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przybysz86

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Everything posted by przybysz86

  1. I will have to check but I think I was able to re-ignite recovered engine but I must say it never came to me to check this explicitly
  2. I've used editor to refuel it, place it back ok clamps, etc. Staging is just fine after editor too. All is fine. Rocket/plane/whatever is perfectly functional. Only problem is that engines do not stage but have to be re-activated manually to work. I use RO/RSS/RP0 on 1.2.2 and I've downloaded last KCT not marked as for 1.3 if that makes the difference.
  3. Hello guys - question: How to make engine after "active vessel recovery" to stage again? I can activate engine manually or add it to action group but it won't ignite on stage. I do not think it's problem with particular engine as it happened to every single one I was able to recover. Chutes, etc are being recovered and re-set just fine. Am I missing anything or is this a bug? I've seen tutorial on wiki and module templates seem to have engine template and all
  4. Installed it via ckan so I assumed it will work with 1.2 - thanks for answer Will release from May 13 (last before 1.3 on git) work?
  5. Hello @Blackline I really like mod but I've encountered issue. I've finally ported from venerable 1.1.3 to 1.2.2.1 with RO/RSS/RP-0 and ton of other mods and I do not see parts in game. I have only some strange ones. All I see are kind of positon lights known from stock batteries and that's it. It looks like this: I also found this in log: it seem to be the same for all other parts as well. Any reason? List of mods I run (long one) I can provide output log if that helps.
  6. Hi guys, I have problem with this mod or rather it's older version but I can't find formu thread for it. I've reinstalled my KSP 1.1.3 with all the mods I had and Editor Extensions is not working (I can't get n-symetry,etc I used to have). I've noticed that this version might not work with 1.1.3 so I've downloaded EEX 3.2.14 from spacedock but still no joy. Am I missing something? I had no time to read all 28 pages of this thread sadly so forgive me if it's there but I don't know it. EDIT: I've found solution - on EEX github there is 1.1.3 branch and it worked
  7. I think you can remove the problematic file (delete it or move to another folder outside KSP ) and it should go. Basically CKAN do not "add or replace" for all required files but just "add" and if it sees file already exists it exits with error - at least that's my understanding.
  8. not a bad idea but we have various satellite cores so why not use those as part requirement? some are rather large and I never used them (unless I was up for realistic mission) because it was always possible to achieve the same with much lighter craft. another option is to add requirement for RCS and at least n-units of RCS fuel left (measured in fuel unit of dV left) to simulate that contractor want a satellite with option to change orbit in future.
  9. Historical Mission is fully compatible with RP-0 as far as I've checked and if you aim toward fully realistic recreation it's definitely mod for you. Not sure if adding it would corrupt your save but seem like you are not far into it so it would be better to just start anew - there are some V2/R1 contracts in historical mission for just those early phase too. As for playing historically accurate vs manned V2 - there were plans for such vessels so it's more of a "what if" scenario and if you want your 1st suborbital flight to be proper around the earth one then just cut engine when your apoapsis hit 139km so that you just end up passing Karman Line - I did it that way in my current career. BTW that is one of the reasons why I play it on hard (lower science reward) but use 100% fund reward - I like to play more mission rather than be forced to do 3-4 contracts at the same time. For example I try to get lunar flyby in separate contract to lunar impact despite the fact that impactor will fulfil flyby too and I use the same design in both missions.
  10. Lunar Flyby/impactor can be done with RD103M, 1st AJ10 and baby sergeants using levl 1 launch pad and level 2 tracking station and mission control. If you do them you should have plenty of tech and funds to get better rockets capable of shooting probes to Mars. In fact in my game (difficulty on hard but with 100% fund reward) I had enough science to get me most of those tech nodes after first satellite contract. You can get some early plane contract using rockets. You can go into suborbital and get safe reentry using X1 cockpit and A4 + some lead to prevent over-G. Or A4 initial + XLR11 sustainer as it has option to deep throttle - with option to reignite it can be used to slow down reentry. All it require is investing 1 science to unlock 1st plane node. I've done lot of plane contracts using simple rocket plane (or rather winged rocket with Vanguard engine which is nice as it can control roll with verniers. And if you are bad at landing (frankly KSP is lacking a lot in this area) it's just matter of fitting 2 parachutes (one on each end on top of fuselage). Fly low over spot where you want to land and just open them. You can just skip contracts that require you to maintain certain speed and/or altitude for certain time. Everything else is achievable with rockets and even A4 have enough thrust and burn time to get manned capsule into space which I guess is historically correct as it was able to do so with 1t of a warhead/lead ballast: http://www.astronautix.com/m/mannedv-2.html
  11. Historical Missions are great - give you purpose but what I find boring in the long run is that it give contracts for failed missions too . It's fine at first but then making a rocket just to fail mission is little boring in long run. Especially if failure is not say impact instead orbit but it's about suborbital and crash back to Earth instead something interplanetary. It's not a huge problem but more inconvenience for someone with contract OCD like me who want to make them all
  12. I agree - sounding rockets are not the way to progress career. you will get stuck due to lack of RP sooner or later. I used medium and high contracts combined with science from space to cut on my losses when testing new engines, etc. At early stages of your career (up to lunar imapctor/flyby) you can actually test rockets and earn money that way but later on those contracts usually just make you break even or with minimal loss instead of loosing money each time. Just keep 1-2 proven rocket built and ready to roll out just in case your tested design fails every single time and you are getting close to contract deadline.
  13. Yup - I use similar design to grind science for early orbital but question was about rockets capable of "high sounding rockets" contract that you can do while waiting for new tech so that you earn SL rather than skip time. Aerobee-bumper as far as I can tell will give you only low "high" contracts (2000ish km) at best (if you use smart A.S.S. to compensate for lack to lead ballast in the nose) but high contracts are up to 5000km if memory serves and it just won't get there. Thanks fore the tip - I will have to check it. I neve use rockets just to fulfil sounding rockets contract but it would be nice to have a cheap backup just in case contract is about to expire and rocket I tested just experienced total failure of 1st stage 10s after lift-off
  14. I meant baby-sergants that comes with stock RO/RP-0 -as used here: https://github.com/KSP-RO/RP-0/wiki/Tutorial%3A-Reaching-Orbit I just used them to built my own clusters similar to one built by NathanKell here - check part 2: but instead of AJ10+RD103 I used Vanguard + Aerobees. I believe all parts except Vanguard engines are stock to RO/RP-0. Possibly baby-sergeants clusters from juno are more expensive. I also find them "cheaty" as they either fail all or non whil hand made clusters can fail partially and add spin - add more flavour if you ask me
  15. That's why knowing 1.2 is inbound I made a copy of my 1.1.3 before steam decided to update it for me. EDIT: @chrisl The cheapest 5000km class sounding rocket that use only early technology I can make cost me just below $1150 which means that medium sounding rocket contract will pay you for your launch (and when I checked actually make $650 profit) and high contract would be all profit: I'm sure some "rocket design magicians" here can do much better. That one was just a quick design to make sure I've not lied to you because say prices changed since I've last checked. Of course the main idea of sounding rocket contracts is to use them to test launch system but if you want to make them just for profit and only have basic nodes then feel free to build something like mine design.
  16. NathanKell showed something like that in his tutorial (youtube->"RP0 tutorial") and you can get high sounding for less than $1500. 3 sergeants + 11-12 sergeants + AJ10 + RD103 with some spin/ullage solids added and it gets me easily to 7500-7700km (most of the time due to failures) even with some offset to make sure stages drops into Atlantic (I basically end up climbing at about 60deg when spin stabilises it fully) . If you have RN-US probes (or something like that) - you can use explorer probe - it's light and aerodynamic. Just recreate Explorer-Juno. I've been able to put it on 160/8000km orbit and whole rocket (including avionics) cost below $1200. If you can strip avionics and spin stabilise it you should get 8000km+ with rocket that cost around $1000
  17. construction ports work as normal docking ports (no option to weld) and crane is not recognized by infernal robotics at all - it's there physically but I cannot control it in any way. I'd love to see 1.1.3 version too - with all the mods I have it would take time to port my game to 1.2
  18. is the 1.0.5 RVE working on 1.1.3? I can see SVE in ckan for 1.1.3 but nothing (neither ckan nor google) for RVE all I can find: Maybe google in my country do not show it - trust me I've tried
  19. @NathanKell what RSS visual enhancement (clouds, city lights, etc) you use with 1.1.3? All I can find for RSS are some obsolete modes and I do not want to experiment blindly.
  20. you can lock battery on last stage but keep in mind that each stage uses it's own electric charge so just add some battery to last stage. BTW - check this:
  21. another, harder, option is to fine tune before the kick motor engages. For example if you use 2nd stage RCS ullage motors just take some spare fuel for them and us them to fine-tune. I find this method much harder as I need to be very precise in engaging kick motor (no rotation, precise timing, etc) but if you manage to do it you can do without controllable probe core. I recommend spinning solid stage before decoupling Oh an use decoupler that have force set to 0 + separation motors on previous stage to pull it away* to decouple solid stage or it will add dV and screw your calculations This method obviously require some simulation to calculate dV you need form kick motor to circularize after fine tuning. *sep. motors not required as you do have kick motor and if it have high thrust to mass it will extend away fast enough to not make previous stage explode.
  22. for me it looks like you should use different "priorities". Just before launching probe switch to "control from here" on probe core. Then launch probe - carrier should vanish. Once probe is in the orbit switch back to carrier plane and land it. Once landed, switch back to probe - voila.
  23. https://app.box.com/s/evfytyc27l0yqa3c9lddbmvp4pffh2id + some betas like FASA not installed via CKAN
  24. I confirm - helped a lot in case of my instal. I've played some yesterday and "hiccup" now appears once ever 20-30s rather than every 5s. GJ and Thank you!
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