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blu3wolf

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Posts posted by blu3wolf

  1. 3 hours ago, TwoThe said:

    So just that I understand this correctly: you fly this to a planet, place it on the ground, run the science experiment and sent it back home... and then the whole installation becomes practically useless, because you cannot repeat the experiments nor use it for anything else?

    Very nearly. Its worth pointing out that if you do leave it there, and you use RemoteTech, its an additional node in your comms network - and those are generally useful things to have, for redundancy.

  2. 5 minutes ago, vardicd said:

     

    Strangely enough I've found that if you attach something to the ground that doesn't explode, then attach an object that does explode to the top of that object, it no longer explodes. {not 100% fool-proof, not responsible for any actual parts exploding from this procedure. Warranty void if you've read this.}

    Yeah, hence the attaching things to ground pylons/concrete bases. Used that to get the surface magnetometer report - although it still was not suitable for the contract I was trying to complete. Probably an issue with the contract pack in question (Kerbal Academy).

  3. 1 hour ago, jlcarneiro said:

    @ABZB has already proposed that here. Unfortunately, it seemed to have some problems with the launch clamps and with the maxAmount property (it was scaled turning the RTG into some kind of battery).

    Tell me if you find something wrong, please...

    Giving it a go now, will report if I find any issues. @Zhetaan I believe it is from NearFutureSpacecraft, yes. 

  4. So I just used the debug menu to complete the boot camp contract with a scientist, and he did not go up a level. :(

    Winry's issues started with the contract itself. The contract was to recover on the launchpad, with the experiment Surface Magnetometer Data. I did not read this in full, and promptly built a craft with a DMOS Magnetometer on it, performed the experiment, and was confused when the contract requirement was not met. Okay, read it again, and realised it must be looking for the Surface Magnetometer, from the Surface Experiments Package. More hassle, but still doable, I figured. More hassle, because it meant I needed to hire an engineer to assemble the SEP kit on the ground, on account of my only other engineer still being up on the KSS. So. Hired Wellsy, built out a SEP setup next to the launchpad, did science, collected the Surface Magnetometer Data. Collected the data, so it was in Winry's inventory, and wandered back to the launchpad.

    Only to discover, the contract requirement was still not met! Got back in Science Craft 3 - still not met. Recovered - still not met. Completed using debug menu - contract complete, but Winry still at level zero.

    Im purely guessing here, but I figure there must be something special about the SEP science reports that meant that Boot Camp had issues with it for the contract. Some compatibility issue somewhere.

    If there is any supporting data I can provide that would help, let me know.

  5. 15 hours ago, Epox75 said:

    No I wasn't in the wrong orbital plane because i've launched from KSC at 2:11 UTC of the 4th of April 1973 (Pioneer 11 Launch date and time) and the headed to 90

    So heading to 90 was one mistake, because Pioneer 11 didnt enter an equatorial orbit at all. It used a direct ascent to earth escape velocity. It also did so on the 6th of April, not the 4th. Unfortunately, I have not as yet been able to find details of its keplerian orbital elements during that ascent after engine cutoff. I have found several conspiracy theory websites though.

  6. 1 minute ago, Conventia said:

    I used hyperedit to swap the orbits of satellites 2 and 3, so that the satellites are in connected in their order of launch and the contract now recognizes them and the duration countdown is happening.

    If it's truly the ordering, which this suggests, it should be fairly easy to reproduce from scratch. Though I'd be surprised no one's found it before.

    They have, multiple times. Its a recurring bug that keeps showing up again, after being fixed.

  7. One takes a couple minutes, the other a minimum of a couple hours. When I looked at it last, I figured DMSA would be getting an update soon enough that meant no metadata change was needed - NetKAN would see the new GitHub release, and add a new .ckan entry for it.

    Seeing as that has not been the case, I can see a good argument for updating DMSA's metadata. For any given user though, its presently easier to install DMSA first, then SEP.

    EDIT: seems we are debating after the fact. I see DMSA has already been updated in the .NetKAN list, and its .ckan for 0.14 lists it as compatible with 1.1.2 and 1.1.3

  8. 5 hours ago, Qwits said:

    I bow down at your absolutely rational and not at all logic-defying zeal to rebalance the totality of the game, including all other affected mods, to fit one single modification instead of tweaking one single modification to fit the totality of the game. If I may be so bold as to ask you for the mod you've used to reach this perfectly justified and noble goal?

    Its called RO.

    Its worth pointing out that its not so much about rebalancing the game to fit FAR, but rebalancing the game to fit RL.

    You want to make the drag term bigger? Its 0.5 * p * v^2 * Cd * A, so you have some options there for making it bigger. You want to make it bigger independent of v, so we leave that alone. You likely want it bigger independent of A, so we leave that alone. That leaves our Cd and p. Increasing viscosity would mean increasing Cd, so that will work. Your issue I suspect is that you want more drag without more lift.

    Leaving that can of crazy alone, I wonder if AJE might end up making a F110-GE-129 engine at some point? If AFBW lived up to its name, one could see about making a flyable F-16 in KSP. That would be something!

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