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Kermen

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Posts posted by Kermen

  1. New entry. 22 parts, 79.1t, 15122 cost. Check out the remaining dV after my final burn. :) Better documented this time.

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    That's it for me I think. If someone wants to usurp this design it would not be hard. You could use docking ports for staging and save a tiny bit of cash using Hammers instead of BACCs (albeit twice as many of them) but I just wanted to beat the -current- record, not set an unbeatable one. As for weight challenge... that ion scooter is a thing of beauty and I'm not gonna try to mess with that. I bet you could shave some weight off the fairing (or omit it) and redesign the wings and structural elements, but like I said, that's a work of art, I'm not going to change it. :)

    That said, this was a very fun challenge and gave me an excuse to build some really unconventional rockets. Thanks Nefrums!

  2. Oh cool, it counted. :) Let me tell you guys, balancing a 3.75m tank on a poodle on the mun is no easy feat. I probably wouldn't have crashlanded on kerbin if I hadn't wasted so much dV looking for the flattest spot I could find on the mun. 5.2 degree slope. In one attempt, I actually landed the craft sidways and recreated a certain scene from Prometheus trying to make it stop rolling. Had to revert though because I blew up on takeoff. :(

  3. Okay, I decided not to try all three categories at once. This one is 6 parts, 112.7t, 44,432 cost. It's also overkill for this mission; my maneuvers were sloppy, I wasted a lot of fuel cherrypicking landing sites, and I actually blew up a bunch of fuel on the kerbin landing.

    http://imgur.com/a/JfY9u

    It's six parts though. I forgot to ss the mun flag, but I promise it's there. :)

    I used KER because I think KSP is boring and tedious without it, and I used Trajectories to show approximate landing zone, because I wanted to land on land without reverting a bunch of times.

    Stage 1 got me to almost 2km/s at 100km, so almost in orbit. I had about 5000m/s to play with after that.

    After a landing burn, I hit Kerbin at about 20m/s blowing up the engine, then again at about 14m/s, blowing up the fuel tank, and finally the pod "safely" "landed" at about 9m/s. :)

    Edit: if this counts for scoring, the ship is called "A Ship Which Was Built for Competing In The Small Kerbin 2 Challange." Do with that as you will.

  4. This is cool, but is there a way to hide nodes which don't unlock any parts and aren't a prerequisite for any future nodes which do? For example, I don't have any mods installed which have parts anywhere in the antimatter, interstellar travel, 5m, 7.5m, 10m rocketry, habitation/colonization, or robotics branches, and there's still quite a few end nodes without anything in them (launch clamps 3, for example). So basically half the nodes do nothing. Is there a way to hide them?

    Edit: I just deleted the unused nodes in the config file, but I would suggest that in a future version of this mod, such nodes not be displayed by default.

  5. I just started using remotetech, it's pretty fun and straightforward, but there's something I was wondering about... does remotetech account for solar interference? The obvious place for a comsat is KSO, and since Kerbin has an inclination of 0, that means every satellite in KSO should transit the sun every single day. Even inclined orbits will transit the sun twice a year. Does remotetech have solar outages?

  6. I'm sorry if I've missed it, but is there a resource for troubleshooting install problems? I installed with CKAN onto a clean KSP including all required, recommended, and suggested packages. I created a new sandbox game, and everything appears to be working fine, but when I try to enter the VAB, the game silently closes.

    [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) =====================

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    Couldn't extract exception string from exception (another exception of class 'OutOfMemoryException' was thrown while processing the stack trace)

    Edit: I can open the tracking center, but trying to return to the space center overview again crashes the game. Looking at memory usage at the time, it was about 3600MB. I think it is just that the full suite uses too much memory. What can I safely uninstall to cut down on memory usage?

  7. I did it again with brakes. Like the right man in the wrong place, it made all the difference in the world. Those things are magical. Despite the name, I never would have thought to use them for aerobraking maneuvers or re-entry. I figured they were just for aircraft. Thanks for the tip.

    edit: reading some other posts about how Eve is a fiery deathtrap, I think maybe there is a glitch in the heating, maybe from having the game open too long, or loading a quicksave? I don't know what the cause might be, but I was literally exploding at 80km before, but relaunched the game, tried again with brakes, and coasted coolly to the surface.

  8. I consider myself to be pretty capable at Kerbal Space Program. Having played since about 0.18, I can meet just about any challenge I put myself to. So when my latest career game presented a "land a station on Eve" contract, I thought "sure, I'll give it a go!" After all, my last mission was landing probes on Duna and Ike, and that was almost trivial.

    But Eve is just too big and too hot in 1.0.4. I can't figure out how to get to the surface. The atmosphere chews through my ablator in minutes, even on the shallowest aerobraking trajectory. I never get a chance to open my chutes.

    I've looked but I can't find any guides or examples of an Eve landing since the heating changes in 1.0.3, so I've come to ask:

    Does anyone know how to get down to Eve's surface safely? All I can think of is to bring thousands of dv and soft land on thrusters.

  9. Hi everyone, I can't figure out why SCANsat isn't working on my save game. I've tried using it in an existing sandbox save and it worked fine on the Mun and Kerbin, but on my science-career game it won't work at all. The problem I get is that no matter what my altitude is, the scanner reports the altitude is too high (solid orange). I've tried both the stable and dev releases. Here's a screenshot and my logs for the dev release (I'm posting in this thread because the problem is with /BOTH/ releases, so the solution should be generic to both, not specific to one).

    4fBKi05.png

    output_log:

    https://paste.ee/p/9iyUK

    -- https://paste.ee/p/QvF6I

    KSP.log: https://paste.ee/p/xskz3

    Any help would be much appreciated. I'd rather not just completely ditch the save. ;.;

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