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SteveD80

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Posts posted by SteveD80

  1. I can't transfer crew at my space station.  I get a message of "15 is unable to reach UPPER_CENTER."

    The path is:
    Mk1-2 -> Clamp-O-Tron x2 with hatches open -> Structural Fuselage x3 (Editor says they are passable) -> 
    K&K 4 Ended Modular Corridor (Kerbal Planetary Base Systems part, Editor says it's passable) ->
    Clamp-O-Tron x2 with hatches open -> Structural Fuselage x4 -> Clamp-O-Tron x2 with hatches open ->
    PPD-10 Hitchhiker Storage Container

    Spoiler

    List of mods in use:
    [x] Science! (xScience 4.17)
    AutoAsparagus (AutoAsparagus v2.2.1)
    BetterBurnTime (BetterBurnTime 1.4.2)
    CapCom - Mission Control On The Go (CapCom 2.2)
    Community NavBall Docking Alignment Indicator (CommunityNavballDockingIndicator 1.0.1a)
    Community Resource Pack (CommunityResourcePack 0.5.2.0)
    Community Tech Tree (CommunityTechTree 1:2.4)
    Connected Living Space (ConnectedLivingSpace 1.2.1.1)
    Contract Configurator (ContractConfigurator 1.11.5)
    Contract Pack: Bases and Stations (ContractConfigurator-KerbinSpaceStation 1:3.2.1.2)
    Contract Pack: Field Research (ContractConfigurator-FieldResearch 1.1.7)
    Contract Pack: Historic Missions (ContractConfigurator-HistoricMissions 2.1.0)
    Contract Pack: RemoteTech (ContractConfigurator-RemoteTech 2.0.2)
    Contract Pack: SCANSat (ContractConfigurator-ContractPack-SCANsat v0.6.0.1)
    Contract Pack: Tourism Plus (ContractConfigurator-Tourism 1.4.2)
    Contract Parser (ContractParser 3.0)
    Contracts Window + (ContractsWindowPlus 6.3)
    Crowd Sourced Science (CrowdSourcedScience v3.0.2)
    Docking Port Alignment Indicator (DockingPortAlignmentIndicator 6.4)
    Fuel Tanks Plus (FuelTanksPlus 1.9.3)
    GPOSpeedFuelPump (GPOSpeedFuelPump v1.8.1)
    Hangar Grid (HangarGrid 0.3.0)
    IndicatorLights (IndicatorLights 0.9)
    Interstellar Fuel Switch (InterstellarFuelSwitch 2.0.6)
    Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 2.0.6)
    Kalculator (Kalculator 0.2.1)
    Kerbal Alarm Clock (KerbalAlarmClock v3.6.2.1)
    Kerbal Attachment System (KAS 0.5.7)
    Kerbal Engineer Redux (KerbalEngineerRedux 1.1.1.0)
    Kerbal Inventory System (KIS 1.2.9)
    Kerbal Joint Reinforcement (KerbalJointReinforcement v3.1.7)
    Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.0.12)
    KSP AVC (KSP-AVC 1.1.6.1)
    MechJeb 2 (MechJeb2 2.5.7.0)
    Mk2 Stockalike Expansion (Mk2Expansion 1.7.08)
    Mk3 Stockalike Expansion (Mk3Expansion 1.11)
    Modular Fuel Tanks (ModularFuelTanks 5.7.4)
    Modular Rocket Systems (ModularRocketSystem 1.12.6)
    Module Manager (ModuleManager 2.6.24)
    NavHud (NavHud 1.3.0)
    notes (notes 0.13)
    ORIGAMI Foldable antennas for RemoteTech 2 (origameFoldableAssets 0.9.5.0)
    PlanetShine (PlanetShine 1:0.2.5)
    PlanetShine - Default configuration (PlanetShine-Config-Default 1:0.2.5)
    Precise Node (PreciseNode 1.2.3)
    Progress Parser (ProgressParser 4.0)
    RasterPropMonitor (RasterPropMonitor 1:v0.26.0)
    RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.26.0)
    RCS Build Aid (RCSBuildAid 0.7.7-14)
    RemoteTech (RemoteTech v1.7.0)
    SCANsat (SCANsat v16.1)
    SmartStage (SmartStage v2.9.4)
    TAC Life Support (TACLS) (TACLS v0.12.1)
    TAC Life Support (TACLS) - stock config (TACLS-Config-Stock v0.11.1)
    Toolbar (Toolbar 1.7.12)
    TriggerAu Flags (TriggerAu-Flags v2.7.4.0)
    Universal Storage (UniversalStorage 1.1.0.12)
    Unmanned Before Manned (UnmannedBeforeManned 1.0.8.3)
    Waypoint Manager (WaypointManager 2.5.1)
     

    Any suggestions?

  2. On 5/15/2016 at 4:07 AM, Streetwind said:

    Stock 1.25m docking ports, decouplers and separators should be perfectly able to do that...?

    I'm not sure what happened to your game, but some of the mods you had installed must really have broken it badly, from the description of things.

    I don't know what broke it.  I should have checked the log file for a clue.  But  I have recklessly added a mod that I didn't have then; Connected Living Spaces which makes it so that crew cannot pass between some parts, including all of the built in decouplers.  And part of my game breaking bug prevented docking ports from separating from each other.  So I'm hoping for a mod that includes a decoupler that will allow crew transfer.

  3. You need a reaction wheel on it and in all likelihood want sas. I do this on my utility skiffs by putting on the .625 wheel with the control gizmo on top. You can replace the control gizmo with an actual pilot, or you can replace both with a probe core.

    Also make sure to turn off your jet pack before boarding. That will greatly reduce the chances of getting thrown on exit.

    edit: "control gizmo"=http://wiki.kerbalspaceprogram.com/wiki/CH-J3_Fly-By-Wire_Avionics_Hub

     

     

  4. I just wasted four hours designing a rocket that was way too expensive.  Is there a mod that I can add an alarm to the editors that will flash the screen when the cost of a rocket exceeds a given amount or percentage of available funds?

  5. I did not save, but I made the fuel tank with modular fuel tanks.  I just filled a  Rockomax X200-32 Fuel Tank with xenon.

    And the rocket I ended up building was a waste of time to build.  I'm going to put in a request for a mod to alert me next time I build something so expensive.  But if you want that craft file you can have it.  It's got 12 k/s delta v at sea level + mach 1 but the bottom needs some work.  I wanted to send 6 Kerbals to low solar orbit for science and xp, but with the contracts I had it was far from worth the 3 Mil+ price.

  6. Just now, dewin said:

    KER bases dV calculations on the root part, so if your root part or staging are wrong you may get wrong results.

    Also, did you have enough electrical power to run the ion engine?  It's possible that's factored in to burn times.

    Plenty of power and staging was fine.  I had a nuke in place first and it did not come close to the delta/v I needed so I swapped the fuel with xenon and stuck on an ion.  I'm pretty sure that it just choked on the amount of time it would take to burn 179200 units of xenon.  As I stated I don't think anyone would want to fly the rocket.  My hand calcs indicate that it would take 4.26 days (real time) to burn all the fuel.

  7. Not sure if the developer(s) care, but I managed to design a rocket that exceeds some limit.  With a standard ion engine pushing 9857 tons with 29063 delta v, it gives me 0 seconds of burn.  

    I do not expect this issue to be addressed. I was just struggling to design a rocket with a lot of delta v and decided to see what it would look like with an ion.  I do not want to use a rocket with a twr of 0.01 and I doubt that anyone else would either.

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