Jump to content

Spheniscine

Members
  • Posts

    276
  • Joined

  • Last visited

Everything posted by Spheniscine

  1. Hello, it's been a while since I've played KSP, and I noticed that the PackRat rover has been overhauled Unfortunately I am having trouble figuring out how to put it together. The rollcage doesn't seem to attach so nicely to the MK3 cargo bay anymore, and I am having trouble figuring out how to place the rest of the chassis and wheels under it
  2. The contract also required me to land the relatively heavy Vector engine with the probe. And I suppose static stability was probably an issue, but I was also getting an extreme amount of g's before the craft would flip (the g-meter gets pinned for a few seconds before the craft flips out and explodes). The craft I finally managed to land peaked at about 14.4 g's, still quite a lot
  3. I don't remember, I think the doomed craft had Ap was about 65km and Pe was about 45km (For reference the atmo is 58.5km high on the 2.5x rescale) - when I added the giant heat shield though I went for a very shallow reentry, with Ap at 59.5 km and Pe at 55-56km I think.
  4. I have a question that I'm not sure who can answer, but I'll ask anyway: I am having big trouble landing on Tellumo in 2.5x rescale (I don't even want to take off again). When I go for the final aerobrake pass, the shallowness of the atmo + high orbital speed means that I get an extreme acceleration spike, flipping the craft out and destroying it; any ideas on how to remedy that? Edit: I sort of managed it, by decreasing the craft ballistic coefficient by using the giant inflatable heat shield, thus allowing a shallower reentry.
  5. Doesn't ring a bell, you're the third one this week, people always trying to score free soups claiming to be my old buddies psht Waiter, you're in my soup!
  6. I'm using Rescale with 2.5x and I have a problem with this building being right on the spawn point of the runway blowing up everything I put there, making the SPH/runway unusable:
  7. I have the same problem with not getting the send new crew to station mission, I had to fix it with the fixes in this post and this post .
  8. I discovered an interaction issue with this planet pack and Contract Configurator (specifically the Tourist Pack, though I suspect other packs may also be affected). The tourists get renamed by GPP but the contracts still have their old name and do not recognize them
  9. I don't really have experience with spaceplanes, but from what I can tell there aren't really many options for increasing their heat resistance. Many spaceplane builders I know simply use the cheats menu to turn off temperature destruction, though I'm not sure that's the answer you want to hear.
  10. Pro tip for optimizers (or people who play with upscaled versions, where dV is even more precious): If you want to get to Iota, target it, then turn on KER's "RDZV" menu and launch when "target phase angle" is approximately 205.2 degrees (value arrived through experimentation). This places your Hohmann transfer node right on your descending node, thus eliminating the need for a potentially expensive plane-change maneuver. Your plane change effectively happens during Iota orbital insertion, saving dV by both taking advantage of the Oberth effect as well as being further away from Gael's gravity well.
  11. Wait why is OPM there? I thought Galileo's Planet Pack isn't compatible with OPM.
  12. In particular, the default landscape value (1) means that terrain height is multiplied by the rescale value. You can set it to the reciprocal of your rescale (reciprocal of 6.4 is 0.15625) to return terrain heights to normal, but things might be a bit flat at that scale, so you should adjust to taste.
  13. Sigma Dimensions has a "landscape" variable which controls the terrain height multiplier.
  14. I got a crew rotation mission that didn't detect that I had a vessel that meets the requirements and have docked with the station. Not sure how to reproduce as I'm sure I completed a similar contract before but will let you know if I have more data. I force-completed it, and now it continues generating missions for that space station, but it goes away before I could accept them. I believe that's a CC bug, where it keeps refreshing missions erratically while on the mission screen. Edit: Nevermind. I think I may have borked it up by editing the save file when that criterion completed during another mission; my memory is fuzzy. I'll let you know if I see the problem again, but until then I think this can be ignored.
  15. Actually I don't know whether disabling contract types drops existing ones anymore? Contract Configurator actually now allows the user to turn on and off contract types (through difficulty settings), so you can actually turn the stock contracts back on if you like.
  16. All Y'all doesn't seem to work with solar panels for me ever since I updated to KSP v1.2.2, though "Perform All Science" still works. (I do have a lot of other mods, so requires testing to see if there are any interaction culprits)
  17. In particular procedural SRBs are *much* more expensive than stock ones. Just gives me an excuse to use StageRecovery though
  18. From what I understand, existing bases and stations that you may have already built will be detected if you make sure to label them correctly (using Rename Vessel or doubleclicking the name in the info tab in the Tracking Station, then making sure the icon is set to station / base)
  19. I dunno, I haven't built it yet, and my career is somewhat heavily modded, using Sigma Dimensions to scale planet sizes and distances to double and also heavy use of Procedural Parts and Tweakscale. I don't expect it to cost much more than 35k (10k more than the SAR) though, given that it is after all just a probe.
  20. Actually I think it's an issue introduced with 1.2.2 for some reason. It appears to run on only 10% load without an engineer. With a 5-star engineer aboard, you get... 70%, still not enough to complete the "Retrograde Kuarqs" experiment with only one cyclotron. I fixed it by editing "UseSpecialistBonus" in StationScience/Parts/StnSciCyclo/part.cfg to False. I'm not even sure why it's true in the first place. Is it possible that 1.2.2 actually broke it by applying intended behavior for those config values?
  21. I think the reward for the "scan for location for new base" needs to be higher with SCANSat installed. I got one for Minmus with only 25,515 reward; the SAR alone costs 25,000 (expensive equipment!). By contrast, SCANSat's own contracts gives about 80,000 to do a SAR scan for Kerbin.
  22. Yeah I did find it weird that I'd now get a bunch of ever-present Field Research and Tourism contracts, but what is really a problem for me is that there is now this weird thing where CC contracts periodically are offered or withdrawn while I'm on the Mission Control screen. What's worse is that if I was looking at a contract at the time, regardless of which contract it is (it could even be active or completed), it would deselect and I have to select it again. Also I dislike the stock weighting system. I find if I get a bunch of contracts of type X early on, and I accept them early on, well, that particular career save will get a lot more contracts of type X, creating an unstable equilibrium. I pretty much turned it off using the stock contracts.cfg
×
×
  • Create New...