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jcthemc

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Everything posted by jcthemc

  1. Hey Matt, What is the ascent profile for the engadine? and when do you use which engine? Love your videos, they've been really helpful. Best, JC
  2. This might've been asked, but i can't find an answer for this in the documentation: Which of the MKS character classes are able to research science like a Scientist class character in a regular MPL-LG-2 lab?
  3. Can anyone advice how I fix this? As in.. have the attachment actually attached to the part? Or, maybe even better, how can i revert back to certain stock parts instead of Ven's version? Edit: I was able to delete the use of this part by deleting the appropriate lines from the .cfg files.
  4. Runway is fully upgraded, level 3. It's the runway that has both restrictions on size and weight. The last level of SPH upgrade is part count and action groups - so not size nor weight. I'm starting to think my save might just be screwed and somehow. I've rerooted the craft half a dozen times with all kinds of parts and somehow i'm still having the same problem.
  5. Engineers report is telling me that both length and mass are over the limit. But since my runway is fully upgraded, this shouldn't be an issue, right? Could KER be enforcing these limits?
  6. Hey everyone, Whenever i try to launch an SSTO from my SPH in it's correct orientation (the length of the plane on the deck), it will give me the error message: Craft is too large for Runway! I get the same error if i try to launch it directly from the runway through the main space center screen. My runway is fully upgraded. http://imgur.com/aT01n3e However, if i orientate the craft upward (and basically sit it on its engines) i AM able to launch it... if only it didn't fall over and explode. Can someone explain what's going on here and how i can fix it so i can launch my big SSTO's?
  7. KSP: 1.0.5 Windows x64 Problem: (mostly) B9 S2/S3 Spaceplane makes negative ground contact. Craft 1 can't take off at all - explodes as soon as you start accelerating. Craft 2 can take off, fly and land, but explodes when switched to from a save. Problem might stem from interaction with other mod. Mods installed: (it's an idiotic amount, i know) All of these are the latest version available through CKAN, except for DMagic Orbital Science Craft 1 Reproduction steps: Craft 1: Load it up in SPH, then go to launch. Entire craft starts angling, nose up as soon as the vessel is spawned. Once you accelerate, it explodes. Craft File: https://mega.nz/#!jEtTTbBA Output Log: https://mega.nz/#!mVlHECwD I've tried to isolate the part from which the problem stems by taking apart the vessel piece by piece, but i haven't been able to identify which one it is. Craft 2 Reproduction steps: Craft 1: Launch from runway as normal, fly to orbit. Save game. Load save, the whole thing explodes. For the production of the log i used hyper edit to put the vessel into an orbit, and then saved/loaded. Craft File: https://mega.nz/#!qNFwDYRI Output Log: https://mega.nz/#!nElRAY7D Because of my heavily modded install i'm not expecting much - i'd settle for some troubleshooting tips helping me identify/isolate the problem.
  8. I just reviewed the contract, and it does not explicitly state that you can't use the stock experiment for this. I fixed it by just editing my save - didn't even realise you can fulfil contracts through the F12 menu
  9. The contract states "return or transmit" - poor phrasing on my part there.
  10. Question about an Anomalous Signal contract. I need to return Mystery Goo data "from above near the anomalous signal" ... i've tried hovering 50 and 100m directly above the Anomaly (it's a monolith) and, doing the Mystery Goo observation and then transmitting the data, but for some reason it's just not registering. What should i be doing differently?
  11. Thanks for answering my question, but me being impatient as i am, i decided to give myself a crash course in save file editing, using this: http://forum.kerbalspaceprogram.com/index.php?/topic/73990-all-osjavawip-ksp-savefile-editor-v022-241114/ and i fixed it before reading this thread again. Thanks for the quick reply though!
  12. I just had to fix a vessel that was screwed up by the install of a new mod.. The overview this editor gave me was just what i needed to grasp what was going on. Thanks so much for creating this, i'm a total coding/scripting layman and this helped me tremendously!
  13. Installing this mod screwed up the tank config on a bunch of non-stock parts, switching them from liquidfuel only to fuel/oxy combinations. Is there any way i can fix this in the debug menu?
  14. How can i prevent my ship from exploding when i try moving a part from one surface to another? Edit: Must've been 64bit wigging out or something. Rebooted the game and everything went well.
  15. Yesterday i activated this overlay by accident, but i have no idea which mod it was. I have most popular mods installed so i'm thinking it might be Mechjeb, Kerbal Engineer Redux or Trajectories, but realistically, it could be anything. Anyone know which mod is able to show ejection angle as an overlay in the orbital map view and how i can pull this up?
  16. Little update: I've modded Val's design some more and now have a variation of it that transports Kerbals, 800 units of liquid fuel and a tiny amount of cargo to my Nerv-powered Spacebus that goes from/to my Mun and Minmus stations. Getting that going took some ascent/descent tweaking, so i'm good with SSTO fiddling for a while, until i've completed the next "phase" of my space program atleast. If i do feel like doing a little more, i'm going to dive into picking apart Slashy's designs and tweaking those for my purposes. SSTO testing and flights take up so much time, and i don't want that to be my focus when i have time to play the game. Most of my space program still consists of parts heavily inspired by Scott Manley's tutorials and his reusable space program series, but i'm ok with that for now. Even with that guidance everything still takes a long time. Once i have Mining ops running on Minmus and am able to haul fuel to LKO, i'm going to dedicate myself to taking my designs to the next level. By that time i should have unlocked some more tech to aid me in that pursuit. I'd love to get a SSTO going that can go to Mun, Minmus and maybe Duna and back. Thanks for all the help guys, it's very much appreciated.
  17. Is it in any way possible to switch the fuel tank from Liquid + Oxidizer to Liquid only, so i can make more use of the volume of the tank? Edit: i just answered my own question. I already had KSPI installed, and adding Starlion Industries - KSPI & IFS Compatibility Patches did the trick. Tanks are tiny but i need to fill up some space Ps. I frigging love this mod!
  18. Slashy, All of those are above my techlevel at the moment, haha... so i won't have use for most of them for a while. However i'd love to have a look at that tanker. Edit: Right now i'm having a problem with the MK2's cargobay.. i can't for the life of me figure out how to attach a probe to a radial decoupler. For some reason the probes get stuck in the cargobay, so the decoupler effective does nothing. EDIT: apparently this is an issue with resized parts. Welp, i don't even want to tell you how long it took to figure that out.
  19. Those look great Slashy, I'd be very interested in the craft files if you want to share them. I modified one of Val's designs - added a Turbojet from the B9 mod since i don't have access to the Whiplash yet - and managed to get a small probe into orbit AND fly the SSTO back to KSC. I had some help from Mechjeb for the final approach - lining up the runway can be a pain. The autoland feature in mechjeb does need some help though, and i'm sure i'll learn to complete do it manually in time. Having something functional to work with is great though, now i can start honing my flying skills without having to revert all the time AND do stuff in service of my space program. Figuring out reentry is an interesting puzzle though. Val, i'm wondering though, How do you calculate how much freight a design can carry?
  20. This has probably been answered before, but what Lithobrake Parachute can i use to safely recover an empty SpaceY S109 Heavy Lift SRB (Empty weight is 6 tons)? Or, instead of giving this man a fish, Necro, could you tell me how to calculate the amount of Lithobrake parachute i need for x amount of mass? Thanks in advance! Ps. Necro, When are your mods going to be available in CKAN again?
  21. That's good to know Edax, i never even consider that. Will have to work that into my design. Slashy, Val, i'll give all your designs a whirl on my next round of SSTO testing. Thanks for all the tips and suggestions. I spent way too many hours today working on this... i now have a design that almost works even if flown poorly, but i'm kinda burned out on SSTO's right now so i'm going to leave it for a few days. I've got a station to build (my first!) at Minmus, and i'm ready to send my "cruiser" and lander out to Duna. I'm also planning on sending a rover there, but i don't even have that designed yet. Executing all of that will keep me busy for a bit and when i'm done i'll come back to the SSTO. Thanks for all the help guys, i'm very new to KPS and i can't remember the last time i had this much fun with a game. It's difficulty can be very frustrating at times but i'm really enjoying how great the community is (at helping eachother out.)
  22. Well, i've tried this design, and i can't get anywhere near orbit using the ascent profile i posted before. How are you flying this thing? Thanks for the advise on the design changes, i'll incorporate them into mine. EDIT: Well, i got it into orbit, only to run out of fuel on the circularisation burn. Please tell me what your ascent profile for this thing is. Will try the other canards and intakes, see how that goes.
  23. Well, after reading RokRoland and Ketatrypts posts, i did some more tweaking and testing, and i've now arrived at this: Current ascent profile (using Mechjeb / Smart ASS) Takeoff at ~150 m/s. Climb to 9~10km at 30 degrees, then adjust to: Climb to 19~20km at 12~15 degrees, when acceleration stagnates, activate rockets (2x Reliant), then adjust to: Climb to 30~35km at 25 degrees... when i'm at this point i'll manage to get it to a 85km apoapsis, but i'm still struggling to find the optimal pitch to get that 1m30s time-to-apoapsis sweet spot. Circulisation burn is no problem. So i've made it to orbit, i've got some fuel/oxidizer left for adjustments, but it's not much. Next version i'll probably put on some extra flt-100 tanks. Now i'm struggling to get this thing reentered without it burning up, which i've miraculously managed once, only to crash into the water because i was fiddling around and set the power to the engines too low. Upon reentry my real issue is the fact that i can't keep it pitched up. I set my periapsis to about 40~45km, and the during the first part of reentry my pitch will be ok, only to slowly go down to nearly 0 degrees. I feel like i'm close to where i want the design to be, but it'll take some more fiddling. Any suggestions are welcome. In the meanwhile i'm going to try and replicate Slashy's design (thanks for posting, i love how different your approach is), get some kerbals up to LKO and continue with some contracts. i've done way too much SSTO testing the last few days.
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