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Draradech

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Everything posted by Draradech

  1. This only works for me if I delete the landed catch-all. If I keep it as is, everything explodes on loading. Got 1400.
  2. You are correct, you can only modify score with constant values. Also, you can't have a loop running independently from your mission without disturbing it, there is no parallelism. You need to integrate a score loop before every objective node like this: I have a display message there for debugging purposes, it can be an "always true" node. This node is the reference for the "time since" node. Those 3 need to be able to be activated multiple times, so remove the "once only" option.
  3. That is surprisingly tricky. You need to snap height and speed together. When height is reached, the speed will be checked as well, and then one or the other output is activated. If it was height only, you need to direct control flow back to the height node, to be able to check again. Be sure to put a time delay in there, you can degrade performance really fast otherwise. In this image, message alt is triggered, if you are above 1000m and above 100m/s. The message will repeat every 5s. Go below, and it will stop checking. Fly above 1000m and below 100m/s, message spd is triggered and mission ends with success. Relevant settings on the nodes (other than directly visible in the image): Spawn Vessel has SPH as editor (don't try to build a plane if you started in the VAB, it won't work, even if you switched editors) Activate only once removed for "Reach Altitude", "Display alt" and "Time Since" "Time Since" has "Reach Altitude" as reference Node ("Display alt" would also work) "Display spd" is end node with success.
  4. That shouldn't be the case, the only node in the mission checkinh inclination is the mun orbit node - equatorial...
  5. "You need to conserve fuel, remember you need to land". Wait for correct phase angle? No! "You missed your launch window". OK, I'll launch now. "Oh, take this parking orbit". ... Uhh, I thought we wanted to conserve fuel, no? Continue this nonsense for the rest of the mission. I also only got bronze. Landed in the crater about 100m from the target with 1000m/s dv left.
  6. Hurzelgnurk is correct. You need to land. Anywhere. Not splash down. More extra points the closer to the landing point west of KSC (between KSC and the mountains - that's just silly, at least show a marker or something).
  7. Note that the current version of KER does run, but it has problems handling the engine mount plates (I guess it thinks the engine will be gone after decoupling - as if you stuck a decoupler between the engine and the tank). Stages where the engine is on a mount plate show 0 dv.
  8. Yes, I failed this yesterday as well. Weirdly it doesn't show you where to land. I looked at it in the builder and it seems you need to land in a reasonable big area including the KSC and extending to the west for almost the whole continent. Your landing place could be just out of the area, or splashed doesn't count (can't remember from the top of my head). Again, bad instructions. I'm going to try again later today.
  9. The reason for the mission panel not telling you what to do next is that they have a weird break in the mission logic. The main logic ends in the 20d radiation fail condition after launching the second vessel, and the rest of the mission logic is triggered by a catch-all node activated by leaving kerbins SOI (into the muns', via distance check weirdly...). The missions really would have needed much more playtesting. At least the mission builder itself looks quite solid.
  10. Also remember that "release the goo by staging" apparently means "stage to remove the fairing and run the goo experiment". The instructions on this one are really bad. The mission panel doesn't tell you what to do next either, because they have a weird break in the mission logic. The main logic ends in the 20d radiation fail condition after launching the second vessel, and the rest of the mission logic is triggered by a catch-all node activated by leaving kerbins SOI (into the muns', via distance check weirdly...).
  11. Yes. "Release the goo by staging" apparently means "stage to remove the fairing and run the goo experiment". I can confirm it is possible to complete this mission, but the instructions are really bad. The mission panel doesn't tell you what to do next either, because they have a weird break in the mission logic. The main logic ends in the 20d radiation fail condition after launching the second vessel, and the rest of the mission logic is triggered by a catch-all node activated by leaving kerbins SOI (into the muns', via distance check weirdly...).
  12. Also, on the KSPTV twitch page, the link to the stream schedule is dead and the linked twitter account seems abandoned.
  13. I'm confused about the timezone. EDT is GMT -4. So is it EDT or is it GMT -5? Is @million_lights aware when he should start ?
  14. Thank you! My game looks pretty again. Unfortunately, I have to report a bug. On a minmus/mun tourist mission I noticed, that I could no longer see anything but my own craft and the UI. No Skybox, no Kerbin, no Mun (this is called scaled space (if the orbit is high enough), correct? if not, substitue whatever this is in the rest of the post.) I investigated a bit in a clean install: KSP: 1.4.0 Windows 64bit Problem: Scaled space disappears in flight view, map is ok. Mods installed: Scatterer 0.0326 Reproduction steps: In a clean install, new save, launch a vesset, cheat set orbit around mun. Until here everything is fine. Go to the tracking station and back, scaled space is gone (or black?). Map view still works. Set orbit around Kerbin, scaled space reappears and keeps working even in orbit of other bodies until vessel switch (or tracking station). With multiple crafts and set orbits, it looks like scaled space disappears when *switching to* a vessel around the mun (or minmus - didn't test other bodies). In orbit of kerbin it doesn't break when switching to, it even restores if currently broken. It doesn't break on setting orbit to the mun, only when switching to the vessel orbiting mun. Log: http://pasted.co/202f30dd
  15. I thought this is already the case? Next / Last vehicle in flight is next to the backspace key, even if the symbol on there is not ]. For me its ', but the function works like expected.
  16. If you are talking about the atmospheric effects and water shader, that's Scatterer
  17. I believe I have completed the Jool 5 Challenge on Jebs Level with 16623 science (pending review of course). I have learned a lot and had a lot of fun. This is my first big mission to the Jool system, so it's not particularly efficient, I think I could do it much better a second time around. - Which game versions did you use? 1.0.5 - What mods did you use, if any? No part mods. KER, KAC, NavHud, Transfer Window planner, Precise Node. - How many Kerbals are on the mission? 5, one for each moon - How many launches was needed to start your mission from Kerbin? 1 - How much did your mission cost? 1.959.972 for the main launch, 632.665 for the refuel - Did you needed a refueling mission? Yes, but only because I wanted the main ship to be reusable (and the mun trolled me on the initial transfer to Jool). It got back to Kerbins SOI on its own and was refueled for capture burn. Rendevouz of a massive refueler with the mothership on escape trajectory is fun! - Did you bring additional stuff like satellites, rovers, etc? No - Share the delta-V information too, if you tracked it! 3583 to Kerbin orbit 4820 Kerbin -> Laythe (the mun troll...) 1404 Laythe -> Tylo 1009 Tylo -> Vall 1202 Vall -> Bop 585 Bop -> Pol 2279 Pol -> Kerbin SOI 2342 Kerbin Capture and going equatorial (after refueling) --------- 17224 (13641 from LKO) not including lander d/v - Any additional note or description? Reuseable nuke mothership. One lander for all moons, with additional modules for Laythe and Tylo. The lander is relatively heavy, because I wanted to bring the Materials bay. This of course makes the Laythe and Tylo modules even heavier. Documentation: Kerbin to Laythe http://imgur.com/a/CZoYs Laythe to Tylo http://imgur.com/a/Jy6Lh Tylo to Vall http://imgur.com/a/a2jpF Vall to Bop http://imgur.com/a/MyuSS Bop to Pol http://imgur.com/a/071D6 Pol to Kerbin http://imgur.com/a/iNixt Kerbin rescue http://imgur.com/a/PlDIT I have 11h30m of video coverage for the whole mission, but no time or talent to edit it into something usable. I can upload snippets of specific parts on request though.
  18. It would be better, if you can get it working with quickload. But I guess that will be difficult - you are using the stock revert which doesn't work after quickload, correct?
  19. Very nice. Using it to test my landers. Bugreport: If you quicksave/quickload during a simulation, the Simulation Active Text vanishes, and KRASH prevents you from exiting the scene - you need to kill the game...
  20. I've read this thread completely and still haven't understood this fully. I hope my question make some sense to you: 1) Can a physics step be interrupted to draw a gameplay frame? Does it make a difference if it is the first physics step in this gameplay frame or 2nd - nth (assuming < 50 fps here)? 2) Is the allowed time quota for physics steps reset per gameplay frame, or is it something that can be over- or underused and transferred to the next gameplay frame? (only makes sense if physics steps are non-interruptible) Another way to formulate this question is: Can the number of physics steps per gameplay frame only be a whole number? (Is 0.03 / 0.02 = 1, so 1 physics frame per gameplay frame or 1.5, so alternating between one and two physics frames per gameplay frame) (scratched number 3 - reread the top post, question didn't make sense)
  21. Here's my entry. I'm going for advanced pilot precision award 1stClass. Had a lot of fun with this, thanks!
  22. This is actually part of a series, all images are really cool: A new Career (1956) Ready to launch (1962) Everybody makes mistakes (1966) A little help for my friends (1967) One small step for Jeb (1969)
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