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blag

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Posts posted by blag

  1. 7 hours ago, Xd the great said:

    Place 8 or more storage unit arpund the whole thing and use them as a heat shield

    Not really good to make a "small spacecraft" XD

    1 hour ago, bewing said:

    Does it really need to be guided? Are you willing to use parts from the MH expansion? Why do you care if the probe core explodes?

    I don't have MH now, I think it's worth at best 10€, so I'll wait steam sale...

    I don't need it to be guided, but I need the science that's inside. and for that if the chute don't deploy, there is no hope, aka a not blow'ed-up probe in the physical radius.

     

    43 minutes ago, CrashyMcCrashFace said:

    I've noticed the smallest heat shield will transmit heat to some parts

    This is probably why the classic probe core can't stand even a little drag : if it's already hot from the shield, it's a straight boom :/

  2. 7 minutes ago, Gargamel said:

    That's a nifty little design you got there.   Are those vertical bars struts?  You can probably do without those. 

    Thanks !

    No struts, what you see is the edge of the QBE probe that I offset in the battery / SAS. That's why I think this is a bit cheating and I don't really like it :/

    For the heat shield, this one can make (more or less the solar panel) a really hard re-entry at over 3.2km/s with a negative Pe ... The Storage unit is really tough (just 400K under a heat shield, better than the mk1-3).

     

    This is the big shield try :

    https://imgur.com/UNhVj2q

    It can do a good reentery, but it's a bit heavy on the lander (nearly 0.5t)

     

    But I finally found a good solution, without hiding a full probe :

    https://imgur.com/dxNgaW6

    With the small OKTO2, I keep it at 0.28t and nothing is out of the Storage screening ;)

     

  3. The only way will be cheating a bit and disable the comm-net (or lower the range modifier) to save your spacecraft.

    If you want to be realistic as much as you can, use this temporary control to do what could be a "pre-planned orbital capture" and just leave you spacecraft here.

    If you want to gain control again on your spacecraft, you'll have to launch some SatComm around Jool : go for 3 on a share-ride, with a 100G antenna each (and try to make them orbit Jool on the same period, with a 120° from each other to cover the whole surface)

  4. Hello,

    I'm struggling to make a small science storage probe that can handle the 3km/s re-entry from Minmus/Mun.

    The point is, given the size of the Storage Unit, every probe core will catch some drag and as there is no small one that can handle more the 1200k, they all go boom...

    This is the best I can make, but it had to use some offset to protect the probe :

    https://imgur.com/a/mTJvvT5

    (I get rid off the thermal shield as it seem useless against the 2900K tolerance of the Storage)

  5. Thanks a lot for your full length  answer.

     

    16k dV ? damn, that's worst that what I calculated... u_u

    Totally forgot about the radiator, never get this close of Kerbol before (and if I can avoid cooking Lodlan as a crisp, that's better).

     

    For the Ion design (and the nuke one too), I was trying to put it on track straight from LKO : this explain the 0.3 T/W ratio, the 9 engine and the omnidirectional x4 XL solar panel ( with a 100e/s output)

    But you're right, a LF/LOx engine is a better choice for this 2k dV ejection shoot, and will allow me a smaller T/W (but then that mean a lot more tweaking to match the target speed, and kerbin one on the way back)

    With staging, I get the following spacecraft, that's able to make the 2.5k dV burn for the 2.10^9 Pe and circularize (take a 3h burn but well, it's efficient XD)

    rDqhHzm.png

     

     

     

  6. Hi,

    I'm seeking some help about a contract I accepted at the beginning of my career save.

    I need to make a rescue mission of a spacecraft around Kerbol, but I'm having some hard time planning it.

    Album gallery/vhCS2oj will appear when post is submitted

    For what I've done now, I think I'll need at least 14k dV from LKO (2k to put my Pe around Kerbol, and twice 6k to circularize and get back to Kerbin). Will 14k dV be enough ?

    I think I'll go with the 3x nuke one, but I find my spacecraft really big for what it''s intended to do. Is there a better way ?

     

  7. Hi,

    I'm facing some random crash of my KSP 1.1.3-steam vanilla on Ubuntu 16.04.1 LTS.

    At first I was thinking I've made a *ctrl* + *q* by mistake, but it's the 3rd crash in two week, and this time I was just running my rover around so just using *w*, no way it was my fault this time.

    My KSP.log http://pastebin.com/3yStRTNP

    hardinfo http://pastebin.com/eGexmkaH

    player.log  [light path] http://pastebin.com/E0npg7Us

  8. The thing is it change just after wrapping outside Mun orbit, so 4h ahead (as you can see on the screen-shoots), out of a 30d orbit.

    if It was around T+15d, when I'm at Ap, why not, even if it'll still be annoying, but in this case, it's just like KSP can't get right the second orbit crossing even without any other SOI than the kerbin one.

     

    To be honest, this will be my first mission outside kerbin orbit after ~300h gaming (I've made some kerbol orbit, but just outside kerbin SOI, to be able to get back my space ship). I'm playing on career mode, so I try to be careful.

    This seem the best way to me for a low kerbol orbit, where I need to rescue a kerbal for a contract. My space ship got around 5km of DV from LKO (if I'm right in my calculus: a LV-N over an orange tank+ a mk1 pod) . I don't find any tip/tuto on how to go near kerbol efficiently. A basic LKO > kerbin escape > Hohmann transfer > low kerbol; and way back seem a bit inefficient for me, that's why I was going for a gravity assist on kerbin.

  9. Hi,
    I'm facing a strange thing :

    I try to make a low kerbol injection (around 2'400'000km), so I need to put a high DV (~3km/s) straight from LKO. As I use a LV-N, I was trying to make it in two shot, a first burn to raise Apogee around minus and make the final burn back at Perigee with the gravity assist on Kerbin.

    I planned everything, with a manoeuvre node at Pe, but I can't get back at it, because when I cross the mun orbit first (from Pe to Ap, with or without wrapping), it change my path and lead me in the mun SOI, messing up with with my node.

    mini_150056Capturedcran20160924030629.pn

    mini_250083Capturedcran20160924030706.pn

    Why the mun encounter is not show from the start ? do I have to guess if my path will randomly change and make encounter ? or is this a bug ?

    persistent.sfs

  10. // EDIT //

    Ok, I found a not corrupted persistent.sfs file with the dropbox rollback.

    Here is a diff of the bad and good save : http://www.mergely.com/GDEF0aE8/  (careful, 5Mo webpage, 2x 90k lines, with heavy JS on it, may crash your browser)

    The two save :

    Good https://www.dropbox.com/s/122w3pumnca8wrh/persistent - good.sfs?dl=0

    Bad https://www.dropbox.com/s/pmo2v8er1nu5g6l/persistent - bad.sfs?dl=0

    I'm wondering if it's not EVA related ? because I can see my kerbal outside on the tracking station, but the save seem to put him in the cupola (cupola :89963 / kerbal inside :89995)

    Could the save had only time to a partial write, allowing this inside / outside paradox ?

    ________________________

    Hi,

    I'm facing a strange bug : When opening the tracking station in career mode (but not in sandbox), I can't use the Fly / Abort / recover buttons, they are disable.

    This mean I can't take control of any of my space crafts :-/

    I'm running the vanilla last x64 version of steam/KSP (1.1.3) on Windows 7 x64.

    864512kspbugfly.jpg

    Do you have any idea of why it happened ?

    How can I roll back to a stable version ? (my save folder is in dropbox, so I can roll back files)

    Thanks,

    Blag

  11. I don't known if this is a the right topic, but for me it kind a bug.

    Why the parachute is automatically put in the stage of the last decoupler, and not in it's own stage ?

    I wean, why, for the god sake, you will trigger your parachute at the same time you put your heat shield in front line ?

    It's the 3rd kerbal (7 without the revert) I kill in career mode in their atmospheric re-entry because of this behavior, and when you have trigger the decoupler, it's too late.

    Could you patch this and put parachute in their own stage be default please ? y_y

    Thanks, Blag

  12. Hello,

    I thing I've found something strange :

    At least two of my spacecraft just blow up without any reason in career mode, not cool... :-/

    I'm on the last, vanilla, steam version {Version 1.0.4 - build id = 00861 - 2015.06.23 at 17:19:17 CEST}, on Windows 7 sp 1 (6.1.7601) 64bit UpToDate

    The last spacecraft, and the one in true stable state before the boom, is my orbital science station around kerbin.

    - it was in orbit around Ap1'250 - Pe1'150 km, for something like T+1:00:00,

    - was just a lab with some stuff (nothing crazy at all)

    - was on SAS, but not on RCS (use reaction wheel)

    - I switched to FLIGHT from TRACKSTATION

    - and I don't even have the time to see her one last time that she was falling to pieces :'-(

    The full spacecraft from plan :

    mini_823639screenshot2.png

    The "after" :

    mini_220722screenshot1.png

    [WRN 00:36:28.199] [HighLogic]: =========================== Scene Change : From TRACKSTATION to FLIGHT (Async) =====================

    [WRN 00:36:30.095] ApplicationLauncher already exist, destroying this instance

    [LOG 00:36:30.099] AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP'

    [LOG 00:36:30.126] ------------------- initializing flight mode... ------------------

    [LOG 00:36:30.285] Target vessel index: 31 vessel count: 32

    [LOG 00:36:30.287] [FLIGHT GLOBALS]: Switching To Vessel orbital sience ----------------------

    [LOG 00:36:30.288] setting new dominant body: Kerbin

    FlightGlobals.mainBody: Kerbin

    [WRN 00:36:30.320] HighlightingSystem : Multiple Highlighter components on a single GameObject is not allowed! Highlighter has been disabled on a GameObject with name 'model'.

    [LOG 00:36:30.327] Loading: mysteryGoo@KerbinSrfLandedLaunchPad

    [LOG 00:36:30.328] Loading: mobileMaterialsLab@KerbinSrfLandedLaunchPad

    [LOG 00:36:30.329] Loading: barometerScan@KerbinSrfLandedLaunchPad

    [LOG 00:36:30.329] Loading: temperatureScan@KerbinSrfLandedLaunchPad

    [LOG 00:36:30.330] Loading: mysteryGoo@KerbinFlyingLow

    [LOG 00:36:30.331] Loading: barometerScan@KerbinFlyingLow

    [LOG 00:36:30.331] Loading: temperatureScan@KerbinFlyingLowShores

    [LOG 00:36:30.332] Loading: mobileMaterialsLab@KerbinFlyingLow

    [LOG 00:36:30.332] Loading: mobileMaterialsLab@KerbinFlyingHigh

    [LOG 00:36:30.333] Loading: barometerScan@KerbinFlyingHigh

    [LOG 00:36:30.334] Loading: temperatureScan@KerbinFlyingHigh

    [LOG 00:36:30.334] Loading: mysteryGoo@KerbinFlyingHigh

    [LOG 00:36:30.335] Loading: barometerScan@KerbinInSpaceLow

    [LOG 00:36:30.336] Loading: mobileMaterialsLab@KerbinInSpaceLow

    [LOG 00:36:30.336] Loading: temperatureScan@KerbinInSpaceLow

    [LOG 00:36:30.337] Loading: mysteryGoo@KerbinInSpaceLow

    [LOG 00:36:30.337] Loading: barometerScan@KerbinInSpaceHigh

    [LOG 00:36:30.338] Loading: mobileMaterialsLab@KerbinInSpaceHigh

    [LOG 00:36:30.339] Loading: temperatureScan@KerbinInSpaceHigh

    [LOG 00:36:30.339] Loading: mysteryGoo@KerbinInSpaceHigh

    [LOG 00:36:30.340] Loading: evaReport@KerbinInSpaceHigh

    [LOG 00:36:30.348] [RESOURCES] - Error in - BaseConverter_SetupModule - Object reference not set to an instance of an object

    [LOG 00:36:30.561] Camera Mode: AUTO

    [LOG 00:36:30.565] stage manager resuming...

    [LOG 00:36:32.274] all systems started

    [LOG 00:36:32.297] [RESOURCES] - Error in - BaseConverter_SetupModule - Object reference not set to an instance of an object

    [LOG 00:36:32.458] [scenarioDestructibles]: Loading... 0 objects registered

    [LOG 00:36:32.460] [scenarioUpgradeableFacilities]: Loading... 0 objects registered

    [LOG 00:36:32.461] Loading Depletion Nodes

    [LOG 00:36:32.461] DepNodeCount: 0

    [LOG 00:36:32.462] Loading Biome Nodes

    [LOG 00:36:32.462] BiomeNodeCount: 0

    [LOG 00:36:32.463] Loading Planet Nodes

    [LOG 00:36:32.463] PlanetNodeCount: 0

    [LOG 00:36:32.472] DragCubeSystem: Rendering procedural drag for mediumDishAntenna

    [LOG 00:36:32.596] [PlanetariumCamera]: Focus: orbital sience

    [LOG 00:36:32.795] Flight State Captured

    [LOG 00:36:32.802] Saving Achievements Tree...

    [LOG 00:36:32.803] Saving Achievements Tree...

    [LOG 00:36:32.803] Saving Achievements Tree...

    [LOG 00:36:32.804] Saving Achievements Tree...

    [LOG 00:36:32.805] Saving Achievements Tree...

    [LOG 00:36:32.904] Game State Saved as persistent

    [LOG 00:36:33.346] Unpacking orbital sience

    [LOG 00:36:35.395] [00:55:38]: Structural failure on linkage between SP-W 3x2 Photovoltaic Panels and Mobile Processing Lab MPL-LG-2.

    [LOG 00:36:35.427] [00:55:38]: Structural failure on linkage between Heat Shield (2.5m) and Mobile Processing Lab MPL-LG-2.

    [LOG 00:36:35.434] [00:55:38]: Structural failure on linkage between SP-W 3x2 Photovoltaic Panels and Mobile Processing Lab MPL-LG-2.

    [LOG 00:36:35.452] [00:55:38]: Structural failure on linkage between Service Bay (2.5m) and Mobile Processing Lab MPL-LG-2.

    [LOG 00:36:46.806] Game Paused!

    [LOG 00:36:56.737] Game Unpaused!

    [WRN 00:36:56.738] Can not play a disabled audio source

    [LOG 00:37:01.713] [Orbit Targeter]: Target is null

    [LOG 00:37:35.199] [00:56:28]: Structural failure on linkage between Probodobodyne OKTO and Service Bay (2.5m).

    [LOG 00:37:35.206] [00:56:28]: Structural failure on linkage between Comms DTS-M1 and Service Bay (2.5m).

    [LOG 00:37:35.212] [00:56:28]: Structural failure on linkage between Rockomax Brand Adapter and Service Bay (2.5m).

    [LOG 00:37:35.217] [00:56:28]: Structural failure on linkage between Advanced Inline Stabilizer and Service Bay (2.5m).

    [LOG 00:37:35.223] [00:56:28]: Structural failure on linkage between Mystery Gooâ„¢ Containment Unit and Service Bay (2.5m).

    [LOG 00:37:43.726] [Orbit Targeter]: Target is HeatShield2

    [LOG 00:38:40.380] Game Paused!

    [LOG 00:38:41.527] Game Unpaused!

    [WRN 00:38:41.528] Can not play a disabled audio source

    [LOG 00:38:44.364] [Orbit Targeter]: Target is null

    [LOG 00:38:48.655] Flight State Captured

    [LOG 00:38:48.662] Saving Achievements Tree...

    [LOG 00:38:48.663] Saving Achievements Tree...

    [LOG 00:38:48.663] Saving Achievements Tree...

    [LOG 00:38:48.664] Saving Achievements Tree...

    [LOG 00:38:48.665] Saving Achievements Tree...

    [LOG 00:38:48.767] Game State Saved to saves/blag/persistent

    See here for all the files : https://goo.gl/d67cTr (Dpbx)

    I hope to find why...

    Regards, Blag

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