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Fulgora

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Everything posted by Fulgora

  1. Ah... please excuse my inability to read the fine-print. You are absolutely correct! Looking forward to it! I always quicksave too of course but the feeling of a smooth runway touchdown is worth a few reloads to me Since I also use a Shuttle style craft for most of my career missions (but with a much lower cross-range) I got reasonably good with that over time. It's the same with everything: if you do it often it eventually becomes routine The only truly challenging landing was the one with a 15t asteroid on top of a 32t dry-mass orbiter... No career mission had prepared me for that
  2. That is a very Kerbal launch system and actually a pretty interesting design! But I think the Shuttles are supposed to land on the Mun.... But I am not the admin of the challenge Your shuttle design definitely meets the deltaV requirements and from the looks also TWR (you might need to dump some monoprop first?) to land with the payload in the bay - and your payload also clearly has the ability to transfer itself from the cargo bay to the surface. So it should be very much doable with your design. I don't understand why you are landing on chutes though - you are clearly able to manage a good runway approach and have some decent cross-range with your shuttle. I am certain you can do it!
  3. Shameless cross-post from the STS Challenge thread: It turns out that space balls do affect aerodynamics. Landing this without an asteroid is easier, I swear!
  4. STS-9 editing is making progress... In the meantime here is a little teaser / educational trailer Landing space potatoes is hard...
  5. No problem, thanks for clarifying! I provided the mod-list for full-disclosure reasons and if anyone wants to recreate the mission or (more likely) visuals. You scared me a bit because I already recorded STS-9 with the same config and just need to do the editing / uploading part... Then I can proceed with STS Mun-1 now as planned
  6. Thanks for judging my submission! My shuttle is pure stock (not even DLC) - does any of the other mods make this a modded entry - if so which? I was just going for visuals with them The only difference of this launch stack to my old (stock-rated) entries was replacing the LRBs with the new larger stock SRBs and the Mammoth engine with a fairing (plus some minor tweaks to the fuel balance in the ET)... I do have more mods installed now but none that should affect gameplay... On the same topic.. the STS-9 badge confused me a bit - shouldn't this be a badge with gold piping around it or is a bonus mission something that isn't even part of the official challenge, like a self-designed mission? * scratches head *
  7. I am already starting to think about the future missions... There is no rule allowing or forbidding the usage of mined fuel - e.g. on the Mun but more importantly on Duna and Laythe - is it still okay to mine fuel for the return trip? Possibly instead of sending a supply package? It used to be in the past ( source ) but I really want to be sure so I don't edit a video together that ends up being an invalid entry. as this cannot be rectified after the mission is done (obviously).. Also for STS Mun-2 to Mun-4 do you want to see all orbital maneuvers for all three launches? I am thinking about cutting that video a bit shorter as it would likely be over 30 minutes otherwise. The video-script would be sth like this: One launch / mun landing (launch 2+3 just in very short clips to have a coherent story, e.g. KSC-takeoff and Mun-touchdown) All deployments and base assembly of course One Shuttle return to KSC (return 2+3 again in very short clips, e.g. Mun-takeoff and KSC-touchdown) Escape launch and landing back at the KSC As I am recording all maneuvers anyways I could provide screenshots (or clips!) for the "missing" maneuvers in the video instead if you like - even 'post-mortem' as I don't delete the recordings immediately . Unfortunately the STS Mun-2 payload is the lightest of the bunch - however even STS Mun-4 (which has roughly twice the mass) is only using half of the payload capabilities of my STS stack... The alternative would be 3 separate videos (some 10 minutes each) but things would really get repetitive there nonetheless...
  8. Could you share your craft file on KerbalX? I'd like to take it for a ride and study your drag avoidance technique My goal is ultimately to build an Eve SSTO with electric props but in order to make orbit I really need to eliminate drag... I am currently at 363.6m/s with my test design - with some more blades I think I can push this to over 365 but i am not sure about 370+ so I need to eliminate more drag The R-12 blades show 4.5 kN of drag for my craft and clipping them in further on decreases thrust, not drag... This is single fuselage (obviously), dual motor and 52 blades per motor. Both engines are hidden in a fairing.
  9. Yes, I had them disabled already (or they were disabled by default, not sure tbh) But I was specifically looking for removing the flight view markers from Waypoint Manager - I have had this mod installed for so long I didn't realize they are not stock
  10. Ahhhhh its a WPM marker, not KSP... that explains. Thanks so much... this drove me nuts
  11. Hey all, As I am by now very much familiar with landing from orbit at the KSC I do not need the markers (see spoiler) anymore and would like to disable them. Is there any way to do that? I have checked the (difficulty-) settings, ingame and in the menu but was unable to find an option to turn off the runway / KSC markers. The `settings.cfg` file also does not contain anything that matches runway, highlight or marker and neither does the keybindings page in the wiki. Am I looking in the wrong place or if the general UI is enabled (non-F2 mode) there is just no way to turn them off? Any hints would be greatly appreciated
  12. I have to admit that neither of the landings is very good - I knew that i could land it easily with SAS on so I skipped on trimming the Shuttle. Designing the first Space Shuttle system (especially NASA style, not Buran) can be quite painful but its rewarding when it finally flies. I am not sure how much time I had to put into this but its certainly a notable amount of hours. The craft file is for download if you like
  13. Shameless plug but I finished my Shuttle Station build for the Challenge It only took me 3 years to complete
  14. My take at STS 7-8 with a stock shuttle: It turned out that I already assembled the science labs in the past so I un-docked and deleted them off-camera as I didn't have any footage and even if it would have been on 1.2.2 which pre-dates the current challenge versions. Had quite some fun in the making of this new video and realized my MMU sub-assembly needs a COM update - I didn't recall it being this difficult to maneuver. My best guess is that Kerbal masses used to be calculated differently in command seats in the past(?). I know things changed with 1.11 but i am still on 1.10 Apart from the MMU I also had to update the launch system as neither the craft itself nor the KOS script wanted to cooperate in 1.10.1. The new and much more powerful SRBs resulted in a switch to the more traditional NASA shuttle design (away from the Buran/Energia approach). This updated design is even more capable than the old one with ~900m/s left in the external tank after reaching orbit (with max payload). Compared to the old design this is an increase of 100-200 m/s without sacrificing payload capacity . The STS v4 system is also now capable of a simple Mechjeb ascent due to a better COT / COM balance but can also be flown manually of course. So no more KOS needed for autopiloting I did use Mechjeb for the ascent and pretty much all maneuvers for cinematic reasons. If you don't believe that this can be flown manually feel free to download the craft file or wait for my next submission Mod-list: STS 5-6 have been done in my old STS 4/4R video here.
  15. I was / am wondering the same. One needs to make a distinction between vanilla and dangit failure types as both are very much unique. DangIt fails parts randomly and with an engineer and `Spareparts` you cannot repair e.g. a smashed solar panel. So if you disable vanilla "failures" you will end up with a permanently broken solar panel if you hit something with it. I think the best solution would be to have both and make DangIt use the new vanilla `Repair Kits` but in the end it's up to linuxgurugamer - I am certain he is well aware of the new update Even if everything stays as it I'd leave both enabled together - I haven't attempted an update of my install yet though.
  16. Thanks for the reply, much appreciated. kOS is not required to launch my Shuttles, it just makes it easier and allows me to capture nice footage during launch (craft files are always provided on KerbalX as well). I tested the savefile and its still good but i think the kOS script as well as the craft need some love. 8 major releases since the design have taken a toll on the performance the shuttle as well as the script
  17. Question regarding mods: Does kOS still qualify as stock extension? I am thinking about continuing my STS series... Also can I update my badges from the old thread? Here is my STS4 / 4R entry - did all STS1-4R with the same craft / "mods": Last but not least: STS4 and 4R included the first two station modules - may I continue building that station or do I need to start over? I will continue in KSP 1.10.1 of course - either update the savefile or if that doesnt work edit the station into the same orbit as it was left in STS 4R.
  18. I'd recommend to ditch the Heatshield approach completely in favor of wings, because No Ablator that can deplete Greater surface area (except when comparing against the 10m heatshield) Control surfaces allow for much greater control when breaking (point prograde or up depending on how much you want to brake) Add some wheels and you can land on the runway as well (with some practice ) Its lighter and requires no engine offset (see last picture) The engine bay shields very well even when pointing almost straight up. Duna return aero capture at Kerbin with a 50km Periapsis is easily doable (everything attached to the engine bay is shielded from the heat). Mass of the craft is 45t after Duna return.
  19. I can report that engines fail successfully (on KSP 1.9 + DangIt 1:0.7.19.2) Batteries do indeed fail often (so do lights) - not a complaint, just an observation. One feature request that I would have: Could the SpareParts be made a transferrable resource? Resupplying large stations is a tedious process if you have to rely on EVAs. Setup: KSP 1.9, Making History, Fresh sandbox save DangIt 1:0.7.19.2 Dependencies: Screenshot showing this: I hope this is a simple thing to add. The ShipManifest mod doesn't enable this either unfortunately.
  20. I have a thumbs folder that contains (amongst others) also the ships from my new KSTS debugging savegame: Kerbal Space Program/thumbs/KSTS-1_VAB_Auto-Saved Ship.png Kerbal Space Program/thumbs/KSTS-1_VAB_Deploy.png Kerbal Space Program/thumbs/KSTS-1_VAB_MyPayload.png The bug can be fixed by switching back to 2.0.1.3 and gets re-introduced when updating to 2.0.1.4. This is reproducible.
  21. My debug-save does not have any sub-assemblies in the minimal test. Only two normal crafts in the VAB. I can select both crafts as payload when switching back to 2.0.1.3 (see screenshot series). The crafts pretty basic too..
  22. @linuxgurugamer Thank you very much for the quick fix - as said in PM the bug is solved by the update! Unfortunately there seems to be a major regression issue in 2.0.1.4 TLDR: Deploy missions can be recorded but are unusable as no payloads are being found anymore Setup (KSTS + dependencies installed via CKAN): - KSP 1.9.1 (DLCs dont make a difference) - Kerbal Space Transport System (KSTS 2.0.1.4) - ClickThrough Blocker (ClickThroughBlocker 0.1.9.5) - Toolbar Controller (ToolbarController 1:0.1.9.4) - Zero MiniAVC (ZeroMiniAVC 1:1.1.0.1) Steps to reproduce (somewhat minimal set): 1. Create a new Sandbox game 2. Go to VAB and build a craft that is able to deploy a payload to orbit 3. Launch the craft and record a new "deploy" mission 4. Realize how much you got used to flying by the data provided by Kerbal Engineer Redux... 5. After payload is deployed in orbit (through KSTS) return to space center 6. Create a dummy payload (just to make sure there is a custom craft that could be used as payload) 7. Try to launch that payload with KSTS -> Here you will find that no suitable payload is found by KSTS 8. Revert KSTS back to 2.0.1.3 and launch the game 9. Profit from your payloads being parsed correctly by KSTS again Here is a set of screenshots I took (chronological order) - I took a few extra steps (started with recording a deployment mission using 2.0.1.3 - all explained in the comments there): https://imgur.com/a/R4XKbX2 I can see this in a new vanilla install as well as using my old save with many mods. This does not apply to transport missions (I guess just reading the crafts from the SPH / VAB is bugged but not reading crafts in general - i.e. such that are already in orbit) KSTS debugging round 2, here we go I have left a comment on your 2.0.1.4 commit with two odd things I noticed: https://github.com/linuxgurugamer/KSTS/commit/2bc591b4ff4ff6005d18e9067cae9d15c3de9b7e#commitcomment-38181511 I have not properly reviewed your code as I am not a C(#) developer nor familiar with KSP mod development... Cheers! Fulgora
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