 100 parts and wasn't as stable as I wanted it to be.

Back to the drawing board, the mark II has less than 50 parts but it's both more stable and has a more solid structure. Yay.

Also, I've finally found the monolith, got myself a starting point :)

Edited by KN_Namida
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By the way, someone asked me about my challenges as if the Elcano isn't enough on it's own. And we have at least one masochistic soul laying claim to the first to attempt a circumnavigation of all worlds. So, to encourage such self flagellation, I have posted a new badge on the OP for those circumnavigating both Kerbin AND Eve.

And if that's not enough, there's yet another new badge. Circumnavigate Laythe and Kerbin entirely by water and become the first Master Mariner.

Complete those... and I'll make yet another badge requiring even more self-abuse.

Details on Master Mariner.

Since it's not entirely possible to circumnavigate Kerbin solely by water... you may start your circumnavigation at either X starting point and end at the other one (travelling the entire distance around Kerbin). Those who have already completed this by water and by driving across that isthmus qualify.

This rule exception only applies IF you have also circumnavigated Laythe. You will then be qualified for Master Mariner. Circumnavigating Kerbin by water without crossing that isthmus will not qualify you as a circumnavigator of Kerbin.

http://www.datainterlock.com/Kerbal/MarinerStart.jpg

Squeezing two more runs (Kerbin and Laythe all-water) out of me? Challenge accepted, buddy. Prepare to put sails on that custom badge...a year or two from now. :)

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Hmmm, Fengist, as far as I've seen nobody has used your Maritime pack yet to circumnavigate Laythe or Kerbin...

As I don't want to start any big missions anymore untill 1.1 releases, I will download your Pack and if I feel comfortable enough I'll completely circumnavigate Laythe using it. :P

By the way, thanks for fixing the Eeloo Badge :wink:

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I think I'll do the Kerbin circumnavigation one, I have an idea or two for a multipurpouse craft. Plus I want to do the mariner one, but I need to do a Kerbin circumnavigation first. Have to decide whether to go polar or equatorial.

Edit: Are there any paricular rules for going on a polar route?

Edit2: On second thought, maybe I'll do Laythe first since a circumnavigation of Kerbin would take a lot longer and since 1.1 is coming out relatively soon, that would screw with the circumnavigation due to loads of stuff changing.

Edited by smjjames
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Right! I transported the rover to Minmus and placed it right next to the monolith, with Val and Bill as driver and tire-fixer respectively. Here's a pic for ya:

http://imgur.com/OkWV9sm

I even made a custom Elcano flag to use in my trips. It's not too great-looking, and it's even flipped in the image.. but hey, it's something. Guess I'll make a thread in Mission Reports were I'll kep you updated and post imgur albums showcasing my journey. I'll come here only to write the important stuff. Like

STARTING MINMUS TRIP and similar things :)

Wish me luck! I'll need it, I flipped the rover and almost broke off a 3x2 solar panel while approaching the monolith. This challenge is going to be harder than expected..

- - - Updated - - -

Oh, I've gone back a few pages.. so, I have to show the whole journey, from the launchpad to Minmus and then the circumnavigation?

Then I'll have to launch the thing again, and not forget to take screenshots :(

Edited by KN_Namida
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Is it okay if I hyperedit my craft to the planet that I want to circumnavigate? Laythe in this case.

Edit:

You can use it, but not on the attempt you present for the challenge award. I used it on several test and practice runs, but not on my final one which completed the circumnavigation and was presented for the award.

Correct me if I'm wrong, but I think that's it.

Oh, so I have to physically land it for my attempt? Going to have to figure out a way to land the craft that I'm thinking of on Laythe.

EDITWHILETYPING: Can I BUILD the craft (and rocket) in orbit using Extraplanetary Launchpads or do I absolutely have to launch from Kerbin? If it's unwieldly to launch, which is pretty likely, I'm thinking of building in Kerbin orbit.

Edited by smjjames
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Is it okay if I hyperedit my craft to the planet that I want to circumnavigate? Laythe in this case.

Edit:

Oh, so I have to physically land it for my attempt? Going to have to figure out a way to land the craft that I'm thinking of on Laythe.

EDITWHILETYPING: Can I BUILD the craft (and rocket) in orbit using Extraplanetary Launchpads or do I absolutely have to launch from Kerbin? If it's unwieldly to launch, which is pretty likely, I'm thinking of building in Kerbin orbit.

I am aware of that mod's existence but I've never used it. So, I will respond with:

You're having to ask if it's ok to use it which means you have doubts.

1. Would building it in orbit really be any different than hyperediting it into orbit?

2. This challenge is about YOUR sense of accomplishment. Will it feel too much like cheating if you do use it?

Answer those and you have your answer.

And a quote that'll help you: Given enough thrust, anything can be made to fly.

Edited by Fengist
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"if you do us it" I don't get what you're saying there.

Anyways, I suppose you have some points there. I would rather skip needing to put a station into orbit and supply it with the resources needed to build it and it was just a spur-of-the-moment thought.

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"if you do us it" I don't get what you're saying there.

Anyways, I suppose you have some points there. I would rather skip needing to put a station into orbit and supply it with the resources needed to build it and it was just a spur-of-the-moment thought.

*use

typo

- - - Updated - - -

Hmmm, Fengist, as far as I've seen nobody has used your Maritime pack yet to circumnavigate Laythe or Kerbin...

As I don't want to start any big missions anymore untill 1.1 releases, I will download your Pack and if I feel comfortable enough I'll completely circumnavigate Laythe using it. :P

By the way, thanks for fixing the Eeloo Badge :wink:

GL. I've been wanting to start a water circumnavigation of Kerbin using the mod but I know how much time that absorbs and I always seem to be in the middle of some big update to the mod. I've really been dying to know if boats suffer some of the same part misalignment issues that rovers do. I'm assuming so.

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Alrighty, Fengist, sorry this took so long. :/

Here's my Debug Log


[WRN 08:49:51.735] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) =====================
[LOG 08:49:54.653] HyperEdit: Not adding to ApplicationLauncher, button already exists (yet onGUIApplicationLauncherReady was called?)
[LOG 08:49:54.667] AddonLoader: Instantiating addon 'AddScenarioModules' from assembly 'KSP'
[LOG 08:49:54.677] AddonLoader: Instantiating addon 'CustomConfigsManager' from assembly 'ModuleManager'
[WRN 08:50:19.124] HighlightingSystem : Edge Highlighting requires AA to work!
[LOG 08:50:19.140] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 08:50:19.150] Loading Depletion Nodes
[LOG 08:50:19.153] DepNodeCount: 0
[LOG 08:50:19.156] Loading Biome Nodes
[LOG 08:50:19.159] BiomeNodeCount: 0
[LOG 08:50:19.162] Loading Planet Nodes
[LOG 08:50:19.164] PlanetNodeCount: 1
[LOG 08:50:56.316] Flight State Captured
[LOG 08:50:56.319] Saving Achievements Tree...
[LOG 08:50:56.321] Saving Achievements Tree...
[LOG 08:50:56.435] Game State Saved to saves/Elcano Challenge/persistent
[WRN 08:50:56.461] [HighLogic]: =========================== Scene Change : From SPACECENTER to TRACKSTATION =====================
[LOG 08:50:59.096] HyperEdit: Not adding to ApplicationLauncher, button already exists (yet onGUIApplicationLauncherReady was called?)
[LOG 08:50:59.489] [PlanetariumCamera]: Focus: Kerbin
[WRN 08:50:59.945] HighlightingSystem : Edge Highlighting requires AA to work!
[LOG 08:50:59.952] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 08:51:00.030] [PlanetariumCamera]: Focus: Kerbin
[LOG 08:51:02.563] [Tracking Station]: SetVessel(CRN-10 "Silverfish")
[LOG 08:51:02.565] [PlanetariumCamera]: Focus: CRN-10 "Silverfish"
[LOG 08:51:07.148] [PlanetariumCamera]: Focus: Kerbin
[LOG 08:51:07.187] Flight State Captured
[LOG 08:51:07.189] Saving Achievements Tree...
[LOG 08:51:07.191] Saving Achievements Tree...
[LOG 08:51:07.299] Game State Saved to saves/Elcano Challenge/persistent
[LOG 08:51:07.305] [Tracking Station]: SetVessel(null)
[LOG 08:51:07.309] [PlanetariumCamera]: Focus: Kerbin
[WRN 08:51:07.374] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT (Async) =====================
[WRN 08:51:10.703] ApplicationLauncher already exist, destroying this instance
[LOG 08:51:10.727] AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP'
[LOG 08:51:10.737] AddonLoader: Instantiating addon 'ActionMenu' from assembly 'KerbalEngineer'
[LOG 08:51:10.741] AddonLoader: Instantiating addon 'DisplayStack' from assembly 'KerbalEngineer'
[LOG 08:51:10.904] AddonLoader: Instantiating addon 'FlightEngineerCore' from assembly 'KerbalEngineer'
[LOG 08:51:11.026] Assembly:Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.029] Assembly:ModuleManager.2.6.6, Version=2.6.6.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.031] Assembly:KerbalEngineer, Version=1.0.17.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.034] Assembly:MiniAVC, Version=1.0.3.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.036] Assembly:HyperEdit, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.038] Assembly:StockPlusController, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.041] Assembly:BandwidthFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.043] Assembly:HighestSpeedFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.045] Assembly:KerbalDebrisFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.048] Assembly:ModuleAeroSurfaceFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.050] Assembly:ModuleControlSurfaceFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.053] Assembly:ModuleGimbalFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.055] Assembly:ModuleGrappleNodeFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.058] Assembly:ModuleParachuteFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.061] Assembly:ModuleProceduralFairingFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.063] Assembly:ModuleWheelFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.066] Assembly:PilotRSASFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.068] Assembly:StickyLaunchPadFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.070] Assembly:SymmetryActionFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.073] AddonLoader: Instantiating addon 'HighestSpeedFix' from assembly 'HighestSpeedFix'
[LOG 08:51:11.077] AddonLoader: Instantiating addon 'KerbalDebrisFix' from assembly 'KerbalDebrisFix'
[LOG 08:51:11.081] AddonLoader: Instantiating addon 'MGNFailSafe' from assembly 'ModuleGrappleNodeFix'
[LOG 08:51:11.084] AddonLoader: Instantiating addon 'MPFix' from assembly 'ModuleParachuteFix'
[LOG 08:51:11.090] AddonLoader: Instantiating addon 'MPFFixAddon' from assembly 'ModuleProceduralFairingFix'
[LOG 08:51:11.169] ------------------- initializing flight mode... ------------------
[LOG 08:51:11.365] Target vessel index: 11 vessel count: 17
[LOG 08:51:11.372] [FLIGHT GLOBALS]: Switching To Vessel CRN-10 "Silverfish" ----------------------
[LOG 08:51:11.379] setting new dominant body: Kerbin
FlightGlobals.mainBody: Kerbin
[LOG 08:51:11.386] Reference Frame: Rotating
[WRN 08:51:11.510] HighlightingSystem : Multiple Highlighter components on a single GameObject is not allowed! Highlighter has been disabled on a GameObject with name 'model'.
[LOG 08:51:14.361] [CRN-10 "Silverfish"]: landed - waiting for ground contact to resume physics...
[LOG 08:51:14.371] Camera Mode: AUTO
[LOG 08:51:14.436] stage manager resuming...
[LOG 08:51:51.737] all systems started
[LOG 08:51:52.057] HighestSpeedFix.Start(): v01.00
[LOG 08:51:52.060] KerbalDebrisFix.Start(): v01.02
[LOG 08:51:52.062] MGNFailSafe.Start(): v01.00
[LOG 08:51:52.064] MPFFixAddon.Start()
[LOG 08:51:52.225] PilotRSASFix.Start(): v00.02
[LOG 08:51:52.229] PilotRSASFix StockPlus Enabled
[LOG 08:51:52.253] MCSFix.Start(): v01.03
[LOG 08:51:52.255] MCSFix StockPlus Enabled
[LOG 08:51:52.258] MCSFix.Start(): v01.03
[LOG 08:51:52.259] MCSFix StockPlus Enabled
[LOG 08:51:52.281] MCSFix.Start(): v01.03
[LOG 08:51:52.283] MCSFix StockPlus Enabled
[LOG 08:51:52.285] MCSFix.Start(): v01.03
[LOG 08:51:52.286] MCSFix StockPlus Enabled
[LOG 08:51:52.292] MASFix.Start(): v01.03
[LOG 08:51:52.294] MASFix StockPlus Enabled
[LOG 08:51:52.297] MASFix.Start(): v01.03
[LOG 08:51:52.299] MASFix StockPlus Enabled
[LOG 08:51:52.301] MASFix.Start(): v01.03
[LOG 08:51:52.302] MASFix StockPlus Enabled
[LOG 08:51:52.309] MCSFix.Start(): v01.03
[LOG 08:51:52.311] MCSFix StockPlus Enabled
[LOG 08:51:52.312] MCSFix.Start(): v01.03
[LOG 08:51:52.314] MCSFix StockPlus Enabled
[LOG 08:51:52.318] MCSFix.Start(): v01.03
[LOG 08:51:52.320] MCSFix StockPlus Enabled
[LOG 08:51:52.322] MCSFix.Start(): v01.03
[LOG 08:51:52.324] MCSFix StockPlus Enabled
[LOG 08:51:52.326] MASFix.Start(): v01.03
[LOG 08:51:52.329] MASFix StockPlus Enabled
[LOG 08:51:52.332] MASFix.Start(): v01.03
[LOG 08:51:52.335] MASFix StockPlus Enabled
[LOG 08:51:52.338] MASFix.Start(): v01.03
[LOG 08:51:52.340] MASFix StockPlus Enabled
[LOG 08:51:52.352] MGFix.Start(): v00.03
[LOG 08:51:52.355] MGFix StockPlus Enabled
[LOG 08:51:52.399] MASFix.Start(): v01.03
[LOG 08:51:52.401] MASFix StockPlus Enabled
[LOG 08:51:52.677] KerbalEngineer -> ActionMenu was created.
[LOG 08:51:52.679] KerbalEngineer -> ActionMenu->Awake
[LOG 08:51:52.681] KerbalEngineer -> FlightEngineerCore->Awake
[LOG 08:51:52.683] KerbalEngineer -> ActionMenuGui was created.
[LOG 08:51:52.685] KerbalEngineer -> ActionMenu->Start
[LOG 08:51:52.687] KerbalEngineer -> FlightEngineerCore->Start
[ERR 08:51:52.747] Scene::raycastClosestShape: The maximum distance must be greater than zero!

[WRN 08:51:55.531] HighlightingSystem : Edge Highlighting requires AA to work!
[LOG 08:51:55.540] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 08:51:55.545] Loading Depletion Nodes
[LOG 08:51:55.547] DepNodeCount: 0
[LOG 08:51:55.548] Loading Biome Nodes
[LOG 08:51:55.550] BiomeNodeCount: 0
[LOG 08:51:55.551] Loading Planet Nodes
[LOG 08:51:55.553] PlanetNodeCount: 1
[ERR 08:51:56.596] Scene::raycastClosestShape: The maximum distance must be greater than zero!

[LOG 08:51:59.652] [PlanetariumCamera]: Focus: CRN-10 "Silverfish"
[WRN 08:52:00.063] [CurrencyWidgetsApp]: No live widgets to Despawn!

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Alrighty, Fengist, sorry this took so long. :/

Here's my Debug Log


[WRN 08:49:51.735] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) =====================
[LOG 08:49:54.653] HyperEdit: Not adding to ApplicationLauncher, button already exists (yet onGUIApplicationLauncherReady was called?)
[LOG 08:49:54.667] AddonLoader: Instantiating addon 'AddScenarioModules' from assembly 'KSP'
[LOG 08:49:54.677] AddonLoader: Instantiating addon 'CustomConfigsManager' from assembly 'ModuleManager'
[WRN 08:50:19.124] HighlightingSystem : Edge Highlighting requires AA to work!
[LOG 08:50:19.140] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 08:50:19.150] Loading Depletion Nodes
[LOG 08:50:19.153] DepNodeCount: 0
[LOG 08:50:19.156] Loading Biome Nodes
[LOG 08:50:19.159] BiomeNodeCount: 0
[LOG 08:50:19.162] Loading Planet Nodes
[LOG 08:50:19.164] PlanetNodeCount: 1
[LOG 08:50:56.316] Flight State Captured
[LOG 08:50:56.319] Saving Achievements Tree...
[LOG 08:50:56.321] Saving Achievements Tree...
[LOG 08:50:56.435] Game State Saved to saves/Elcano Challenge/persistent
[WRN 08:50:56.461] [HighLogic]: =========================== Scene Change : From SPACECENTER to TRACKSTATION =====================
[LOG 08:50:59.096] HyperEdit: Not adding to ApplicationLauncher, button already exists (yet onGUIApplicationLauncherReady was called?)
[LOG 08:50:59.489] [PlanetariumCamera]: Focus: Kerbin
[WRN 08:50:59.945] HighlightingSystem : Edge Highlighting requires AA to work!
[LOG 08:50:59.952] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 08:51:00.030] [PlanetariumCamera]: Focus: Kerbin
[LOG 08:51:02.563] [Tracking Station]: SetVessel(CRN-10 "Silverfish")
[LOG 08:51:02.565] [PlanetariumCamera]: Focus: CRN-10 "Silverfish"
[LOG 08:51:07.148] [PlanetariumCamera]: Focus: Kerbin
[LOG 08:51:07.187] Flight State Captured
[LOG 08:51:07.189] Saving Achievements Tree...
[LOG 08:51:07.191] Saving Achievements Tree...
[LOG 08:51:07.299] Game State Saved to saves/Elcano Challenge/persistent
[LOG 08:51:07.305] [Tracking Station]: SetVessel(null)
[LOG 08:51:07.309] [PlanetariumCamera]: Focus: Kerbin
[WRN 08:51:07.374] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT (Async) =====================
[WRN 08:51:10.703] ApplicationLauncher already exist, destroying this instance
[LOG 08:51:10.727] AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP'
[LOG 08:51:10.737] AddonLoader: Instantiating addon 'ActionMenu' from assembly 'KerbalEngineer'
[LOG 08:51:10.741] AddonLoader: Instantiating addon 'DisplayStack' from assembly 'KerbalEngineer'
[LOG 08:51:10.904] AddonLoader: Instantiating addon 'FlightEngineerCore' from assembly 'KerbalEngineer'
[LOG 08:51:11.026] Assembly:Assembly-CSharp, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.029] Assembly:ModuleManager.2.6.6, Version=2.6.6.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.031] Assembly:KerbalEngineer, Version=1.0.17.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.034] Assembly:MiniAVC, Version=1.0.3.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.036] Assembly:HyperEdit, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.038] Assembly:StockPlusController, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.041] Assembly:BandwidthFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.043] Assembly:HighestSpeedFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.045] Assembly:KerbalDebrisFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.048] Assembly:ModuleAeroSurfaceFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.050] Assembly:ModuleControlSurfaceFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.053] Assembly:ModuleGimbalFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.055] Assembly:ModuleGrappleNodeFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.058] Assembly:ModuleParachuteFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.061] Assembly:ModuleProceduralFairingFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.063] Assembly:ModuleWheelFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.066] Assembly:PilotRSASFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.068] Assembly:StickyLaunchPadFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.070] Assembly:SymmetryActionFix, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
[LOG 08:51:11.073] AddonLoader: Instantiating addon 'HighestSpeedFix' from assembly 'HighestSpeedFix'
[LOG 08:51:11.077] AddonLoader: Instantiating addon 'KerbalDebrisFix' from assembly 'KerbalDebrisFix'
[LOG 08:51:11.081] AddonLoader: Instantiating addon 'MGNFailSafe' from assembly 'ModuleGrappleNodeFix'
[LOG 08:51:11.084] AddonLoader: Instantiating addon 'MPFix' from assembly 'ModuleParachuteFix'
[LOG 08:51:11.090] AddonLoader: Instantiating addon 'MPFFixAddon' from assembly 'ModuleProceduralFairingFix'
[LOG 08:51:11.169] ------------------- initializing flight mode... ------------------
[LOG 08:51:11.365] Target vessel index: 11 vessel count: 17
[LOG 08:51:11.372] [FLIGHT GLOBALS]: Switching To Vessel CRN-10 "Silverfish" ----------------------
[LOG 08:51:11.379] setting new dominant body: Kerbin
FlightGlobals.mainBody: Kerbin
[LOG 08:51:11.386] Reference Frame: Rotating
[WRN 08:51:11.510] HighlightingSystem : Multiple Highlighter components on a single GameObject is not allowed! Highlighter has been disabled on a GameObject with name 'model'.
[LOG 08:51:14.361] [CRN-10 "Silverfish"]: landed - waiting for ground contact to resume physics...
[LOG 08:51:14.371] Camera Mode: AUTO
[LOG 08:51:14.436] stage manager resuming...
[LOG 08:51:51.737] all systems started
[LOG 08:51:52.057] HighestSpeedFix.Start(): v01.00
[LOG 08:51:52.060] KerbalDebrisFix.Start(): v01.02
[LOG 08:51:52.062] MGNFailSafe.Start(): v01.00
[LOG 08:51:52.064] MPFFixAddon.Start()
[LOG 08:51:52.225] PilotRSASFix.Start(): v00.02
[LOG 08:51:52.229] PilotRSASFix StockPlus Enabled
[LOG 08:51:52.253] MCSFix.Start(): v01.03
[LOG 08:51:52.255] MCSFix StockPlus Enabled
[LOG 08:51:52.258] MCSFix.Start(): v01.03
[LOG 08:51:52.259] MCSFix StockPlus Enabled
[LOG 08:51:52.281] MCSFix.Start(): v01.03
[LOG 08:51:52.283] MCSFix StockPlus Enabled
[LOG 08:51:52.285] MCSFix.Start(): v01.03
[LOG 08:51:52.286] MCSFix StockPlus Enabled
[LOG 08:51:52.292] MASFix.Start(): v01.03
[LOG 08:51:52.294] MASFix StockPlus Enabled
[LOG 08:51:52.297] MASFix.Start(): v01.03
[LOG 08:51:52.299] MASFix StockPlus Enabled
[LOG 08:51:52.301] MASFix.Start(): v01.03
[LOG 08:51:52.302] MASFix StockPlus Enabled
[LOG 08:51:52.309] MCSFix.Start(): v01.03
[LOG 08:51:52.311] MCSFix StockPlus Enabled
[LOG 08:51:52.312] MCSFix.Start(): v01.03
[LOG 08:51:52.314] MCSFix StockPlus Enabled
[LOG 08:51:52.318] MCSFix.Start(): v01.03
[LOG 08:51:52.320] MCSFix StockPlus Enabled
[LOG 08:51:52.322] MCSFix.Start(): v01.03
[LOG 08:51:52.324] MCSFix StockPlus Enabled
[LOG 08:51:52.326] MASFix.Start(): v01.03
[LOG 08:51:52.329] MASFix StockPlus Enabled
[LOG 08:51:52.332] MASFix.Start(): v01.03
[LOG 08:51:52.335] MASFix StockPlus Enabled
[LOG 08:51:52.338] MASFix.Start(): v01.03
[LOG 08:51:52.340] MASFix StockPlus Enabled
[LOG 08:51:52.352] MGFix.Start(): v00.03
[LOG 08:51:52.355] MGFix StockPlus Enabled
[LOG 08:51:52.399] MASFix.Start(): v01.03
[LOG 08:51:52.401] MASFix StockPlus Enabled
[LOG 08:51:52.677] KerbalEngineer -> ActionMenu was created.
[LOG 08:51:52.679] KerbalEngineer -> ActionMenu->Awake
[LOG 08:51:52.681] KerbalEngineer -> FlightEngineerCore->Awake
[LOG 08:51:52.683] KerbalEngineer -> ActionMenuGui was created.
[LOG 08:51:52.685] KerbalEngineer -> ActionMenu->Start
[LOG 08:51:52.687] KerbalEngineer -> FlightEngineerCore->Start
[ERR 08:51:52.747] Scene::raycastClosestShape: The maximum distance must be greater than zero!

[WRN 08:51:55.531] HighlightingSystem : Edge Highlighting requires AA to work!
[LOG 08:51:55.540] [ScenarioDestructibles]: Loading... 0 objects registered
[LOG 08:51:55.545] Loading Depletion Nodes
[LOG 08:51:55.547] DepNodeCount: 0
[LOG 08:51:55.548] Loading Biome Nodes
[LOG 08:51:55.550] BiomeNodeCount: 0
[LOG 08:51:55.551] Loading Planet Nodes
[LOG 08:51:55.553] PlanetNodeCount: 1
[ERR 08:51:56.596] Scene::raycastClosestShape: The maximum distance must be greater than zero!

[LOG 08:51:59.652] [PlanetariumCamera]: Focus: CRN-10 "Silverfish"
[WRN 08:52:00.063] [CurrencyWidgetsApp]: No live widgets to Despawn!

Umm what's this for?

- - - Updated - - -

Can I do this challenge on Ike?

If it's a stock planet or mood, yes.

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Umm what's this for?

Forgot about it too? XD

Is anyone else having problems with their craft slowly becoming laggier and laggier?

I'm at about 40 degrees north right now, the craft has about two days on the mission timer.

It's infuriating, I can hardly progress, because the lowered framerate is eating into my reaction time to correct for terrain deviations and other mishaps.

alt-f12.

Anything in the debug log?

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Forgot about it too? XD

Ah right, I am getting grey hairs so Alzheimer's is right around the corner.

Don't see anything. What I was looking for is sometimes, when a mod's .dll goes goofy, it'll spam the log with errors. When you start experiencing the lag, then hit the alt-f12 and see if the log is getting spammed. Other than the normal stuff, part count, other nearby ships, etc, that's the only thing that comes to mind.

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The Laythe circumnavigation vehicle is coming along in testing and am close to finalizing the craft. You can see how it was last night here, the hull itself is finalized, though I've added some things since and I have the land portion covered. I have named it the KSS Airwhale. :D

Fengist, I have a question concerning the cheats. I'm using the FTT ducted fans, but those are bugged atm in that they overheat too much and are calibrated to the 1.0.2 heating system rather than the 1.0.3/1.0.4 system. So, I may have to use ignore max temp. Right now though, I'm trying to find ways to keep them from overheating so I don't have to use the cheat.

Edit: I decided to go and give them the heat production value of the karbonite propfans. I know it's cheaty in a way, but I'm trying to fix something that isn't working correctly or rather, wrong value here.

Construction so far, the actual craft weighs 89.26 tons:

Laythe%20circumnavigation_screenshot_2015-08-28--16-26-26_zpsimamfdwf.png

Edited by smjjames
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The Laythe circumnavigation vehicle is coming along in testing and am close to finalizing the craft. You can see how it was last night here, the hull itself is finalized, though I've added some things since and I have the land portion covered. I have named it the KSS Airwhale. :D

Fengist, I have a question concerning the cheats. I'm using the FTT ducted fans, but those are bugged atm in that they overheat too much and are calibrated to the 1.0.2 heating system rather than the 1.0.3/1.0.4 system. So, I may have to use ignore max temp. Right now though, I'm trying to find ways to keep them from overheating so I don't have to use the cheat.

Edit: I decided to go and give them the heat production value of the karbonite propfans. I know it's cheaty in a way, but I'm trying to fix something that isn't working correctly or rather, wrong value here.

Construction so far, the actual craft weighs 89.26 tons:

http://img.photobucket.com/albums/v214/smjjames/Laythe%20circumnavigation_screenshot_2015-08-28--16-26-26_zpsimamfdwf.png

Well, I'll give you my opinion from a modder's perspective and then you decide how you want to proceed.

In the latest Maritime Pack, I took out all the code for engine heat generation on the engines... ALL of it. The reason is: heat generation and dissipation, like every damned thing else Squad comes up with, does not take terrestrial vehicles into account. In real world physics, items that generate heat also dissipate heat unless the surrounding environment is hotter than the item. In my testing, items that generate heat while on a planet surface, retain that heat forcing you to either stop and wait for literally hours, or come up with a stupid solution. In one example, I had the paddlewheel stacks generating heat. I put a folding radiator on the opposite end of the ship. When the stacks started to overheat, I'd stop the ship and wait... nothing... heat didn't go away. I'd open the radiator and magically, all the heat left the stacks and went through the ship and out the radiators. But, if I put surface mount radiators directly on the stacks, the heat didn't dissipate. As far as I'm concerned, for terrestrial vehicle operation, the heat code is unrealistic and downright stupid. Now granted, it may be me misunderstanding the config options and since Squad spits out changes without one letter of documentation explaining it, that's entirely possible too.

Here's a quote from Harvester after writing THIS article:

"Little footnote: In case you're wondering why we don't write articles like this more often, it took me over an hour to write and proof-read this, which could have been development time. In the time it takes to write an article post, we can fix an average of 0.9 bugs, tweak 10+ balance items, run one test build, or put exactly one article writing's worth of time into a developing a new feature."

To me, that says it all. He was wasting his time telling people how things work and should have been spending his time making things work without explanation. Code writers (myself included) are NOTORIOUS for the lack of documentation. However, when you're in a commercial enterprise with as much cash generation as Squad, you at least need to hire someone to write documentation. I loathe the fact that any time I want to add something to the Maritime Pack, I have to spend HOURS digging through Google searches when all I should have to do is RTFM (Read the F'ing Manual). But there is no F'ing manual.

So, as far as I'm concerned for this challenge: If you have an engine you want to use and heat code is preventing a LOGICAL use of that engine, rip the settings out of the config, don't even bother to tell me, and go have fun.

But that's just my theory. I'm done with my rant now.

And this applies ONLY to heat generation/dissipation. Any other changes to a .cfg are out of bounds.

Edited by Fengist
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Well, I'll give you my opinion from a modder's perspective and then you decide how you want to proceed.

In the latest Maritime Pack, I took out all the code for engine heat generation on the engines... ALL of it. The reason is: heat generation and dissipation, like every damned thing else Squad comes up with, does not take terrestrial vehicles into account. In real world physics, items that generate heat also dissipate heat unless the surrounding environment is hotter than the item. In my testing, items that generate heat while on a planet surface, retain that heat forcing you to either stop and wait for literally hours, or come up with a stupid solution. In one example, I had the paddlewheel stacks generating heat. I put a folding radiator on the opposite end of the ship. When the stacks started to overheat, I'd stop the ship and wait... nothing... heat didn't go away. I'd open the radiator and magically, all the heat left the stacks and went through the ship and out the radiators. But, if I put surface mount radiators directly on the stacks, the heat didn't dissipate. As far as I'm concerned, for terrestrial vehicle operation, the heat code is unrealistic and downright stupid. Now granted, it may be me misunderstanding the config options and since Squad spits out changes without one letter of documentation explaining it, that's entirely possible too.

Here's a quote from Harvester after writing THIS article:

"Little footnote: In case you're wondering why we don't write articles like this more often, it took me over an hour to write and proof-read this, which could have been development time. In the time it takes to write an article post, we can fix an average of 0.9 bugs, tweak 10+ balance items, run one test build, or put exactly one article writing's worth of time into a developing a new feature."

To me, that says it all. He was wasting his time telling people how things work and should have been spending his time making things work without explanation. Code writers (myself included) are NOTORIOUS for the lack of documentation. However, when you're in a commercial enterprise with as much cash generation as Squad, you at least need to hire someone to write documentation. I loathe the fact that any time I want to add something to the Maritime Pack, I have to spend HOURS digging through Google searches when all I should have to do is RTFM (Read the F'ing Manual). But there is no F'ing manual.

So, as far as I'm concerned for this challenge: If you have an engine you want to use and heat code is preventing a LOGICAL use of that engine, rip the settings out of the config, don't even bother to tell me, and go have fun.

But that's just my theory. I'm done with my rant now.

And this applies ONLY to heat generation/dissipation. Any other changes to a .cfg are out of bounds.

I've got it to a point where the two engines appear to stabilize and if they don't, they rise in temp slowly enough that if things DO start overheating, it will be a long while and I'll have plenty of time to respond.

Also, does this mean I need to reset the KAS cable length and ejection force for the winches back to defaults? I did that when I had planned on doing mountaineering on Pol. Might not actually need it on laythe. I put the cable length to 200 (up from 50 and 80) and ejection force to 100 for the winches, so, I need to reset that back to defaults? The KIS and KAS stuff is meant to be configurable.

I haven't landed yet, so I haven't even used the winches.

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