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xendelaar

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Everything posted by xendelaar

  1. I never thought about adding a fairing to an aerodynamic shaped pod. I'm going to experiment with that.
  2. Darn... I tried to figure if this bug was a 3 in a lifetime kind of thing, but it seems that my docking ports never merge. In order to test this "hypothesis", I created two small rovers with two normal docking ports.They start connected when I launch. First, I decoupled the ports and drove off with my rover (20 to 30 meters). After that I backed up again towards the other port. When I get near the other port, the magic tractor beam comes into play and pulls both rovers together. They snap on to each other, but don't merge as one vessel. SAS is turned off. Docking ports are kind of a big deal in this game. Without them, it's kind of a deal breaker for me. Do you guys have any idea what I'm (or the game is) doing wrong?
  3. Hello everybody. I've been fiddling around in the save file and I've done the following things: - Set State to Ready - Set DockUId to 0 - Delete DOCKEDVESSEL info - attN was already set to Bottom or None By doing this, the ship is able to activate the magic tractor beam when I'm near the other port. They will hatch on to each other, but still won't merge. I've added the code of both docking ports from the save file below. PART { name = dockingPort3 cid = 4294258066 uid = 1323625304 mid = 3164532248 launchID = 84 parent = 2 position = 0,1.31772994995117,0 rotation = 0,0,0,1 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 1 sidx = -1 attm = 0 srfN = None, -1 attN = None, -1 attN = bottom, 2 mass = 0.02 temp = 285.946386924321 expt = 0.5 state = 0 connected = True attached = True flag = Squad/Flags/default rTrf = dockingPort3 modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleDockingNode isEnabled = True state = Ready dockUId = 0 dockNodeIdx = 0 EVENTS { Undock { active = False guiActive = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } UndockSameVessel { active = False guiActive = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } Decouple { active = False guiActive = True guiIcon = Decouple Node guiName = Decouple Node category = Decouple Node guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } SetAsTarget { active = False guiActive = False guiIcon = Set as Target guiName = Set as Target category = Set as Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } UnsetTarget { active = True guiActive = False guiIcon = Unset Target guiName = Unset Target category = Unset Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } EnableXFeed { active = False guiActive = True guiIcon = Enable Crossfeed guiName = Enable Crossfeed category = Enable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DisableXFeed { active = False guiActive = True guiIcon = Disable Crossfeed guiName = Disable Crossfeed category = Disable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } MakeReferenceTransform { active = True guiActive = True guiIcon = Control from Here guiName = Control from Here category = Control from Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } } } MODULE { name = ModuleDockingNodeNamed isEnabled = True portName = Brennie A initialized = True controlTransformName = EVENTS { renameDockingPort { active = True guiActive = True guiActiveEditor = True guiIcon = Rename Port guiName = Rename Port category = Rename Port guiActiveUnfocused = True unfocusedRange = 2000 externalToEVAOnly = False } } ACTIONS { } } } PART { name = dockingPort3 cid = 4294142932 uid = 2231999802 mid = 3164532248 launchID = 84 parent = 0 position = 0,0,0 rotation = 0,0,0,1 mirror = 1,1,1 symMethod = Radial istg = 0 dstg = 0 sqor = -1 sepI = 1 sidx = -1 attm = 0 srfN = srfAttach, 1 attN = None, -1 attN = None, -1 mass = 0.02 temp = 274.504112320905 expt = 0.5 state = 1 connected = False attached = True flag = Squad/Flags/default rTrf = dockingPort3 (MinMun DrilRef 2 Probe) modCost = 0 EVENTS { } ACTIONS { } PARTDATA { } MODULE { name = ModuleDockingNode isEnabled = True state = Ready dockUId = 0 dockNodeIdx = 0 EVENTS { Undock { active = False guiActive = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } UndockSameVessel { active = False guiActive = True guiIcon = Undock guiName = Undock category = Undock guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } Decouple { active = False guiActive = True guiIcon = Decouple Node guiName = Decouple Node category = Decouple Node guiActiveUnfocused = True unfocusedRange = 2 externalToEVAOnly = True } SetAsTarget { active = True guiActive = False guiIcon = Set as Target guiName = Set as Target category = Set as Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } UnsetTarget { active = False guiActive = False guiIcon = Unset Target guiName = Unset Target category = Unset Target guiActiveUnfocused = True unfocusedRange = 200 externalToEVAOnly = False } EnableXFeed { active = False guiActive = True guiIcon = Enable Crossfeed guiName = Enable Crossfeed category = Enable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } DisableXFeed { active = False guiActive = True guiIcon = Disable Crossfeed guiName = Disable Crossfeed category = Disable Crossfeed guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } MakeReferenceTransform { active = True guiActive = True guiIcon = Control from Here guiName = Control from Here category = Control from Here guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { UndockAction { actionGroup = None } DecoupleAction { actionGroup = None } } } MODULE { name = ModuleDockingNodeNamed isEnabled = True portName = Brennie B initialized = True controlTransformName = EVENTS { renameDockingPort { active = True guiActive = True guiActiveEditor = True guiIcon = Rename Port guiName = Rename Port category = Rename Port guiActiveUnfocused = True unfocusedRange = 2000 externalToEVAOnly = False } } ACTIONS { } } } After the ports were hatched on, I saved the game again and opened the savefile. I saw that one port state was set to "Docked (dockee)", while the other port state was set to "Acquire". I changed the Acquire state to "Docked (docker)" and "Docked (dockee)", but in both cases the port would fly of and after several seconds the whole ship just blew up. It was kind of funny and sad at the same time hehe. Changing the state to "Ready" didn't do anything. I changed both port states to Ready, but that didn't help either. After that I tried resetting the values several times in order so I could redo the "docking experiment", but that didn't work either. Also, I always turn off SAS right before the tractor beam activates. The mission I was performing was a small experimental scanning/drilling/converting mission on minmus, so the losses aren't that big. But it's really frustrating to stumble upon a bug like that at the final stages of a mission. Perhaps I should "dock" with Claws in the future....
  4. KSK, I tried rocking the boat, but nothing happened Starwhip, I tried going back to the space centre, but sadly without any success. I studied the link you posted about the workaround. In my savefile, I see that my ship is supposedly docked, so I think we've found the problem. I've deleted the "DOCKEDVESSEL" info but when I reloaded the game, the ports won't stick together any more. I'm going to experiment some more with the save file . If I find a solution I will report back. Thanks for the quick replies!
  5. I will ad a picture asap. The ports are facing the right way, else I don't think the "magic" attraction force would pull the ports together when I'm close enough. 2015-05-24_00017 by Alex Roling, on Flickr
  6. I've been having trouble with docking ever since the update came out. When I try to dock two jr. docking ports, the ports will get attracted and snap on to each other, but both ships won't merge. The ship will stay on the connected (more or less), but I can't transfer resources. If I turn the ship fast, the other ship will lose it's connection with ease. I've disabled SAS, restarted the game several times, but nothing seems to help. Do you guys have any idea what's going on here? I hope you can help. Bob is in dire need of supplies and I can't seem to give him any although I'm so close... yet.. so far away
  7. Great idea NikkyD! I will try to perform several experiments tonight. If anybody would able to design a general rocket, that would be great. Else i will design one myself. I would suggest a rocket with a 5 tonnes payload with fairing, a fuel budget of 4000 delta v, 3 stages with 1.5 twr and an initial srb stage to get things going? Or would you guys recommend a different setup?
  8. Wow.. Thanks for the quick replies. i just love the idea with the fuel drops. Im gonna try that for sure, next time. for the moment I try use stock parts only. I will definitely install the karbonite mod later on when i run out of cool ideas/challanges i could perform with the stock parts. I’m currently taking on a completely different approach, where I’m designing a mothership that will stay in orbit around Eve. The ship will drop 4 separate â€Âone-way-ticket†sensor-drones when it crosses one of the waypoints. The drones will have one 48-7S engine and one FL-T200 tank for navigating through the atmosphere (delta V= 4km/s , TWR_eve>1) . I'll give an update when im successful.
  9. Hello, I’ve been playing KSP for several months now on science mode and recently decided to switch to career mode. I’ve unlocked everything in the Tech tree and I just accepted a mission to perform pressure measurements on and above the surface of Eve. Getting to Eve is no biggy, but I’m having trouble designing an “airplane†that’s able to reach 4 mission-waypoints/landmarks (on different altitudes) without running out of fuel. The waypoints are relatively close to each other, within a radius of say, 10-20 km. So, in my first design I wanted to build something that: Was Light (less drag) Had Lots of Delta V (so I have room for errors.. lots of errors) Had small wings (we don’t need huge wings in this dense atmosphere) Had a Low TWR (because we can swim through the dense atmosphere) I ended up making a small Ion plane, using 2 ion engines, 2 type A wings, some flaps, a small reaction wheel and a drone core. I don’t have any pictures of the plane because I’m at work. The plane flew perfectly during several tests runs on Kerbin. Weight, 1t – 1.5t Delta v, 10km/s TWR, 0.2 on Eve (0,34 on Kerbin) The results were very disappointing.. due to the high gravity, the plane wasn’t able to climb to higher altitudes at all! And with a maximum velocity of 30m/s this mission would take many (rather boring) hours to complete! I guess I need more TWR to counter the high gravity of Eve. How did you guys design your vessels for these “scan missions†missions on Eve?I I’m very curious!
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