beomagi
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Everything posted by beomagi
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I like the contracts, but the expiry time seems a bit short. I've had flybys expire on the way home. 3 days for a flyby of both moons is rather tight! Looking at the configs, they all have these settings: Is this in days? minExpiry = 5 maxExpiry = 10 deadline = 1
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Thanks again Wish these were json or something easier to parse.
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So, having another problem progressing. I've been trying the "reach space" mission, but it doesn't register that I went higher than 70k meters. https://1drv.ms/u/s!AvXc-3ExDKsvqn42U__xH2WhsecC?e=udbhmM I've gone higher than 70k, landed safely, and I believe the plane met the requirements. I've dropped my ksp.log in the folder linked above. Flights started at lines 11717 and 12509. Edit: I'm seeing some exceptions concerning joints - perhaps it thinks it didn't land safely? Still that happens before the flight. [ERR 20:38:50.931] Exception handling event onPartJointBreak in class VesselNotDestroyed:System.NullReferenceException: Object reference not set to an instance of an object at ContractConfigurator.Parameters.VesselNotDestroyed.OnPartJointBreak (PartJoint p, System.Single breakForce) [0x00014] in <ef0243a06f2841fe9bf57034a334902e>:0 at EventData`2[T,U].Fire (T data0, U data1) [0x000b0] in <2afc64dea36946459d4707808bdac511>:0 [EXC 20:38:50.932] NullReferenceException: Object reference not set to an instance of an object ContractConfigurator.Parameters.VesselNotDestroyed.OnPartJointBreak (PartJoint p, System.Single breakForce) (at <ef0243a06f2841fe9bf57034a334902e>:0) EventData`2[T,U].Fire (T data0, U data1) (at <2afc64dea36946459d4707808bdac511>:0) UnityEngine.DebugLogHandler:LogException(Exception, Object) ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) EventData`2:Fire(PartJoint, Single) PartJoint:DestroyJoint() Part:ReleaseAutoStruts() Part:onDetach(Boolean) Part:onDetach(Boolean) Part:onDetach(Boolean) EditorLogic:detachPart(Part) EditorLogic:<SetupFSM>b__190_21() KerbalFSM:RunEvent(KFSMEvent) KerbalFSM:updateFSM(KFSMUpdateMode) KerbalFSM:UpdateFSM() EditorLogic:Update()
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This was it. I had FAR installed at some point. It was removed, but it leaves .cfg files. I finally got the first flight contract only after deleting those. Much thanks for sticking with this
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done ignore the part about duplicate stuff, I backed up the file thinking i'd remove requirements and parts until it worked, then add back bit by bit [ERR 14:51:33.475] ContractConfigurator.PartModuleUnlockedRequirement: CONTRACT_TYPE 'FirstFlight', REQUIREMENT 'PartModuleUnlocked' of type 'PartModuleUnlocked': A validation error occured while loading the key 'partModule' with value 'System.Collections.Generic.List`1[System.String]'.
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I can see the file there. I dropped it into the onedrive folder. I can see the contract for build your first airplane. I turned on verbose logging and tried to get that contract. There's a contractconfigurator\log\pwp\FirstFlight.log file Error reported at the end of it. Output log: [INFO] ContractConfigurator.ContractType: Loading CONTRACT_TYPE: 'FirstFlight' [WARNING] ContractConfigurator.ContractType: Errors encountered while trying to load CONTRACT_TYPE 'FirstFlight'
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Thanks for following up with me Going by ckan, I have PWP1.4. Verified files in "C:\Program Files (x86)\GOG Galaxy\Games\Kerbal Space Program\GameData\ContractPacks" Module manager 4.1.4 Contract Configurator 1.30.5, with waypoint manager and contracts window plus. I have neither airplane plus nor kerbal aircraft expansion. Not sure if that matters. Took some screenshots of my techtree, offered contracts and ckan if it helps. https://1drv.ms/u/s!AvXc-3ExDKsvqn42U__xH2WhsecC?e=udbhmM
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I have supersonic parts unlocked already. Do I need other airplane part packs? I've been playing without them. Is this a milestone I'm missing? I am in career mode, and did fly a plane with an afterburner.
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I'm trying to get this started - the contracts seem to depend on a "first flight" contract/milestone. Trouble is, I can't trigger that or find it. Am I missing a mod or something that gives that initial requirement?
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Hi all, does tweakscale scale up drag on parts? I created some space planes and found myself getting a ridiculous amount of delta-v in orbit. Without tweakscale, trying to just use wing strakes (just more of them) I'd hit drag barriers much quicker. e.g. Below is a science/mining space plane. The only part scaled was the fuel carrying Big-S wing strakes. It's getting 5400dv. small clipping using the smallest 1.25 tanks to mount engines to the wings, not really significant. Of note, is with rapiers, I'm blowing past 400m/s, on my way to orbit where without tweakscale, just using more strakes, I'll start slowing down from drag much easier. Some of my best mining SSTOs without tweakscale get just over 4000dv - and still won't handle as nicely getting past the Rapier speed threshold. The acceleration from nuclear engines looks about right, so it's not mass. Is drag the same as when the wings are not scaled?
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I use a VKB gladiator - https://www.amazon.com/Gladiator-Joystick-Flight-Simulator-Controller-Stick/dp/B01G6GT49O/ It also ships under a couple other names. It's really just for planes, so since I use space planes a lot, it's perfect. That said, I've been just using my mouse a lot recently, since I mostly just need pitch on the analog axis. This mouse has a single joystick axis on a thumb button - https://www.amazon.com/ROCCAT-Tyon-Black-Action-Multi-Button/dp/B00MSOIUOO I use that for pitch, It would be nice having roll on analog too, but it's not bad without.
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I really like this mouse - https://www.amazon.com/ROCCAT-Tyon-Black-Action-Multi-Button/dp/B00MSOIUOO It has an actual joystick button - single axis though. The top button can rock left and right. the bottom thumb button while pressed doubles all buttons. Most of my KSP with this is just on the mouse hand. The only stuff I use the keyboard for with my other hand is really roll, staging, throttle (a/z/ctrl/shift), action groups, docking thrusters. I still use the other one, but it's out of convenience more often than not. Other than roll which is a pretty "at the time" kind of function, anything else, I can let go, press and reassert my hand. I think mapping roll to the mouse would be quite doable.
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Most of what I do is space planes. Capability for me is often tied to how much dv it has after getting to orbit - so a lot of mine are named "sp-xxxx blahblah" where xxxx is the about of dv remaining and blahblah is a more conventional name. like "sp-6100 podracer" would be a high dv space plane. "sp-3500 Kerbal Karrier" is a space plane with moderate dv for tourists etc. A lot of my rockets have been based off sub assemblies recently. So a descriptive name suffices - "science set 2.5m" has all the science stuff and a container in a 2.5m bay for example.
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
beomagi replied to nightingale's topic in KSP1 Mod Releases
Full contract completed, so yeah this looks like a bug. Thanks, I'll try that- 699 replies
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[1.4.x] Contract Pack: Tourism Plus [v1.5.2] [2016-12-14]
beomagi replied to nightingale's topic in KSP1 Mod Releases
Are the tourists supposed to stay with you when you land and recover the vessel? Because I now have 32 tourists in my astronaut complex after completing a trip to my hotel.- 699 replies
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I found the mk3 parts heavy and prone to breaking. You can still use the larger drill and convert-o-tron without them. Did a video of my last trip to Laythe which includes building the spaceplane. For under 2.5 tons, you can have 3 crew, which means having an engineer. Drilling to refuel happens in a local day or two on Minmus, Laythe or Pol with one. Plane here : https://kerbalx.com/Beomagi/sp-4200-Pheonix Rapiers + nukes are highly effective. I've found a ratio of 2:1/3:1 rapiers:nukes an effective balance. Engines are dead weight when in space, but not having enough rapiers means you may waste a lot of time and fuel getting up to speed, or just not leave the atmosphere with much speed, meaning more DV spent in closedcycle+nukes mode to LKO.
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Mountain lake landing challenge
beomagi replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
If landing and braking is the only real shortfall of your craft, you can use a parachute to stop quickly on the runway, making the wobble something you can ignore. -
Mountain lake landing challenge
beomagi replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
That works a bit. Also try to keep your rear on the runway. If it lifts when the front is still down, you'll spin out. -
Mountain lake landing challenge
beomagi replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
Hi all, here's my take. I was able to land and take off. Granted my landing is a little unorthodox.- 135 replies
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Hmm A bit of both I believe. I hadn't paid it much notice. Looking at the before and after docking, the dv dopped by 42. While I am using main thrusters for docking, 42 is a lot for that. I generally use 0.5-1.5m/s when docking. Assuming multiple tries, say 15-20dv ? The station orbit change of ~5k average to ~12k was maybe 10-20 dv. Running the station thrusters looks like it pulled fuel from both. I haven't changed crossfeed settings.
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I thing the most annoying is when science or tech is explained completely wrong. "if you magnetize a nail with a battery, it holds a charge" Amazing spiderman 2 I facepalmed so hard. Not sure if I was more sad that this was in a big budget movie, or if a high school physics blunder went over most people's head.
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Thanks Booly Decided to roll another craft, trying to push the DV higher. This space plane has nearly 6000dv after getting to LKO. So I visit every station I've made in Kerbin's influence with a dock. I dock with 5 stations and land on minmus without refueling. https://imgur.com/gallery/YGaB6BS
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