Jump to content

swjr-swis

Members
  • Posts

    2,991
  • Joined

  • Last visited

Everything posted by swjr-swis

  1. Apparently, the engine plate is not being recognized as part of the DLC, and considered part of a mod called 'squadexpansion'. I notice there are another 5 parts where it does the same thing. Not sure how or why this happened, but this might need to be manually adapted in the KX part database. Thank you for pointing this out.
  2. Welcome to the forum! On the top right of the screen, one of the icons looks like a gas can. Click it. It will open the resource panel of your craft. In that panel, click the white square to the left of the resource you are interested in transferring (in the case of the Baguette, since it carries LF and Ox, click both of those). It will open ALL tanks on your craft that can hold that resource, as if you had right-clicked them all at once. Pin all the Baguette windows by clicking the black pin icon on each tank window. Pin one of the tanks you want to transfer fuel from. Now click the white squares again in the resource panel. All windows that were not pinned will go away. On the one non-Baguette tank window, click the 'Out' buttons for LF and Ox. ALL the Baguettes will start filling at the same time. If they are not full when that tank is empty, unpin it, right click another full tank, and pin it. Repeat steps 6 and 7 until all Baguettes are full.
  3. I was doing other things, even if with half an eye. I may be dumb, but not crazy. I'm not sure a macro would've done the job though; it wasn't a consistent rol, otherwise even a bit of trim could've solved it. I do that regularly, mostly to fly VTOL type craft. I suspect if I'd tried that in this case, the plane wouldn't have kept its heading, it would've just translated the self-corrected roll into yaw. Still, either one of those suggestions might've at least made it less of an ordeal, but by that time I was already well underway and I wanted to have it done and over with, not start all over again. I can be a bit stubborn at times, if you hadn't noticed.
  4. AB level 1 AB level 2 We have a pretty good lead on who it is though...
  5. Aero was noticeably easier in 1.2.x, but in my experience it's only become easier after 1.3.1, if only marginally so. I interpreted your previous words to refer to all rockets, not just single-stage. Still, it's possible to improve on the 1.2.2 numbers, if only because that challenge required a 100 km orbit, and now we can suffice with 70 km. I was curious how my old D1b/D2 lifters would perform in 1.12. So here's an entry for the purist category, a single stage, recoverable rocket. 106.3 t of payload to a 74 km orbit, from a total launch mass of 483.19 t (not counting the 7 x 0.1 t of the launch clamps), results in a clean 22.0 % mass fraction. In the recorded attempt, I landed it all parts intact in the western desert for a 67.6% recovery value. Note that it was initially tested with a Kerbal in the payload seat, hence slightly different numbers in my craft description, but the resulting mass fraction without the pilot still rounds to the same score. Craft file: https://kerbalx.com/swjr-swis/SWiS-PMFC-SS-FRR1 Full album: https://imgur.com/a/5VLKBQw
  6. Yes, DLC parts. I dabbled with it all night, and finally just gave up when I was getting no closer to something remotely resembling what the editor 'promised' the parts should do. Maybe after that hinted official bug-fix release (holding breath) I'll feel like trying again.
  7. All that to grab a fresh bucket of ice cubes for the party back home. I'm impressed.
  8. I once babysat a 1.10 instance of the game for 7.5 hrs, because the long-range aircraft I had created for a circumnavigation challenge kept rolling to one side and needed to be manually kept on track by tapping 'e' every 2-3 seconds. Pure stock game, no mods to autopilot for me, physics warp made it even worse and required constant tapping that I could not keep up with, and after a lot of tweaking and searching I couldn't find the source of the phantom roll. Worked perfectly stable in 1.3.1, but the challenge required 1.10, so if I wanted an official entry to the challenge, this was the only way. 7.5 hrs... tap tap tap. It worked - held the top entry for most laps around Kerbin for a while. But not ever doing that again.
  9. I had been entirely prepared to just forget about what I did last summer night, but noooooo, you had to go and remind me. Fine, now y'all suffer: This was supposed to be the SWiS Airport Tower and Terminal A, complete with controlled hinged and telescoping jet bridges (stock robotics), individually controlled to allow coupling onto different sized aircraft for passenger, cargo, and fuel transfer. Unfortunately, after all the work to get the multitude of actuators individually assigned and set up to their respective controllers and bound to action groups, it turns out that once launched, none of it works as advertised in the SPH. Like, at all. The PBBs don't hinge or telescope, they just painfully tilt sideways as if they're trying to claw onto each other; and the entire structure keeps rhythmically shaking as if a gigantic dinosaur was walking past. Oh well. It looks pretty in the SPH. Somehow fittingly alien for a Kerbal structure.
  10. Do you really want to keep track? Ten years along, and we still haven't caught that durned KSP luncher. Leave my snacks alone!
  11. Have you been seeing more of these spontaneous formations recently? When was the last time you had some mashed potatoes...?
  12. Have you right-clicked the SENTINEL part of the sats once they are in the intended orbit, and told them to 'Start Object Tracking'? They won't do this automatically, you have to actually tell them to. Each one.
  13. In excess of 25% payload fraction has been done in past versions of this challenge, and since then some tanks have been improved, more efficient rocket engines have been added, and decouplers have become lighter. I'd be very disappointed if we don't beat past records this time around. Good starting entry though, and welcome to the forums!
  14. Honestly, in this particular challenge node occlusion tricks kinda push the grey area, since the rules very specifically and repeatedly ask not to do things that exploit the physics. It even explicitly identifies 'putting nose cones on the back of engines' as a banned item, which technically isn't any different from 'putting nose cones on the front of a stack and then offsetting it back into a fairing' - since the intended and achieved effect of both is to reduce the total drag of the 'capped' part. You have a good thing going and I want to see it make a valid entry that'll up the bar for everyone. The 'sudden death' air brake idea is a good one (extra tip: depleted heatshields in the service bay, for extra effect) and you definitely need to implement it. And I do see the benefits of the extreme drag reduction. Just keep in mind the spirit of the challenge, that's all. All just my own opinion, and I'm not the challenge owner.
  15. A 1.25m service bay, while adding one more part, would net you the same result without needing to 'shed' anything.
  16. To be honest, it was a lil bothered. You'll notice if you look closely that the fore deck isn't entirely flat anymore once it's racing towards the KSC. On examination later, apparently it hit its toe front rudder on the way up the beach, and the part poofing triggered a restrutting of all the parts, with a slight misalignment as a result. Considering its a 2.5 kt 520-part full-sized carrier, and it was really not meant to be racing around like an amphibious dune-buggy, I still think consider its structural integrity pretty decent. I have a slightly improved version in the works that prevents the toe rudder-bashing, which I still need to upload.
  17. Nice, but we both know you can do better than that. No holding back now! Based off an older entry of mine for a different efficiency challenge, and using no drag-reduction trickery at all, I can get a 1.885 t plane around the planet. If this can be done with fairly 'standard' build methods, surely with some additional drag-negating techniques we can get even lighter.
  18. Just to be clear: you are fully out of time warp when trying to control the probe? I am asking because in this screenshot, you are still in time warp. The second thing that immediately comes to mind is: did you check whether the probe is set to hybernate automatically through time warp (this is default)? And if so, whether it successfully came out of hybernation again after the time warp? Lastly: how long has your play session been so far? Especially relevant if you're playing on 1.10 or later. I find that beyond at most an hour or two, especially if doing many scene changes or reloads, the game just starts to randomly malfunction in unpredictable ways. Just the other night, while iterating on a plane I was working on, it randomly decided that my plane had no functional brakes anymore, after about a bit over an hour's play. On a pure stock game. I had to close the game and restart to get my brakes back.
  19. I once encountered a single yellow sock in my laundry. I still don't know what to do.
  20. That training was created in an older version of KSP. The drag/aero physics have since then changed, but the training was never adapted to it. If you follow that particular training to the letter, your chute will either shred on the way down, or never open at all. The only way to survive the training as it is now, is to limit how high you will get (rightclick the chute and slide the 'Min Pressure' all the way to the left so it will deploy in thinner air, and stage the chute when you're still going up, as soon as the icon goes white again), *and* try to be as draggy as possible on the way down (hold pitch up or down and keep doing flips until the chute has fully deployed). It also helps to hold pitch up or down on the way up to force an arc instead of going straight up... that will also limit how high you go.
  21. That texture isn't from any of the stock suits.
  22. In the SPH/VAB, if there is no existing thumbnail yet for the part (and variant!) you select to place, a thumbnail is generated. So, to generate any missing part thumbnails, just go to the part and select it as if to place it on your craft.
  23. Thus the legend was born of Her who ascended into the Heavens on a cloud of snack dust...
  24. 'If at first you don't succeed, you might want to reconsider being an astronaut' - not applicable to KSP.
×
×
  • Create New...