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Darbin Giesorg

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  1. The idea of the rocket was to have the fuel rockets be reusable. Behind the fairing is a drone core with batteries and RCS. I didn't know how much I'd spend getting the station up there, so I ballparked it, gave it a little extra and planned on sending one stage back after emptying its contents into the other in LKO by detaching it and using RCS to re-enter the atmosphere. The rockets have a ton of parachutes on them. The Twin Boars provide better economy and power than a tank with Mainsail and I just land them at KSC for money. The big booster in the middle is just there because the Twins didn't have enough power at sea level and it's the only part that won't be reused. The station itself does not need a big engine. It's supposed to stay where it is and correct with RCS or via helper ship if necessary. So if the center bit had been a Twin Boar as well, I would have to fit it with parachutes and a drone core with RCS, too. Possible but since I had problems getting anything attached to the docking port in the first place (probably haven't found a proper autostrut configuration yet but I'll try strutting to various parts like you suggested), putting even more in between didn't feel good. I wanted the booster for extra punch and then to be discarded with the two carrier rockets transporting the Kerbal Space Station into orbit. Turns out, I'm almost using up all the fuel just getting that thing up there. Still, a little is left and it's going to be my future stop for ships to refuel. Currently building a leviathan of a fuel rocket so I can store large amounts of fuel on the station, or its current appended fuel tank, whether that's the second rocket or a new one with more capacity and less fins. Thanks for the pointers. Edit: If anyone ever uses two docking ports per rocket instead of one and the game doesn't give you the option to undock, I found that making a docking port the "main docking port" allows me to undock again, which is better than sifting through the savegame file and fixing the docking port bug manually. Related to the docking port suggestion, not to OT, but I didn't find anything about it.
  2. The secondary docking connection is a fantastic trick I will use from now on. Also thanks for finding the problem. If it's just a corrupted file, I will simply build the thing again from scratch. I was worried there was a fundamental problem with big ships with wonky connections going up but I am relieved. By the by, does anyone know how I can keep a lower-end docking port on the payload and still firmly attach a decoupler beneath it (see lower booster) without this becoming the rocket's weak point?
  3. Edit: The problem was apparently a corrupted craft file, although it'd still be interesting to know what makes it splode internally, change of air density, new biome, whatnot. My ship consistently explodes at ~2590m altitude, regardless of speed. I have tried flying up to 2580m and then inching forward with the thrust controls and it always and reliably explodes at a specific height. This has never happened with any other ship so far, so at first I thought I had pitched too hard, then I thought it needs more struts, then I thought I was too fast, but even at 5m/s, once the ship reaches that altitude, it immediately detonates. Here's my attempt at posting screenshots for visualization: Here's my blueprint, not sure if sharing works. https://www.dropbox.com/s/602dxqhhe7jxnrh/BugShipThatExplodes.7z?dl=0 How to reproduce the explosion: - Launch the ship. - Get above 2590m. - It should detonate there. I mean it shouldn't but that's what happens for me. As for the ship itself, it is not very well designed. It has structural weakpoints (attached booster under docking port) of which I'm unsure how to overcome them without compromising the look of the final craft. I used plenty of struts. This is my biggest ship so far. It is supposed to get a transit station in Low Kerbin Orbit with plenty of room for crew and temporary fuel tanks that can return on their own, return capsules and a rescue ship. It is not streamlined yet. This seems to be a bug. Maybe it relates to my settings somehow but I wouldn't know what exactly. Tell me what I can tell you, post, upload and I will, but I don't even know where to start. A workaround will be splitting the payload into different ships and I will certainly try that. But it seems like there is some physics issue where the game... transitions to a new layer and there is an internal collision or something. I have no idea and I shouldn't speculate.
  4. Aight, nice to know. Still, I'd like to run it via Steam as long as Steam isn't locking me out again. If only for the screenshot uploader and the notifications. Is it possible somehow to move the Debug Toolbar keybind to something else than Alt+F12?
  5. By default, Alt + F12 opens the Debug Toolbar on my Win-7 x64 Steam installation of KSP. It is unfortunately also my Steam Screenshot keybind. I cannot find this keybind in Settings/Controls. I assume there is a config file in which I can change the keybind manually but I don't know where to find it. Please help me change the keybind to something different, maybe Ctrl+Shift+F11, because I don't use the Debug Toolbar at all and would like to remove the current keybind.
  6. So, 1.0.5 still has this. Does anyone know if the devs are going to look into the problem? The thread makes it seem like Unity is crap for clickable GUI and there is nothing they could ever do to fix it. Which is darn annoying. It feels so wonky. Edit: Yeah, so reading dev publications helps. Upcoming 1.1 says: Which seems like a burst of hope. Until then, workaround time.
  7. Question: Doesn't the "Research Rights Sell-Out" strategy do half of what this plugin does already? Converting Science to Funds immediately. Or did I misunderstand the purpose? Apparently, there is no option for quickly buying Science but selling seems to exist.
  8. To be clear, the Kerbals do get recovered by Stage Recovery, they're safely back in the KSC (thank the maker). The mission contract doesn't require them to be safely home, though, it technically seems to require them to get recovered (via standard recovery), so putting the Kerbal in a vessel after he's been stage-recovered and recovering the vessel on the launchpad will finish that last goal. It seems to be a matter of contracts requiring "whatever happens when you press the recovery button" and Stage Recovery "not telling the game that this has happened". The contract keeps waiting for the Kerbal to be recovered. It's like SR teleports him past the front gate right onto the couch and the game needs you to bring him through the gate.
  9. Hi there. Stage Recovery has been my first mod and absolutely essential to my game. I have always put chutes on debris, especially after reading the "Kickback" description, hoping I'd get some money back. This mod added in a basic functionality I have always expected from the stock game. Thanks for that. As for recovering rescue targets / VIPs and them not counting towards mission completion, it does simply put them into KSC, so as a workaround, the player can launch a pod with the VIP inside and recover it. It would be elegant if Stage Recovery did this automatically but I'd say a "known bug" workaround for this should do the trick with minimum effort.
  10. I created two threads in dev support, both of which have been thoroughly answered by a multitude of devs and smart people. I just wanted to say thank you for maintaining the appearance of being a really damn good community. And this goes out to everybody who is contributing in a similar way, providing help and support in a proper way. And sal_vager's Good Conduct Guide is inspiring. Like damn. That's it. Thank you.
  11. Makes sense now and I'm using fuel ducts for everything since being told that. And yes, I'm sure I wouldn't have asked if the description had hinted at fuel flow only being allowed in one direction. This is similar to me assuming that struts wouldn't be usable with decouplers because it wasn't specifically mentioned they'd disappear on decoupling a stage. I assumed they'd just persist, so I had no idea how to deal with wobbly stages. Bi-/tri-couplers are weird anyway. Putting tri-/bi-couplers on both sides of a stack cluster doesn't seem to be intended as only one node is ever connected. Which is a damn shame. I had plans... Thanks, man. Great job on the stock bug fixes, by the way. Appreciated.
  12. Holy excrements, yes. Why isn't this in the main trunk? Thanks a bunch. "Retains action groups for symmetric parts when they are removed and replaced in the editor." Exaaaactly. Big kudos.
  13. Solved: Intended behaviour to prevent fuel flow between parallel stacks. Fuel ducts necessary (from tanks to coupler). Lack of description was the culprit. ----------------- KSP Version: Steam v1.0.5.1028 vanilla | Windows 7 x64 Description: TVR-1180C Mk1 Stack Tri-Coupler does not deliver fuel from big end (3 attachment points) to small end (1 attachment point). Reproduction: • In VAB, place Tri-Coupler. • Place rocket fuel tank below. • Flip liquid fuel engine upside-down, place above. • Engineers report fuel missing and unused. • Place fuel tank above, flip engine, place below. • Engineers report no problem. More Info: I don't know if this is intended or a bug. I wanted to hook an engine up with 3 fuel tanks but couldn't. The description says nothing about only delivering fuel in one direction, so I assumed it was a bug.
  14. Solved: By installing the stock bug fixes mod. Thanks, sal_vager. ----------------- KSP Version: Steam v1.0.5.1028 vanilla | Windows 7 x64 Description: When duplicating / mirroring an item on a ship in construction, action group settings for the main item do not get applied to the duplicate until confirmed again in action group settings. Reproduction: • Have upgraded SPH / VAB to allow action groups. Enter. • Place command pod (any, to allow control). • Stick antenna to pod (or light, gear, engine, anything that allows toggle with direct visual confirmation). • Set toggle via action group (using Gear, Light, Brakes, whatever, any group will do). A button press should now extend the antenna. • Pick up antenna, set radial or mirror mode, place as a pair of antennas (or 8, anything bigger than 1). • Launch vessel. • Press action button. Only one antenna will extend. • Revert to hangar. • Select action groups. Select item. Remove command from action group, then select command again. • Launch vessel. • Press action button. All antennas will extend. More Info: While it appears logical that a newly placed item will not automatically be added to action groups, pairs or sets of mirrored items usually get triggered together. If you click one antenna in SPH action groups mode, you select all of that set, so any command is applied to all of them and it is not apparent in VAB/SPH that the item is not actually being triggered. The problem for me was that I placed two engines on a plane meant for high flight which I would toggle on/off with the RCS button so the jet engines could maintain full throttle. When moving the engines around, mirror mode wasn't activated, so I accidentally only placed one engine, realized the mistake, activated mirror mode and placed both, of which only one was included in the action group despite both being linked. So I flew to the survey location, fired up the engines, pressed R when the ap was high enough and only one engine switched off which made my plane tumble around uncontrollably. This wasn't the first time this happened and I struggled at first to find out what caused the issue as mousing over the action group items highlighted both engines simultaneously and clicking either showed me that pressing RCS would toggle them both.
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