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armegeddon

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Everything posted by armegeddon

  1. A possible suggestion would making the weld functionality a toggleable option on the port that can be changed in flight. That way you can just toggle those ports that are to be included in a multi-weld.
  2. He's probably wondering about the previously mentioned additions being incorporated. I know I'm eagerly awaiting whatever ends up replacing GC, and slowly building out the infrastructure in my career game to support it.
  3. Perhaps someone can explain this to me. I'm building a base, have a 3.75 Agriculture Support Module, an Inflatable Ware house which can store hydrates and water. I set one of the ASM bays for Hydrates, and when I try to start the bay it says "Water full"???? The Inflatable warehouse is 2 connections away and it cannot find it? Have a similar problem, but the other direction, with the Pioneer+Logistics module make t-credits. I have two inflatable warehouses with ore/LF/Oxi, but the pioneer cannot find the Liquidfuel.
  4. Okay, I see. I hadn't played KSP for over a year and back then you could deploy the inflatables without EVA.
  5. I haven't seen this mentioned yet, so thought I would bring it up. None of the inflatable parts appear to be inflatable once launched. For example, the Tundra HabRing and Expandable Habitats do not have a Deploy option outside the editor. All they show is the option to start habitat/greenhouse. Looking at the ModuleManager.configcache, the module with the deploy option is there, but it just never becomes available to use for some reason.
  6. Not sure if this needs to be posted here, in the KK forum, or wherever KSC++ is, but the Heavy runway by the GSC has several seams in it that cause craft to bounce like crazy during takeoff. Noticed the same thing at the Broken Arrow runway. Seams that cause the craft to start bouncing and make it impossible to maintain a straight take off course.
  7. Unfortunately, this is is not accurate. Attaching the side mounted hover engines cause TCA to spam NREs. Here is a log from a clean game with only FUR, TCA and their dependencies installed through CKAN. Went into the SPH, selected a Mk2 inline cockpit, attached the radial rocket engine to make sure TCA was working, which it was. Then removed the engine and attached the side mount hover engine and TCA never activated, and checking the log showed the start of NRE spam. https://www.dropbox.com/s/lgkap27767pahum/output_log.txt?dl=0
  8. I did that with an hovercraft I build using to collect some of the more difficult to land at science on Gael (Kerbin replacement in Galileo's Planet Pack). Only problem is that when the craft tries to slow down, it has a tendency to want to spin around and use those rear facing engines for braking instead of pitching up and using the hover engines for braking. I ended up adding a pair of reversible engines and setting up an action group to switch them to reverse thrust after the craft gets up to speed. It maintains speed using the two main engines, pitches up to start slowing down as the destination approaches, and then uses the reversed engines to come to a final stop and fix position since it always overshoots the target. This craft uses all electric fans from MkIV Spaceplane System for hovering, Turbofans for main engines and propfans for reverse from Thor Tech, all build around a OPT-J main body with adapters to Mk2 nuke reactors from Mk2 expansion to power everything. I don't have to carry any fuel, so the COM is static and easily balanced for efficient hovering. With the recently updated Feline Utility Rover hover engines, I'm going to see if they can improve the speed, as the current design cannot go faster than 125kph horizontally as it kills the intakes on the hover fans and causes an instant unrecoverable tumble, which makes getting to some of the more distant spots to collect science very time consuming. Don't particularly like spending an hour flying to the poles even with x3 physics warp (x4 tends to cause TCA to go unstable)
  9. Make sure you do not have VTOL mode selected. That will cause the movement keys to act as directions of thrust, but since you most likely are in Stop mode, they wont actually do anything. You could also try using the Bearing option, but that has mixed results for me.
  10. There might be a problem with your CKAN as it is showing up in mine for 1.3.1, and does not have a dependency, recommendation, or suggestion for Persistant Rotation.
  11. I think you may have forgot to include the localization info with the last update. In the Action groups box it just shows "#<string>" instead of the old button descriptions. I will take a screenshot next time I start the game if you need more information.
  12. I've found the CKAN will throw an exception if you have a mod that somehow got installed that conflicts with another mod that is installed. Could be due to manually installing, for example, ForScience manually with DMagic Orbital Science. Or if you manually updated a mod, before CKAN could update it, and the update introduced a new file. It tend to confuse the client. Easiest way to fix is to export your installed mods, uninstall everything manually, then reinstall from the .ckan file. You might have to tell it to install from the file a couple times due to dependencies. If you have any mods that you installed outside CKAN, you will have to install them again, or do without.
  13. Resurrecting a slightly older post because I think I figured out what is breaking KEI. Bluedog Design Bureau includes a MM patch that modifies 4 parts with integrated Geiger Counters to use the FASA geiger counter scidef when FASA is installed.... BUT if you do not have FASA installed, but DO have FASA Launch Clamps Continued installed, which uses the FASA folder, instead of it's own, the patched experiments do not have a correctly named scidef and it breaks KEI. Either need to remove the Launch Clamps Continues mod, install the full FASA mod, or comment out the patches in Bluedog_DB\Compatibility\sciencedefs_compatibility.cfg for it to work correctly. (could probably just rename the folder the launchClamps uses, but don't know if that will break the clamps or not.) I commented out the patch and KEI is working again.
  14. Found a slight bug in BDB by trying to figure out a problem with Kerbin Environmental Institute. If you have FASA Launch Clamps Continued installed, but not the full FASA mod, the compatibility patch for changing the geiger counter experiment ID still gets run (at least on bluedog_pioneer1) and renames the bd_geigercounter ID to geigercounter, which does not have a valid scidef since FASA is not actually installed. This causes KEI to break since it cannot find a valid scidef for the experiment ID.
  15. Finally after 2 months I have completed the Jool Mission. There are a total of 4 videos/image gallerys because my computer kept crashing after so much time. First off, Mod List: No part mods, just several design, informational, and visual mods. I launched a support mission ahead of time too place communication satellite around Jool, a ScanSat around Laythe, and left the the boost section in low Laythe orbit for refuelling the shuttle after lifting off from Laythe. Now the actual shuttle launch and landing on Laythe. Launch was a direct to Jool burn with gravity assists at Tylo to use a little fuel as possible. I had a little mistake getting the miner/plane out of the cargo bay so had to do a reload. My computer crashed shortly after lifting off from Laythe, so the launch and first part of the return journey is in this second video. I used Tylo as a gravity assist to boost me out of Jool orbit and Duna for assists to bring orbit down near Kerbin. I mis-timed my Jool departure, so the return journey took about 35 years. Computer crashed again on one of the Duna gravity assists, so last part of the return journey is in yet another video.
  16. Does this mean completion of the V4 missions don't count and we have to start over from the beginning, or can we just continue from where we left off? Just asking as I have nearly figured out all the parts for the Jool mission and planned on posting it when I have time to finish it.
  17. It took me dozens of attempts and several minor changes to my shuttle, but I finally landed on and returned from Duna for Duna STS-2. This shuttle is carrying a set of fuel tanks for the return trip, so I didn't have to redesign the shuttle too much. I decided to alter my external fuel tank to use an asparagus type, dropping empty tanks and engines as the launch progresses instead of throttling down or shutting off engines. I docked with my Duna Station and dropped the return fuel tank off near it prior to landing. Since I have not been able to actually perform a horizontal landing on Duna's hilly surface with this shuttle design, I just stuck about 20 parachutes on it and drifted to the ground. I apparently did not balance them right as I ended up pointing upwards when they deployed, but that was okay, as I did not have enough and needed to burn the engines a little to reduce vertical velocity to prevent crashing anyways, but it landed with no problems. The shuttle also carried a pair of SRBs for launching from Duna to conserve fuel to dock back up with the return fuel tank in orbit. The return trip went off with no problems. The Kerbin aero-capture was nearly perfect and lined me up for a de-orbit and landing at KSC on the second pass. I came in a bit too early and ended up having to use the atmospheric engines to fly an additional 150km to get to the KSC and land. Here's the imgur gallery of the mission: (for some reason it does not want to embed the gallery, so just follow the link.) http://imgur.com/a/O3qy1 Next to plan out the Laythe landing
  18. Duna STS-1 I somehow stopped the auto screenshots during launch, but it was similar to all my previous launches, except I toggled a few of the engines on the external tank off towards the end of the gravity turn so I could use the external tank for circularization and start of transfer to Duna. I fine tuned the periapsis so I could aero-brake and save fuel as much as possible. Shuttle was carrying a small orbital station consisting of Hitchhiker module, RCS tank, battery, two large solar panels, RCS thrusters, two antennae, Docking Port on one end, and 4 Docking Port Jrs for later expansion possiblities. Shuttle was also carrying a Relay sat for bouncing the comms from Duna back to Kerbin. Relay Sat was deployed into a 2Mm orbit prior to deploying station, and I noticed while warping ahead for the transfer back to Kerbin that it had disappeared. Thought maybe I hadn't checked the orbit correctly and it either deorbited into Duna or Ike. Once I returned back to Kerbin, I was surprised to find the Relay Sat in an screwy Kerbin Orbit. Must have been a wormhole or someting. WIll HyperEdit it back before the next shuttle mission as I plan on bringing two more relays to set up a network around Duna. It took 3 aero-braking orbits to get apoapsis low enough around Kerbin so I didn't waste too much fuel. Actually got lucky and after the last aero-brake brought apoapsis down to about 250km, the next orbit was almost perfectly lined up for landing, so I didn't have to circularize. Still, since was at about 9 degree inclination ended up overshooting KSC a little, but turned the shuttle around and landed with no problems. Mod list is in video description.
  19. It means that if you want to place the fuel pod in an orbit in one of those ranges, the difference between the periapsis and apoapsis has to be less than that number. ie: if you want to put the fuel pod in an orbit with an apoapsis of 75000m, the periapsis must be between 74900m and 75100m in order for the mission to be considered a success. The range allowed increases the higher the orbit.
  20. I must be backward then as I found the Mun mission to be much more difficult. I lost track of how many tries this took me, from trying to figure out how to land a semi-atmospheric craft on a body with no atmosphere, to trying to figure out how to get the research facility out of the cargo bay (ended up having to put an upward facing probe core SAS control, which then caused a problem with landing on the far side of the Mun out of LOS of the comsats, necessitating adding a couple mini-sats to put in orbit of the Mun), realizing I forgot the research facility crew (twice) and having to restart, crashing three attempts in a row while trying to get back off the Mun, discovering that there is not enough fuel left for an easy return (4-5 air-brake maneuvers took care of that), two restarts due to last brake maneuver pulling me too low and ended up on opposite side if planet from KSC, COM issues with nearly empty shuttle crashing while attempting to land. Eventually it all worked out, even if some of the maneuvers were not pretty. On a good note, I have gotten really good at figuring out how to land on the Mun now. Wish there was enough semi-flat land to go a horizontal landing though (I want to recreate the landing from the movie AirPlane 2). And I can pretty much land every shuttle at the KSC manually now. In my modded game before I tried this challenge I used to always use Pilot Assist for flying, and either MechJeb or Gravity for launching and MechJeb or TCA for landing on other planets/moos. Anyways, here's Mun STS-1:
  21. And now for a baked potato. This was my third attempt at this one. Since I was using version 1.3, and the Sentinel Telescope is now stock, and I had put that on my Space Telescope from STS-3, I re positioned it to a Solar Orbit just inside of Kerbin's orbit to track asteroids. Managed to find a Class B 'roid that came within 10Mkm of Kerbin without having to wait over a year. My first attempt was to try grabbing a Class D, but it was soo big I could not grab it anywhere near the cargo bay. Second attempt I misjudged where the potato would shift my COM, even after mining all the resources out of it and couldn't land. As you can see in the video, I still had a few problems grabbing the rock and landing, but did manage to get it done. I messed up some of the screencaps so, most of the launch is not there, but it was similar to my previous ones, except I launched into a nearly polar orbit for rendezvous with the 'roid. Mod list in in the video description. Now to figure out how I'm going to land on the Mun.
  22. The Kerbin Space Station is now accepting applications for victims adventurous individuals who want to view their home planet from a different perspective. STS-5 through STS-8 finally completed. Only one picture this time, but almost 5 hours of videos, so get the tea on, and hit the loo first. Playlist of all 5 videos. (STS-6 was split into 2 videos because computer crashed part way through) Glamour shot of the finished station: The solar panels are 90 degrees offset because I screwed up the docking on the second arm and did not feel like correcting it, plus I kind of like how it ended up, and allows the station to charge from any orientation. The station includes a science lab, small science bay with experiments, hab space for 20 kerbals (plus two can sit in the MMUs if they want to enjoy the view for awhile), enough batteries in the power arms to make it all the way through the dark side of the planet without running out of power even with lab and reaction wheels pulling full power, arms also contain Xenon for refueling docked long range ships, monoprop, Liquid Fuel and Oxidizer for refueling all ships (planning ahead for the later missions, and I always make my station refuel depots).
  23. They are starting to fill up a little aren't they. After the station missions I'll just leave the most recent one, plus any others. I need something to tide me over until the mods I use for my normal career game are updated.
  24. This might be interesting. I haven't tried a stock career game since I started modding the hell out of KSP a month after I bought it back in 0.9# days. Will have to give it a try after I do a couple more steps of the shuttle challenge.
  25. @Speeding Mullet is going to be spending a whole week just getting caught up with this thread. Here is my STS-4/4R submission. Story would be STS-4 is an low weight science shuttle for conducting high orbit/inclination experiments, with the ability to dock with future space stations for resupply. Due to an engineer misplacing a decimal point, the crew discover, after they finish conducting the experiments, that they do not have enough fuel to de-orbit safely. A rescue mission is quickly devised, using the partially prepped STS-5 shuttle that was going to be used for launching the first part of the Kerbal Space Station, with a docking port on the nose for crew transfers. The station parts are quickly replaced with a hitchhiker module to hold the STS-4 crew. For some reason no pictures of the shuttle landed were captured, but you can view the end of the video to see it actually did land. The engineer that misplaced the decimal point is reprimanded and informed that he will be put in the roster for the next attempt of the science shuttle, and his pay is reduced until he covers the cost of the lost STS-4
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