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RobertJPowell

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Everything posted by RobertJPowell

  1. Had a little fun and built a monstrosity which kind of inspired me to maybe start working on a not career based development program and document it Sadly the first Rocket is a little cheaty but nothing a bit of self control can't sort out with properly defined rules (Currently working on annotating some KVV images of the build then deciding where to go from there)
  2. Aargh nooo! I knew i shouldn't have clicked that update button in CKAN I'll have to leave HETTN until I update my game to 1.3.1. My own silly mistake. NVM EDIT: And thank you Spacedock (No I totally didn't forget that I could go to changelog and d/l the 1.3.0 version.. honest guv
  3. Spent 5 hours (yesterday) over engineering a 2 kerbal mun attempt. it was.. rather successful.. apart from forgetting to transfer the TACLS resources over.. from the CSM to the LEM thus curtailing Bobs Mun excursion. Long Dart Rocket climbing up from KSC on its first stage Stage Sep goes smoothly. The MEM is contained in the fairing above the 2s. The CSM is protected by the upper fairing CSM comes online whilst the 2S prepares for the insertion burn for parking orbit at 150KM CSM+MEM in parking orbit preparing for TMI. The 2S had enough DV to park the pair, but not enough for insertion so given the large DV budget for the mission, MEM release and rendezvous was done in LKO CSM prepares to fire for LMO insertion at Periapse. Soon after completion, resources will be transferred to the MEM for immediate MEM Departure Bob prepares to lift off from the Munar surface having only taken 1 and 1/2 hours of supply with him (oops) Was a lot of fun building this over engineered project. Nothing spectacular but still good fun.
  4. Just to be absolutely sure for @Starwaster's sake @CGiuffre164 (and to save you time if you aren't) are you 100% you are on 1.3.0 and not 1.3.1?
  5. Hey, its not the mod makers fault if a new version messes everything up. Sometimes patches break things. Squad are under no obligation to ensure mods don't break (though they do release betas of the big updates for modders to work with. Be patient. The broken mods will be fixed as and when the modders have time to get to them. Hopefully in most cases it will just be a recompile against the new version, for those that aren't, it will take as long as it takes. Patience is a virtue. Protip: once you have your modded game in a happy place, backup the entire KSP folder on a new drive and play from that.
  6. Not sure if you'll be able to limit by volume however, you might be able to set it by tech level in the interim in the same way PP limits dimensions and volume by appending minimum and maximum crew. Also: THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU
  7. In my humblest of opinions, the only time someone can really cheat in KSP is breaking rule sets laid out out in any sort of challenge as laid out by the OP in said challenge. For example if a challenge says fastest trip to the Mun and back using only stock parts and does not implicitly state without using the cheat menu, then it is OK to use the cheat menu as long as you remember to only use stock parts. At any other time, it is down to the player to set their own boundaries.
  8. Gonna have to start a new space Program and give it a whirl Edit: Sadly not got any logs but going to dig. Turned on Baris having over written my previous BARIS install with the indev version above. All the options are there BUT it doesn't seem to be functioning fully in game (no random events..) I'll get a log report once I've played around some more. Edit 2: So updating WBT to 1.2.7 fixed my issues
  9. using Baris, fully integrated rocket. crew less launch went fine. Launch with Jeb, catastrophic failure of the first stage - no more Jeb. The LES worked fine.. only problem was the capsule was pointed towards the ground.. Poor Jeb!
  10. This was exactly what i was looking for in a failures mod - Difficult yet customisable on just how difficult. Thanks so much. - This is forcing me to really test everything, including unmanned tests of my major rockets... It's just brilliant. Love the fact that it is possible that sometimes you'll have such systemic failures that even the LES won't save you XD
  11. I think @Crzyrndm is going to need a log file for that one. Latest version works fine for me.
  12. Uninstall via ckan, delete the zip folder from ckan's dl archive and re-download - should force it to get the latest version with no errors.
  13. That seems like odd behaviour - I wouldn't know as i don't use reverts on my playthroughs
  14. It is working fine with 1.2.2 -just needs a simple version file update to stop avc complaining!
  15. Above: UKSA MKI Probe Interior: (Using UbiWeld, a SETI probe core MKI, 2xBatteries and a comms device) Below: UKSA - SR1: (UKSA MKI Probe Interior + Protective shell + Alpha LFO stage) Below: Rover MKI Above: UKSA MKII Probe Interior: (Using UbiWeld, a SETI probe core MKI, 2xBatteries and a comms device, service bay, multiple scientific instruments + parachute & RCS) Below: UKSA MKII Probe showing landing legs. Below: Sounding Rocket 2: (Consists of a pair of bolted on LFO Boosters to the SR1 Primary stage which now has a decoupler to allow payload separation at 75KM Testing shows Rocket achieving a Sub Orbital trajectory with an apoapse of around 190KM) I like that the UbM challenge is forcing me to think outside the box, and has made me have to go for nodes I might normally not pick up as a priority. These designs accomplished the first 3 Historical missions contracts with relative ease. The probes are of course 625mm with the casing, fuel tanks and engines coming in at 750mm diameter (thanks to some PP tweaking.) Yemo, top job
  16. Yeah, I poked around in the PP configs and made a custom edit for my own purposes to allow me to go down to 0.625mm size. The challenge mode really is quite difficult given that achieving orbit requires unlocking rcs. - Really does take you back when using rover/firespitter mods as you have to do non contract missions to get that science. For my own play through, I decided to go with 100% science, 150% funds 150% penalties (you really have to work hard to get the cash to upgrade KSC!), a slight modification to the location of in the tree of a few parts (the nose cone, the launch clamp), 20 starting science, 0 starting funds, strategia and historic missions. I'll get some photos of my early craft in my next play through
  17. This was already a great mod - I like the direction this is going in. When you couple this with KIS/KAS compatible colony mods, it makes sense that the experiments might require a high level scientist to get the most out of them. (And also adds nice fluff for someone like me who will test things on Kerbin before sending them out in the field )
  18. OOC: Sorry for the delay - life sometimes has a habit of getting in the way of things. Complete HD failure and more work to pay bills has meant a stall on the project. Below is the Muna-I design phase i had uploaded to imgur. Normal service will be resumed soon. Currently rebuilding mods and tweaking things to get back to post Muna-III Muna-I: (The Muna-I probe) (Revised Muna-I and the Koyuz series Orbital insertion motor) (Muna-I and its OIM on top of the mighty Koyuz-IV rocket)
  19. You have a knack for making evebn multiple failures interesting - following
  20. Or at least a big long heads up on a release date nearer the time so we can port or 1.1.3 saves over to specific installs not breaking all mods In other news - What a great dev note - looking forward to 1.2 even more now
  21. OOC Interlude: I have completed Project mun - Phase I today and have the images collated ready to upload to imgur and to do the write up tomorrow. Reputation levels have reached such that the KSA now has the option of trying for manned launches on it's current technology, or returning to the drawing board and developing new technology for future launches. I am unsure as to which way I will go yet but needless to say, it's going to be exciting. In the meantime here is a little sneak at the primary boost stage used for Muna-I through III. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Koyuz-IV a snacks and stuff report for project ice cream: Greetings everyone, Walt Franks here bringing you a very special look at the 4th generation Koyuz-IV LFB that will form an integral part of our first forays to our closest natural satellite, the Mun! Yes you read that right folks, the KSA is going to the Mun, or at least into orbit around the mun! Koyuz-IV was born out of the need for a launch vehicle capable of reaching the highest parts of out atmosphere in one stage owing to R&D still scratching their heads over how to over come the problems of separating booster stages colliding with the primary stack. Stage one involved designing a suitable liquid fuel engine. Ladies and gentlekerb's, I present to you the KW-Maverick-1D x5 0.65m engine. This mighty engine has an extremely large TWR range, and we expect it to be suitable to as far as a 30km altitude with a maximum 5 ton payload. Of course the Munar mission payloads are expected to weight far less than that, probably in the region of the 1-2 ton mark. The engine stack has a vectoring capability of 2.0 degrees and will produce up to 350 KN of thrust per engine with an ISP of between 280 and 300 per engine. For all Munar launches, simulations show that a thrust setting of 78.5% of maximum on the stack will provide the best ascent profile, with the lowest g forces and keep the rocket below temperature thresholds. Now, the Koyuz-IV itself would consist of the KW-Maverick-1D x5 0.65m mounted under 5 1.25m diameter and 2m long liquid fuel tanks that were bolted and welded together before being filled. This was expected to provide plenty of fuel to supply the gas hungry engine block. Simulations showed the rocket performing admirably so the time had come to test her potential on the pad. Ladies and gentlekerb's, meet the Koyuz-IV liquid fuel booster! (Koyuz-IV in VAB) (Koyuz-IV pre ignition) (Koyuz-IV ignited) (Koyuz-IV shutdown) (Koyuz-IV restart) (Koyuz-IV burnout) Coming next... Project Mun - Phase I
  22. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Stayputnik-III: (Or how I stopped hating Wernher and learned to love his need for large Delta Velocity margins!) A lot of Kerbals at WVCSC tended to talk behind Wernher's back about his constant requirement for rockets to carry more Dv than they actually needed for the task at hand. Both the previous Stayputnik satellites had been carrying near enough an estimated 1K M/s of Dv worth of fuel in their tanks by the time they had inserted themselves into their desired orbits. Stayputnik-III was to be no exception to that rule. During the extensive simulations that were carried out owing to the sheer scale of this latest design, (The Alpha-BIII - K-III - Stayputnik-III was easily the heaviest and tallest rocket built to date by the fledgling KSA.) it was shown that upon reaching it's desired orbit of 250km, the satellite would still have near enough 1K Dv's worth of fuel left in her tanks. Mortimer Wilson plead with Wernher to reduce the fuel but he refused, stating safety margins were built into rockets for a reason. Besides, it wasn't like the program couldn't afford it. After what seemed like an eternity, launch rolled around at just before dawn on day 153 of 1951. Just moments before the launch a yellow light blinked on meteorological control station signifying a wind speed caution over the launch site. The station was detecting wind speeds approaching an abort situation but still within expected safety margins. Wernher simply gave the nod and the final launch sequence was initiated. (The two SRB's of stage one of A-BIII ignite on the pad as the launch clamps release) (A-BIII blasts through 2.6km at 160 M/s) (A-BIII stage 1 shuts down and stage 2 ignites as the clamps release stage 1) Disaster at T+47, 4.7km above WVCSC. Whilst everybody in the control room was watching in awe at the power of the A-BIII 1st stage the yellow warning light on the console had turned from yellow to red. Wind speed between 4 and 5KM above WVCSC was now exceeding the safety margins. As stage one of the A-BIII released, both parts were caught in a sudden gust and instead of falling clear of the accelerating and climbing second stage had smashed into it, completely obliterating it and leaving the rocket at risk. Almost by instinct Wernher throws the staging over ride button igniting the K-III starting the Rocket back on a path skyward before it lost enough speed to drop like a stone. "I'm initiating an abort to low orbit procedure on the rocket!" Kerbals are seen dashing from console to console as a eerie quiet descends on mission control. The exhaust from K-III ignites the falling debris below the ascending rocket as pieces further below continue to collide. (Debris continues to collide as the K-III powers upwards, the control room watching with baited breath) (K-III achieves Mach 1, 7.6km up, 3km down range) (The escape to orbit procedure has caused K-III to take a much shallower, more rapid climb, placing high G stresses on the rocket) Further issues with the rocket arise at the 70KM mark as the K-III fairing jettison system fails, forcing a raid roll to release the Stayputnik-III and ignite it's OIM. Wernher stares blankly at the screen in mission control as the controllers rush to make sense of the information being provided by the satellites MechJeb system. One of the controllers states that the readings indicate it will be touch and go if Stayputnik-III can achieve orbit. Wernher starts biting his nails. (Stayputnik-III begins the circularization burn at its new parking orbit) (Muted cheering could be heard as it was announced not only had the Abort to Orbit been successful there would be enough in the tanks to make the originally intended orbit of 255KM via a few modest course correction burns) At perigee in the parking orbit, MechJeb fired up the engine as instructed and made a 2 second burn taking the apogee above 255KM. Wernher scheduled a follow up burn to be made at the new apogee to circularize at a nice even 255KM equatorial orbit. There were no loud cheers in mission control as the orbit was achieved, just muted clapping and some pats on the back. The mission had been successful yes, but they had come a fraction from abject disaster. All it would have taken was one small downdraught pushing the K-III back into the exploding A-BIII and the Stayputnik-III would have failed miserably, more than likely surviving the 2 minute fall through the atmosphere only to be obliterated on contact with Kerbin's ocean. Radially attached boosters designed to separate were going to need a complete redesign. (Stayputnik-III performs experiments high above Kerbin) (Stayputnik-III performs experiments high above Kerbin) At T+ one hour, 7 minutes, 7 seconds, a fuse ails in the Stayputnik-III and the probe ceases transmissions to Kerbin. The engineers at the KSA hypothesize that the extra stresses placed on the probe during it's shallow, rapid ascent might have jiggled a few wires loose inside the probe causing them to eventually short the fuse. From this day forward, no Kerbal would ever question Wernher's to over design rockets. After all, a safety margin isn't necessarily a bad thing. Even Mortimer conceded it was probably good forward planning! Coming next... Project Mun - Phase I OOC: The KRASH simulation for this rocket went off without a hitch. When I attempted the real thing, the boosters fell into the second stage (I was trying to cheap on the build so no sepatrons!) I cursed thinking I was doomed to be recording the first KSA failure. Imagine my surprise when It dawned on me that due to a rather large miscalculation on my part, I had actually over designed the rocket enough that it could still achieve its mission parameters despite the stage 2 catastrophic failure. All I could think to myself was "How very Kerbal!" (It still had 452 M/s in the tank when the battery life ended!)
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