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LTrotsky

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Everything posted by LTrotsky

  1. There are no fixes as yet. Once you deploy a seismic sensor on the Mun which then becomes low-powered or unpowered due to lack of sunlight, and then have an impactor on the Mun, you've broken your career save - as this will start generating hundreds of messages per minute. The only workaround I've seen is manually deleting entries in game files. But this doesn't fix the problem of generation.
  2. CKAN is looking at a FASA build which shows FASA max KSP version 0.90.99
  3. After two separate attempts to re-create the disappearance of the contracts, I was unsuccessful. It may have something to do with a particular sequence of actions and a particular scene change method, but . . . not sure. I did the best I could to do what I had done before which resulted in the disappearance, but didn't remember what that was precisely. At least the nav ball orientation was discovered. I was able to get both satellites into their respective orbits and fulfill both contracts, and will now use this for my main save in this career. From now on I will use ALT-F5 to back up the career frequently.
  4. Okay found 1 bug, not the one I'm looking for. Yet. After entering Minmus SOI with both vehicles in this test the contracts did not wipe (they are still there, and I think I know why). However, from the space center I switched to the detached probe (Probe 1), not the main vehicle which is still carrying the other probe, for the orbit capture maneuver node which comes up first for this vessel. I entered the node and began the burn at the appropriate time. The reported DV necessary, however, kept increasing rather than going down as it should. When I right clicked on the probe core and hit 'control from here' the navball orientation switched to the correct orientation for that probe, showing the maneuver node in a different place. Oriented to that node and continued the burn to capture. This probe, however, has no other probe core attached, so why was the orientation initially different? Below will be dropped a quicksave file just prior to the burn of the first probe, where the problem may appear. I think the reason the contracts did not wipe is because this time, unlike in the career play earlier, I switched to the detached probe and followed that into the Minmus SOI. In this test, I did not switch focus to the detached vessel until after both vessels had entered the SOI.
  5. build id = 00861 2015.06.23 at 17:19:17 CEST In the process of recreating this annoying problem, in which all active contracts are wiped out. I believe it happens with 'new probe, specific orbit' contracts when I attempt to fulfill two of these contracts in a single launch with a vehicle that carries two separate but identical satellites for deployment. http://imgur.com/a/LepYm Working on this now, posting an Imgur Album, should be finished soon. Any tips on getting a complete bug report logged apart from what is already in the instructions. All required files will be dropped to a fileshare. Bug 1 - Bugged Navball https://www./folder/a6wso98prnldc/ESA-B_(ModCust)_-_Copy_-_Contract_Wipe_Recreate Instructions 1. From the Space Center, hit esc and load the quicksave file which has (bug navball) in the name. 2. From the Space Center, go to SAT MATSAT Minmus 1 Probe (on escape trajectory from Minmus), which should be the last ship in the Tracking Station view. Click 'Fly'. 3. Observe Navball on this probe. Right click on the probe core, select 'control from here'. Notice how the navball changes orientation. It appears that the starting navball orientation is still linked to the main vehicle probe core, called the SAT - MATSAT Minmus 1 from which it detached prior to entering Minmus SOI.
  6. Thanks for the replies guys. My conclusion from what has been said here is that this is a bug, which is much more frequent depending on style of contract fultillment and ship design related to that. It seems that my style of attempting to fulfill as many contracts as possible with a single launch increases the probability of this error.
  7. I'm not very good at remembering to quicksave or save in general, unfortunately. I design functional craft with precise loads which are heavily tested before a real flight. Things still go wrong, but when they do redundancies make recovering from the error a fun challenge. These types of things, however, I can't fix. But you are right, I really need to save frequently for these types of things. I suspect in this case if I had saved just before the error, it would be repeatable. My lesson from this is something about the new probe requirement makes probe specific orbit contract attempts highly risky if you try a twofer. The code might not recognized the split craft as a 'new' probe, but something about that doesn't just not get recognized, it wipes the whole slate out.
  8. I make re-usable launchers all the time. You have to build the booster stage with a probe core (one protected by a cone or fairing), and sufficient batteries, and it has to be designed so that after it stages and you fly the main vehicle, it will still be above 25km after you've built the orbit with the main vehicle (because otherwise its likely to disappear). After you've built the orbit with the main vehicle, switch to the booster, which should still be gliding along somewhere above 25km from the surface. With your probe core attached, it's just like a vehicle now, re-enter and splashdown. I've cut my launch costs in half with this. I usually have 1 radial parachute per 2t empty weight, with some drogues for good measure.
  9. My problem is I have so much thrust in my SSTO attempts that the craft burns up with a less than 30d ascent. I removed two engines, and still can't get into orbit.
  10. It's actually more annoying than the bugged docking ports, since Claw's workaround worked. Around. There's no fix or even a discussion about the contracts disappearing problem, which has now happened twice in the same way so it's not some random glitch.
  11. 1. Loss of Control During Kerbin Ascent. Assuming you haven't built and aerodynamic disaster, this is almost always due to overthrust. The aero model now isn't very tolerant of vehicles moving fast through the atmosphere where the center of mass is closer to the top than the bottom of the vehicle. The more thrust you are applying to the vehicle, the worse it gets. If you have a craft applying 3g accel, and the thrust is at the bottom and the center of mass is at the top, you will flip in atmosphere. Most vehicles do not need more than 2g accel capability for 3 minutes to get into orbit. Anything beyond 2g is probably wasting fuel bigtime due to drag ('pushing wind'). 2. Overengineering. You can get to the Mun with much much less than you are building. Try something much simpler, and arrange your staging for specific functions. In most cases, you should have 2 stages to get into LKO, 1 for the heavy lift off the pad at between 1.5 and 1.8g, and a second stage (which I call the Orbit Build stage) which can provide around 2g accel until you build a 75k orbit. Remember the 10Kn to 1ton ratio: for every 1 ton of vehicle, you need 10Kn to provide 1g. If your vehicle has 40tons on the pad, you need 800Kn for 2g, etc. Your third stage should be a transit stage, and you may need an additional stage for return, depending on what you are doing. Getting to the Mun requires about 860 Dv, but remember that Orbit Capture requires around 300Dv, depending on your approach velocity. Escape and return to Kerbin requires no more than 300Dv. Use Korolev's Rocket Formula to calculate Dv in each stage. For this to be useful, you need to know how much Dv you need for each stage to complete it's function. Stage 1 - Heavy Lift (or Launch Boost) = 2000 to 2500 Dv. Stage 2 - Orbit Build = 2000 to 2500 Dv. Stage 3 - Transit and Orbit Capture = 1300 Dv Stage 4 - Kerbin Return = 300 Dv. Say you have a 4 stage rocket. In the VAB, note the mass in the Engineer's report (that number is now M1). Now empty all the tanks in the first stage, and check the new mass. That number is now M2. Find your Dv by : ln(M1/M2) * ISP * 9.81 = Dv for that stage.
  12. Twice in one career playthrough, I've had the entire batch of active contracts wiped out and disappear. I saw one other short thread on this which was of no help, and is now about 6 months old. Both times the active contract slate disappeared happened during missions to Minmus, in particular when a spacecraft is attempting to fulfill two contracts at the same time. In the most recent disappearance event, I was attempting to fill two 'position satellite' contracts with a single launch, by loading a vehicle with two new probes, and splitting them just before Minmus SOI, with maneuvers for each to get them close to the target orbits. On entering Minmus SOI, the AN/DN markers were in the wrong place (right on the craft in the map view), and the contract target orbits were still there, but no longer had AP/Pe/AN/DN markers. When I went back to the space center, the contracts were gone. Edit : I am also interested to know if anyone does these kind of missions, two probes in one vehicle for two separate contracts. Has anyone else had disappearing contracts problems similar? Just guessing, but I think it has something to do with the code that requires a 'new' probe to be constructed for the contract. The vehicle in this case had three probe cores, one for the main guidance and control of the delivery vehicle, and one for each of the probes that were to be deployed (kind of MIRV'd) once in Minmus SOI. This is a pretty annoying bug in career mode because your entire space program is kind of structured by the contracts since thats the only way to get money. Having to start all over again with contracts is very frustrating, very much a waste in terms of the career track and getting money for more missions. If you have seen this, please post it here.
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