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Tyko

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Everything posted by Tyko

  1. Clearly NASA/ESA doesn't have to deal with high part-counts slowing down their framerates...
  2. SETIRebalance mod by @Yemo adds a pod version that's based on the Mystery Goo pod. It also makes them the same weight. I love this solution because I usually want to carry those two experiments in pairs anyway.
  3. Scott Manley did some fun speed run to the Mun and back in this Youtube video. He gets something like an hour
  4. @SpannerMonkey(smce) thanks for taking the time to look it over. I'm installing mods through CKAN and letting it install required dependencies. There are only a few exceptions like Stockalike Station Parts. You called out RCSBuildAidToolbar. If it's looking for Blizzy's toolbar that might throw an error because I'm not using Blizzy. For parts...hmmm..I had Ven's installed early on, but decided to remove that. I know that it changed the solarpanel models. That may well be what caused those. Everything that broke - the station and the 3 probes - were built before I removed Vens. I haven't had a failure since that first spat. I'll try deleting PartDatabase.cfg. Thanks for the advice!
  5. @magnemoe The bases look great! I'm trying to place some of the parts you're using. On the right hand tower, the angled crew module near that top that's 2.5 on top and 3.75 on the bottom. Also the 3.75m part directly below that. I don't recognize those windows. Thanks
  6. I was seeing this on Minmus. I was running well within my radiator capacity until sunrise. When the sun hit them, my radiators would all overload but would then slowly drop back down.
  7. I'm not saying it's likely...especially not with the first few when the world's attention is on them. Just like oil rig failures are highly unlikely and chemical plant explosions are rare. Just saying that that mistakes happen when things become commonplace and the scale of a mistake, if it did happen, could be significantly higher.
  8. It's cool and is a path to more accessible space travel, but companies have a history of screwing up big projects - think oil spills and fertilizer plant explosions - if they manage to screw up an asteroid re-positioning it could be a lot worse than oil in the Gulf, or a massive chemical fire that destroys a neighborhood.
  9. Thanks @Red Iron Crown ..good stuff. Since I only did three burns I just recomputed my course after the first 2 4-minute burns. I was still able to get within a few percentage points of my original calculated DV budget. I imagine I can get even closer with this. Do you just hit the "advance to next orbit" on the maneuver node after each pass?
  10. This is an essential mod for me...thanks Is there any way to identify tanks when ships are docked together? Can I rename the tanks or something?
  11. My orbits are jittery below 100km. I just use a 125km parking orbit for stations/motherships to avoid trying to dock with those jitters.
  12. Lots of ways to solve this. My biggest consideration was "How much do I want to lift into minmus orbit each time?" Simplest, but less efficient is a one-piece lander that lands, mines and launches back to orbit. Easy because there are no connections to make between parts on the surface and you don't have to be an expert at landing multiple craft near each other. Less efficient because you're repeatedly launching and landing all the weight of your drills, ISRU, etc. Middle ground (there are many of these) could include having one craft land and mine ore. Ore gets flown to Minmus orbit for ISRU processing - this is a bit better because you're not landing and launching the ISRU with its related power and heat management components. More complex, but more efficient is to "permanently" land your drill and ISRU and have separate tankers that land, collect the refined fuel and launch back to Minmus orbit. More complex because you have to master accurate landings and you have to work out a way to transfer the fuel I prefer use KAS connectors and pipes. They're easy to use and I can keep my parts disconnected when i'm not actively managing my rig - the Kraken tends to attack multipart bases when they are first loading physics. If I always disconnect my pipes before I scene change I can worry less about Kraken. The problem is that this requires a kerbal to do the connecting. Using docking ports is another option. It can be done without having a kerbal around, but takes more engineering to make sure your ports line up between the vehicles. More efficient because you're not launching and landing all those heavy drilling and refining parts each time. Here's what my solution looked like. At the top is my manned drilling rig with drills, ISRU and two .675m nuclear reactors. In the foreground are two slight variations on my fuel tankers. The fuel tanker on the right was the stripped down version as I worked to reduce weight I was lifting each time.
  13. I was having a heck of a time with a 20 minute burn for a transfer orbit from Kerbin to Jool. My maneuver plot told me it would be ~2400m/s DV, but the actual burns ended up being over 3500. After some experimenting I figured out that most of my 20 minute burn was happening too far from PE to be efficient and I was wasting a lot of DV at the ends of the burn. My solution was to do 2 shorter 4 minute burns on successive orbits and then do a final burn on the 3rd orbit. This method got my total DV very close to the 2400 I'd initially plotted. Have others tried this?
  14. I ran into another issue with overheating that seemed to be tied to sunlight. I had a stable system with enough radiator capacity. Unfortunately it would keep shutting down when I time accelerated more than a day or so. I ended up watching it through a full day on low time acceleration and it looked like I had a heat spike with each sunrise. Does that make sense? I'm guessing that sun would heat my radiators, but wasn't sure how the system did accounting when the load increased suddenly with sunlight. Would the system temporarily overload and then stabilize again like that?
  15. haha..it's funny, I've been drinking a lot more tea since I started playing KSP because I can make it between burns... Congrats!!! Hmm...A badge could be fun. I'd have to figure out how to make/post/manage it.
  16. Here's my challenge - take care of your body while KSP stimulates your brain! Here's how it works: Every time you realize you'll be waiting for more than 1 minute for something to happen, Instead of sitting there and staring at a progress bar, take a quick break and do something for the rest of your body. Drink a glass of water Stand up from you desk and focus your eyes on the most distant thing in your field of view. Stretch Situps Pushups Jumping jacks For the exercises, It doesn't have to be a lot of reps, just do what you can, set a goal to do 1 if that's what your comfortable with. Up it to 2 when you're feeling better and then keep going.
  17. I tried that..it's not a great fit because MOLE and the other Gemini kits I've seen use 1.875 diameter. I really love that K2 uses stock diameters because it means all my other parts work with it. It would be interesting to see a "K2 backseat" that expands out to 2.5 (to stay with stock sizes). if it held 2 more Kerbals you'd have a great 4 person command pod. K2 fills a gap with a 2 person. With a 2 person backseat expander K2 could fill another gap by offering a 4 person command pod system too Personally I don't care if it's not exactly true to earth history. The K2 does a great job of symbolizing Gemini and enabling similar missions to be flown while having a unique Kerbal feel - a backseat could do the same thing.
  18. Do these Log errors look familiar or associated with Kopernicus? I'm not sure if they're a part error or an environment error [ERR 22:37:18.706] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanels4/model/sunPivot/rotator/solarPanel4panels/panel2" [ERR 22:37:18.707] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanels4/model/sunPivot/rotator/solarPanel4panels/panel2/panel3" [ERR 22:37:18.707] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanels4/model/sunPivot/rotator/solarPanel4panels/panel2/panel3/panel4" [ERR 22:37:18.708] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanels4/model/sunPivot/rotator/solarPanel4panels/panel2/panel3/panel4/pane5"
  19. Thanks for your reply! here's what the errors look like: [ERR 22:37:18.706] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanels4/model/sunPivot/rotator/solarPanel4panels/panel2" [ERR 22:37:18.707] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanels4/model/sunPivot/rotator/solarPanel4panels/panel2/panel3" [ERR 22:37:18.707] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanels4/model/sunPivot/rotator/solarPanel4panels/panel2/panel3/panel4" [ERR 22:37:18.708] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "solarPanels4/model/sunPivot/rotator/solarPanel4panels/panel2/panel3/panel4/pane5" Any idea if those are related to the physical panel part of if they're related to the environment?
  20. The Mun is eclipsed as a giant Powdered Sugar Donut passes between it and Kerbol. Jeb says "the heck with Minmus and it's mint ice cream, I want THAT DONUT"
  21. I've lost 3 ships and base today from a NaNs error that gives "NaN" results for altitude and makes the ships unplayable. When I go from Tracking Center and "Fly Ship" the ship starts to load, but just as all the orbit data is loading all of the orbital parameters (as shown by KER HUD) show up as NaN and the altimeter blanks out. According to the Kraken Wiki this is caused by: "The NaN Kraken is a bug which can only be evoked if the orbits of celestial bodies are altered, via a mod or the alteration of the game's code" I'm running mods, but not sure which would be causing this. Here are the mods that are either new or that mess with planets. I'm not sure if they're causing the problem, but if any of these are known to have Nan Kraken issues it would be good to know. Procedural Parts: I just started using this. It's a really cool mod and I'm using it extensively on all my ships and probes @NathanKell Procedural Parts Mainsailor's Essential pack : new also @MainSailor - I'm also using MainSailor's flag on all my ships if it could be that simple. OPM -been running this forever and never saw this before. @CaptRobau KASE - this is new for this save and it does modify planets, but I didn't think it messed with their orbits @KillAshley Kopernicus - I've been using this for a while with OPM @Thomas P. RemoteTech - new for this playthrough - just spent hours and hours setting up my satellites. @tomek.piotrowski Better Science Labs Continued - Added this for this save @linuxgurugamer Contract Configurator has gone through some big changes since last playthrough @nightingale SETIProbeParts: new for this save @Yemo Here's my Log file: https://www.dropbox.com/s/bfl7yl660t9kxnv/KSP.log?dl=0 Here's a link to a text file of my full mod list: https://www.dropbox.com/s/15z4crzmugb2w0p/tjtmodlist.txt?dl=0 --Any advice would be greatly appreciated as I've lost 3 deep space probes that won't have launch windows for years, a base and I don't know what else I might lose. --Thanks! EDIT...I tried reloading a save from earlier today. when I loaded my probe I got the same issue where all orbital numbers showed NaN and the altimeter was blanked out. When I tried to quit the game it crashed to Desktop and I got this error from Windows: Runtime Error Program: C:\Games\KSP_1.1.3 August\KSP_x64.exe R6025 - pure virtual function call
  22. Hmm...I've now lost 3 ships and a base to this issue...I've never run into it before this Career save...it's really getting to me as there's no way to go back in time and relaunch those deep space probes...not even sure how to fix it.
  23. I've gotten the NaN Kraken twice in the past day - never saw this before. Suddenly my station was disappeared and it's orbital parameters showed as NaN The Wiki says it's related to the orbits of celestial bodies being altered. Could KASE be related to this?
  24. Thanks for the feedback and the write-up of improvements. Your explanations will help me when I go interplanetary. How does NASA do deep space comms with our probes? Do they have dedicated satellites for each probe or do they use an Active Vessel model? (my guess is it's likely a hybrid because it's been 5 decades, but just wondering what their prevailing thought is on it.) If there's a good article on it that I should read I'd love that too.
  25. Installed RT over the weekend on a new career save. Read the tutorials and set up the Kerbin system...I'd love any feedback on whether I got it right. What you're looking at is 4 sats in a 500km orbit with omnis and a KR-7. One opposite pair (sats 1 & 3) has their KR-7 pointed at Minmus, The other opposite pair (sats 2 & 4) is pointed at the Mun. The Mun and Minmus each have an identical satellite in a highly elliptical polar orbit with its KR-7 pointed back at Kerbin.
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