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PT

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Everything posted by PT

  1. I had same/similar issue: Got pictures, craft files and I can even supply save later today if anyone is interested. Some old mod parts (Kerbonov cockpit in my case) have issue with drag/lift (and temperature transfer) in 1.1. Aeroaccelerating changes orbital shape, rapidly dropping PE while AP remains more or less stable, gravity causes acceleration, drag is weirdly low. And then you encounter Moho. Note: common parameter is aerobraking with initial PE higher than 50km.
  2. After some testing it appears core problem was indeed Kerbonov cockpit. Or rather its interaction with other parts (without mk-1 pod it behaved normally). It was shielded from both ends (heatshield->science stuff->Kerbonov->Mk-1 pod) but windshield was sticking out, somehow it created magical lift force about as strong as aerobraking. Above 50km it was stronger (aeroaccelerating, yay), below 40km it was a tiny bit weaker. In the end I deorbited with infinite fuel. During tests I scored several crashes both in flight and in VAB when playng wth that cabin. It appears 1.1 killed it
  3. All except Kerbonov (not updated for a year or so) were updated to 1.1 version. Weirdly enough craft seems to behave normal when Mk-1 pod gone poof. Maybe 1.1 finally killed poor old Kerbonov
  4. So I started up 1.1 with some mods, nothing special. SpaceY family, KER, MJ and old Kerbonov.. I made my usual LKO tourist craft (proven reliable during 1.x era), loaded some tourists and some science, went for 80x80 orbit. Everything went smoothly until I tried to return to Kerbin. Something was wrong. It should brake, but it didn't. Few explosions later I tried more gentle aerobraking at ~50km. After some time I checked AP... 300km... 400km... 500km... hmmmm. After aeroaccelerating was complete, orbit was intersecting Moho... Here's the craft file. Enjoy looking for new Kraken drive
  5. MJ ascent module seems borked in 1.0.5. Ascent trajectory is trash (barely any gravity turn) and it seems to ignore terminal velocity. Also it will go nuts with deltaV if you enable fuel crosfeed on decouplers. I guess you will need to fly it like a man until updates comes
  6. MK1 Cabin is just horrible for non-tourist usage. That's why I three-man use cabin/cockpit and/or one-man can from Kerbonov Pack (forum thread) instead of it. (crew compartments works just fine in 1.0.5, I do not think I ever tried engines/wings parts tho)
  7. Fine print strikes back! "Fresh ore mined at Eve :>"
  8. Optimization (less part lag!) and internal support for multiplayer, mods are still lacking in this area. Rest of list is easily "fixable" by mods
  9. Fire away. I could use a reason to use rovers in my space program.
  10. That was me. My shuttle(s) have: pilot cabin/drone, crew cabin, antena, solar panels, batteries, engine+fuel and of course docking port. For quite some time my station had no solar panels. It relied on solars on its modules. I KISed some after two stolen contracts. One of my KSS modules stole extension contract when it left for munar voyage. Module mission is Munar orbit station and Minmus outpost so it have all typical stuff for station. I guess next stop is back to LKO to finish contract. All my modules that stole contracts are labeled as "ship", station was renamed to "station" once in orbit. I have only my KSS as "station" in Kerbin orbit, there are two more stations, on Mun and Minus, both renamed to "station" after they got there. Next time I get such contract I'll document everything I can and put it in my thread.
  11. Yep, KSS was up there first, modules joined it later. Everything connected through standard docking ports directly to station core (til yesterday, when I added extension module)
  12. Will try with undocking prior to acceptance. I assumed that contracts would pin to vessels just like their names do, seemed pretty logical. But instead I got "Oh wait! We meant your shuttle!". Next time such contract pop ups I will investigate a bit more. Maybe "proper" undocking sequence would help, eg. control station core, undock, switch to shuttle instead of my usual shortcut of switching control to shuttle first. Or maybe it is set to certain part in save file and simply borks on fetching vessel name. Edit: damn, I'll be downloading all your mods after work ;p
  13. So I have put a space station around Kerbin, then I got contract to upgrade its capacity. Easy money. I picked up contract, then for unrelated reasons I undocked my shuttle and sent it for orbital voyage. And then I see contract attached to shuttle instead of core station, so I had to wait for it to return to dock with extended station... What steps should I take to ensure that contract will be attached to station core instead of one of its (multiple) modules? (Yea, multiple modules, now I need to wait for one of them to return from Minmus mission...)
  14. Hello. I have issue with KAS/KIS and Contracts. I had usual contract for space station, so I sent bare-bone version of it with engineer on board and various utilities in boxes. When in orbit I attached utilities (solar panels, antena, etc) via KIS. Devices worked as intended, but Contract failed to detect attached parts like it does when two vessels dock. I tried to dock other vessel to station, but it didn't help with contract. Re-welding parts did not help. I checked in save file and PART.launchID was set to "0", while other parts had "55". My fix was to undock station-shuttle, move attached parts to other vessel and edit their PART.launchID to value from other parts. After docking again contract was finally marked as complete. Is there way to do it without docking and editing file?
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