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ChaoticPheonix

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Everything posted by ChaoticPheonix

  1. KSP Version: 0.1.0.0.20892 OS: Windows 10 CPU: Ryzen 5 5600X GPU: RTX 2070, 8GB VRAM RAM: 16GB DDR4 3600MHz Installed on: WD Black SN750 SE, 1TB Description of the bug: A craft will have a single part break, usually a strut. The craft is then recognized as destroyed, even though it is still completely in one piece. Kerbals are lost, vehicle is no longer controllable despite still being complete. Expected Behaviour: Craft is still controllable and usable when a non-essential part breaks. Observed Behaviour: Bug has presented on planes, rovers and rockets, though is most easily replicable on rovers and happens more frequently. I will be using a rover as an example. Driving along the surface of Kerbin, hit a small bump. A strut breaks, then the mission report window comes up and the craft is no longer controllable. Craft is described by the mission report as destroyed, though only one part is actually broken and the craft is still visibly in one piece on screen. Steps to replicate: Build a rover with struts, mine tend to have struts along the bottom to support the drivetrain. Drive along Kerbin and hit a small bump to stress the struts. Does not happen at every bump, but frequently enough to where rovers are currently useless on my end. This has also happened with a rocket coming out of timewarp. Strut breaks, craft remains in one piece but is marked as destroyed and is no longer controllable. Fixes/Workarounds: Avoid rovers, avoid using timewarp in atmosphere. List of mods: None used, game is fully vanilla. Screenshots: To be added when I can replicate it again.
  2. As the Phoenix Aerospace enters their second day racing, a radio call is sent out to command "This is Virke kerman to base, truck #414 has flipped and taken irreparable damage. Requesting an evac." The support truck was deployed to rescue the crew. The crew has been safely returned to race HQ, where they discuss what happened and how to fix the truck for the next run.
  3. My only issue with OrX has been the craft blowing up when I try and start the race. It only happens with my big rally truck entered on page 1, and not anything smaller.
  4. Stage 2-3: Without radio contact, the team decided to push on with the crippled vehicle, and managed to make the next stage in quite impressive time. The fuel cells were working over time on this stage given the lack of the turbine, but the truck carries what should be more than enough fuel to finish the race. Stage 2-3 Start: 00:46:10 Stage 2-3 End: 00:56:13 Stage 2-3 Final Time: 10 minutes, 3 seconds @DoctorDavinci
  5. Stage 1-2: This stage damaged the truck but it's still drive-able so the crew decided to push on till the end of stage 2. The rest of the rally will be slower because of the loss of the turbine drive and climbing may be an issue. Only time will tell. Stage 1-2 Start: 00:20:01 Unexpected air time caused some pretty significant damage to the rear end, destroying the turbine engine and mangling the rear drive-train. The team analyzed the damage and decided to push on. Once they got to the end of the stage, they'd radio in to race HQ and ask about the rulings behind repairing and replacing vehicles. Stage 1-2 End: 00:39:09 Stage 1-2 Final Time: 19 minutes, 8 seconds I tried to get the vehicle to a stop, but the damage to the wheels is causing the whole thing to slide constantly, even with brakes deployed. @DoctorDavinci
  6. Presenting the 2020 Dakar Rally Truck designed and built by Phoenix Aerospace. This truck features a 4 wheel drive electric drive train merged with a super efficient turbine engine for high speed and amazing fuel efficiency. It also features solar power generation that handles most of the power of the drive train on its own. As a backup and/or for night time operation, it also features a quad array of state-of-the-art fuel cells that use the onboard fuel mixture to power the drive train in the case of a lack of solar energy. Crewed by four kerbals (2 drivers and 2 engineers) so that the truck can perform at peak capabilities throughout the race. Race Start: 00:00:30 Side note: I'm super glad the rock sliders were added below the bottom mounted fuel tanks. Some of the peaks were sharp enough to require them or I'd be lacking fuel now. End at Stage 1 Stage 0-1 End: 00:14:58 Stage 0-1 Final Time: 14 minutes, 28 seconds. EDIT: I realize now that my end resource stats aren't visible. I have another screenshot from about 30 seconds after I finished with the resources in view if needed to validate my entry. EDIT2: Forgot to tag @DoctorDavinci
  7. I'll try a reinstall and see if I can replicate it if you'd like.
  8. I was having issues where it just quit to desktop with no warning whatsoever. That was also before any other of my mods were installed.
  9. I was under the impression that it wouldn't need an edit in version 1.8.1, but I just did it anyway with the same result. I load into KSP, load up my save file, then I press ESC and go to load the file. When I do, it says "Unable to load the save:Kerbal.Dakar". I'm running KSP version 1.8.1 with a few mods including: - Kerbal Foundries - USI Kolonization - Environmental Visual Enhancements Update: So as I was writing this I was testing stuff because I didn't want to have made a stupid mistake. I got it to work by deleting the original persistent.sfs file and replacing it with the Dakar one, renamed. I also noticed that there were two lines: VersionFull and VersionCreated that were both using 1.7.3 numbers, so I copied the corresponding lines from the original save. For those having issues loading the save, if any, try this (ideally on a new save file to avoid deleting anything important).
  10. Hey, I started a new save file and tried to load the save provided in the first post, but it fails to load the save every time. I've also tried loading from my main save file with the same effect. Any idea what's going on?
  11. I actually used the servos to create variable pitch blades on my test aircraft. Works like a charm. I've found that the best angles for takeoff are somewhere between 42-60 degrees, whereas around 18 degrees is better for cruising. The difference is incredible. Imgur album below. https://imgur.com/a/GEdG9
  12. Good day my fellow KSPers! Today I begin my first attempt at the Elkano circumnavigation challenge. This attempt will take place on Kerbin and I have decided to take a marine-based approach with as little driving over land as possible. This will be continuously updated as I progress through the challenge. Given that I started this at about 1:30am EST, Day 1 will most likely be a shorter distance covered than the rest. Without further ado, the day one album! https://imgur.com/a/y4uvKjJ My apologies for having launched at night. I blame the lack of sleep.
  13. ~31 Ton Station, put into a 125km orbit around the moon. Some assembly required. Stats in the VAB: Launch with full vehicle: Burning in orbit for munar intercept: Mission Complete:
  14. Congratulations @boolybooly on Thread of the Year!
  15. Whoooo! Made it to stage 2! And I found that tile at the 27km mark like you said, almost killed me. Didn't seem to find the world hole from my first run though. EDIT: Here are the images
  16. I've tried Stage 1 twice now, both times my vehicle has gone through the world at different points and exploded. Unsure of what to do, game is almost completely stock.
  17. Presenting Nova, a probe sent to take pictures and do fly-by's of distant planets.
  18. I find it's easiest to action group it, but any method works fine really.
  19. Supersonic Passenger Jet - Phoenix Aerospace's Nova Class: Large Tested Range: Approx. 2300km Maximum Speed: Mach ~4.2 or 1250m/s Cruising Altitude: 17,000m Passenger Capacity: 36 Cannot Tailstrike - 20 points Does not need SAS to fly stably - 20 points Does not need trim - 10 points Can fly on 25% of engines - 35 points Has airbrakes - 10 points Can take off and land immediately - 10 points Has a way to jettison fuel without speeding up - 10 Total Bonus: 115 Points Score 1250 + (2300km / 10) + (36 * 5) * 1 + (2 / 2) + 115 1250 + (230) + (180) + 2 + 115 1777
  20. Supersonic Passenger Jet - Phoenix Aerospace's FireStar Tested Range: Approx. 2100km Maximum Speed: Mach ~4.5 or 1362m/s Cruising Altitude: 18,000m to 20,000m Passenger Capacity: 8 Cannot Tailstrike - 20 points Does not need SAS to fly stably - 20 points Does not need trim - 10 points Can fly on 33.3% of engines - 30 points Has airbrakes - 10 points Can fly on any two engines - assuming 5 points because of 66.6% rule Total Bonus: 95 Points Score 1362 + (2100km / 10) + (8 * 5) * 1 + 0 + 95 1362 + (210) + (40) + 95 1707
  21. @OrbitalBuzzsaw Well, I was meaning in place of that car, not on top of it. And I would love to help out.
  22. Alrighty. I may submit a different craft before then, so stay tuned. I wanted to submit something and try to get more attention here.
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