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Posts posted by Bornholio
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4 minutes ago, Syczek said:
I tested science recovery but it seems not work because probe safetly lands on Kerbin and yet no science gain
I did a couple booster sample recoveries today that worked fine. Are you sure the science was not recovered or transmitted before hand. If science is recovered in a stage the icon will be blue and the science recovery text inside the information box will be blue.
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@tychochallenge log please fixing it is better
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august 7 worked too much
Silly designer, x-1 tanks are switchable and not pressurized by default, no supersonic for you.
got to lr-105s and lr89, plus aj10-137, from hard as all get out to orbit, to easy peasy including balloon tanks
restart and try a fast biosampler... much harder with heavy tanks, like playing stock+RSS and no smurff
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Development branch starts including tooling costs, and roll out costs. Started a hard mode test (300% funds and allow saves) turned off rep mostly since it has no effect.
Minimized the mods I'm using including dropping RT and most part packs.
Most buildings cost x15 what they did previously and each procedural part has a tooling cost associated with its dimension. so first build of my bumper sounding rocket was over 80k in costs outside the parts and launch costs.
(noticed its changed to x5 building costs now that i look again)
Currently in February '52, first pad upgrade has gone through, thankfully i bought it as soon as possible. But I'm worried about making it to orbit in time for my contract.
My first three launchers were tweaks of this one. Solid engines got broken for a bit so I had to rely on N2 RCS for ullage on upper stages if i didn't hot stage.
This is my middle version of a manned SO rocket. Paid for 1.7m tanks and tooling for a cone adapter and 1.25m interstage fairings that got reused on all 5.
Did 5 launches suborbital manned, mostly to the 200km AP. Any much farther and reliable re-entry is not a sure thing. Ramped the launchers up to include a retro burn on entry peak heating with the last one.
Latest sounding rocket, kind of extreme but still missing that last oomph for orbit. 2 A-9 Boosters, A-9 Main core, topped ASXR double stage each max burntime for one engine, N2 rcs and four rudamentary science instruments. Just barely survives re-entry. Hits 5km/s and Wyoming.
Tech purchased (not all earned yet) in early 52
1.2bp/s and 28.25science/yr for KCT
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On 7/29/2017 at 8:53 AM, Starslinger999 said:
Im having a bug were the game loads and it stops loading at "Cacteye Tele Solor"
Included Gamedata and Debug Console
*Edit* Tried reinstalling via Github and still gives the same problem.
Can you link your log file ( output_log.txt ) in dropbox or other hosting service. may not be the solar panels, that might be the last thing that passes
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1 hour ago, Liberty said:
I tried with kerballoons, it worked after changing config a little. Hooligan labs seems more interresting!
"change the value appropriate to real buoyancy" - what numbers do you suggest?Each buoyancy part has a part.cfg tag "envelopeVolumeScale = " if you want realistic lift the value needs to be 1. By default there is one part in the pack that is already. The "Deployable Envelope "Cirrus" - Real Lift"
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Started a WIKI for Lamont's PEG guidance for those using it.
https://github.com/lamont-granquist/MechJeb2/wiki
NathanKell and Lamont quickly fleshed it out
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8 hours ago, Liberty said:
Hi! What Balloon mod did you use?
Hooligan Labs. Make sure you change the value appropriate to real buoyancy.
I plan to repeat this in a while with a full RO/RP-0 install.
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You had two missions.... well a lot of boring sat launches that all looked the same waiting for tech to catch up. RP-0
First I wanted a more serious lunar lander mission. So north pole it is.
This craft I called lag monster, to many engines grinding Test Flight into a crawl.
Had to be careful to not break from too low an orbit, upper outside drop tanks for tuning and breaking orbit. Main descent stage included
Spoilerhi Southpole
hey northpole, begin burn
tanks emptied and dropped half decent fuel gone, 74km and down.
Landing, forgot a landing light.
Heading home
SpoilerGoodbye lander
Everything was Cavea-B engines and RCS, load was unbalanced so some constant RCS correction throughout the ascent was needed.
Making a horrible return orbit, barely had enough fuel to lower PE to reenter.
Then my kerbs needed to try out new capsules.
TLI Stage (only about 2500m/s) then finished off by the Kerolox CSM. 32+ days of life support. Tight quarters of the Gemini. Three communication antennas on CSM, additional antenna on the TLI stage plus integral avionics, power and RCS allow it to lower PE at its drop AP and burn up over the pacific.
SpoilerFairing had weirdness so I ditched it. Need to do testing to see which ones need fixing or deletion.
Self de-orbiting TLI stage is dropped. Had to scramble to turn off its RCS and lost my maneuver node during the bounce.
SpoilerHi Earth! Oxygen and Water are heavily stocked, large batteries are probably not needed. Science was included but everything has already been gathered except crew reports and EVA. Solar Tucks into the CSM when not needed and even a backup antenna is stored inside.
Space is so busy I needed running lights.
My little tricks to actually using the CSM with an extra heat shield installed (worried that engine failure might force a lunar speed re-entry). Auxiliary propulsion is 4 pairs of LR-101s that allow for 4 ignitions and maneuverability even if RCS is fully depleted.
Home
SpoilerLast few puffs of RCS as we return to Earth gods know where.
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Got a Geostationary Comsat x4 network mission just in time. They had somsat bus on them also, but i dumped that pod and tuned the orbits very fine.
Spied on the Russkis, radar and plasma science on a polar orbiter. Plus a little return pod in the nose bay
SpoilerI went to the moon, my go to frame is currently the Agena Probe body, has several built in experiments and great batteries.
Just dumped my orbit breaker stage and descent from 17km up.
SpoilerMission two
Coming in hot 74km PE, sailed right through and into a 410x-172km orbit.
Sample return, cooked most of the ablator, good thing its got a little Cavea-B rcs to come in at the right angle.
SpoilerSpyin' on the Russkis, or scansatting the biomes whichever works, got science and cash so i don't care.
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More flights through '55.
Do want to point out that this is RP-0 Master testing and together with my last post shows a progression of technology from '51-56ish time frame, Hard mode using Pap's awesome new tech tree and contracts. Check out @NathanKell 's twitch feed if you want to see it in action.
The contracts for satellites include arbitrary payload mass in the form of ComsatBus or WeatherSatBus that is needed by the contract. As technology and achievements open up new contract types they can increase in amount and vary by type of orbit.
SpoilerSome LR101's act as a low power second ignition to use the last of the stage fuel setting up high AP Insertions, Had to improvise to get them inside fairing
Main GTO/Mol/Tundra delivery bus, two pairs of LR-101's. plenty of run time so failures are low but, 2 ignitions for insertion and circulization/PE raising. Additional HTP for tuning and last resort if engines fail.
Getting setup, not quite enough dV for full GEO orbit setup, but initial shot and RCS get the sat in place. Every other sat contract needs less so its a commonized platform. And I tire of using it.
Circ in Geosync.
SpoilerContract complete, new com/weathersats in place
New contracts for Reentry come with the first EDL tech node...
Burning stuff off
Risking my first astronauts life on a stupid orbital mission.
SpoilerStill looking good orbit is close.
Crew complaints of neck and shoulder pain are warranted
Careful placement and a very gentle aim, this craft was far too hot. Astronaut got blisters on left foot and elbow .
Time to clean up the science around earth. Mostly taking pictures at all altitudes.
SpoilerMy now standard second stage kicks into low polar orbit.
The science pod bus consisting of 7 seperate re-entry vehicles in tandem.
Polar Ice here we come.
Tundra orbit contract now available and complete.
A nice safe atlas/mercury ride for the next pilot.
They want two men in space, and I only have one man pods
SpoilerTesting recovery system.
The "Sick" gemini head to head madness
Orbital maneuvers for the next day or so.
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Since Pap's RP-0 dev branch merged with master RO/RP-0 I've started yet again from scratch. This time full on Hard mode. No moving words around on that one. I do allow saves though because "KSP". Test flight really gives me agonizing defeats occasionally. A little rush building, no more than two increments (19%), get the missions rolling faster. All my initial KCT points go into build rate, I'll spend most of my cash upgrades and tech tree node points on R&D rate. PEG automation for ascents if it makes sense otherwise I fly them mostly manual to orbit.
MODS: RSS/RO/RP-0 plus FASA Parts pack and all required, Remote Tech, Test Flight, TACLS, Persistent Rotation, RSSVE/EVE/Scatterer, Stage Recovery, KCT, DMagic OS, SCANSat and a few I've missed.
First launch was too aerodynamic and never got slow enough to open chutes, flying low water data was not intact.
Second Launch went better and included the first volley of space biological test capsules. First stage was also recovered with bio capsules for atmospheric data regions.
SpoilerTrying to get the full suite of grasslands data from
I use a MJ unit modified as a "Boxy" to use as a science container to allow experiments to be tucked inside and still get transmissions out easy. 75k$ and 1kg, with no other functions except a fun red light.
Setting interface angle to increase drag and ejecting the nosecone/tank, coming in with way too much chute.
One more launch with no bio capsules included to grab some missed data and more missions.
Fourth Launch going for Oklahoma (highlands biome)
SpoilerIs this flight legal, NOPE!
Coasting over past Mississippi and New Orleans.
Near the Pan handle region the final low flight data is received and transponders allow recovery of the nearly melted probe.
SpoilerSeveral heavier launched going toward orbital capable. Run time on a-4 and a-9 engines and XASR's goes to max data.
General flippiness and engine failures made this mission almost a scrub. Some strakes improve the handling but not enough. AJ10 motors make their debut and get more runtime before failing.
Too many stages making up for short burn times attempting to get to orbit, also too many engine failures. near 9kdv but only made 8.2 in flight.
Then the manned launches started
SpoilerFirst pass shores just into space 160km, no descent retros
Then using A-9 sustainer (lol), and some small liquid side boosters plus an xlr upper stage to push it up to 200km and then retro as the heat started.
Thanks to NOx RCS the ride was pretty stable and entry on target.
Third manned launch tried minimal airbrakes, not worth the effort.
Drogue and Mains, drogue gives the pilot a scary look heading down, mains must hurt the neck when they spin them around.
Forth used reduce size motors for retros and descent control using a better re-entry shape plus heavier RCS.
Regular missions to 200km high until mission payouts stopped.
Go for orbit with a-4 boosters aplenty
SpoilerQuad a-4's with and A-6 main, Three XASR's second stage and single on top. Easily getting higher sounding rocket missions and first orbit.
None of them blew up, yeah, low thrust on one just short of burnout.
Running clean after separation, RCS engaged at this point to avoid possible flipping as second stage gets ready to light hot.
Worried for power and coms, made it as efficient as possible since it fulfilled both my first solarsat and comsat missions. RCS sideways to tune the orbit to 150km PE.
Think this was first polar orbit mission
More early comsat missions
Atlas motors but two stage, LR79 triple, LR105 second stage.
Science in the tropics
The Moon becons and comsats need placement.
SpoilerFirst heavy comsat for a 4x3kkm LEO Satellite coverage. Atmospheric transition was a bit rough.
Extended the Gamma boosters.
Better seperation and more dV kept the transition to upper atmosphere smooth.
Orbit injection and Apogee kick stages still intact. Insertion is using a Gamma 2, A AJ10 main kick and XASR orbit tunning motor plus plenty of RCS.
First Lunar Mission! Injection motor failed and Lunar orbit kick motor was used to inject and RCS tuned. Still had extra tank of RCS inside baby sgt cluster for attitude adjust so spent it on capture burns.
Main injection motor burned over its rated time and design office did not notice until it failed with 500dV short fall.
Impactor released 19 hours out from moon at -12km PE and main adjusts trajectory to 100km PE.
First heavy combination Weathersat/Comsat.
Last impactor mission used a de-orbit motor at impact +2hrs and did not risk main orbiter failing to adjust orbit on its own. South polar regions where ejecta suggest possible water ice.
Lunar science and Communication orbiters named Lunatic Alpha, Bravo and Charlie here Charlie rises over the lunar north pole having gathered its final science data before pushing back up to act as a comsat.
Lunatic Charlie with multiple nozzle main injection and 2x3 motor capture motor plus self de-orbiting impactor
Main ascent to orbit was rough and each was very close on margins, each missions experienced at least one engine cutout or low thrust on ascent.
Lunatic Alpha adjusting its orbit in a rough equatorial band at 1000km circular
Lunatic Bravo's spent stage acts as the impactor after the main impactor went off course due to an overly vigorous ejection.
Lunatic Bravo departs on pair of injection motors failed causing a spin, the stage was ejected and craft stabilized intime to use the capture motor to adjust the burn back on target. Unlike Alpha no extra RCS reserve was available for capture so nearly all RCS fuel was spent capturing into its final comsat orbit.
Using PEG ascents
SpoilerHeavy Comsats are heavy.
PEG taking a low thrust on center engine in stride.
see the new RSS version of Mech Jeb in this case booster burn was programmed for well after side booster cutoff and you may notice one engine has failed entirely and reduced thrust from the other two as first stage goes into MECO. Still made it to orbit
Who needs good alignment for lunar orbit?
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12 hours ago, thomas20037 said:
I'm sure this was written somewhere but is there a Realism Overhaul 1.3 release? Or do I have to download every mod separately?
Not yet. Slowly but surely, FAR at 1.3 is one of the critical milestones. But basically every requirement needs to also be at 1.3 before RO can switch to that. Until then its 1.2.2
On 7/14/2017 at 2:29 PM, Gleisix said:Does anyone know of a realistic H-IIA mod or know if a patch exists for this mod? https://mods.curse.com/ksp-mods/kerbal/223187-japanese-launch-vehicles-pack#t1:other-downloads
I'd appreciate any info Thanks in advance!
It is 1.3 versioned, with no .dlls and should work fine in 1.2.2. it doesn't have RO configs and the solution is make them on your own Looks like the parts need Real Fuels conversions among other things.
Maybe it will get on someones que but there are a lot of things going on.
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5 hours ago, CatastrophicFailure said:
Have a link for that PEG add-on for MechJeb? How do you like it? Does it take a lot of fiddling to work well?
It is a development fork of MJ available on Github. https://github.com/lamont-granquist/MechJeb2/releases Provided as is no warranty Lamont has some RO specific optimizations in addition. (handling Ullage and starts)
PEG is not appropriate for Kerbin, a gravity tun module is added for that but I've not tested it. For PEG you set both target PE and AP, set how many powered stages (ie >20m/s dV) are to be used. Set the booster time to ~same time as 1st stage or 1st+boosters, make sure your ending pitch is reasonable (~20deg) and tune it on further runs to orbit. Initialize stages (also use this button if the timer sticks or anything gets wonky). You can mess it up by hot staging and fairings are touchy. Works very well with a good design 2 stage to orbit. If it can't find a solution it will change modes to unpowered gravity turn and display NaN for some data. In this case the rocket may not have been lofted high enough or may just not have enough dV to make it to specified orbit.
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Did a bunch more testing of RP-0 and
Orbital testing and sample return.
make sure the upper stage returns to earth, don't want too much space junk. RCS and avionics to de-orbit it from up near 500km circular.
SpoilerLamont's PEG pushing the MJ ascent to orbit on two stages and Boosters.
Ready to send the samples home
Moon tripping lunatic
SpoilerBam Orbit smooth again thanks to automation
SpoilerSmall sat launcher
Is this Gem in eye or Gem in knee?
[Imgur](http://i.imgur.com/90s2RAz.gifv)
SpoilerBack Home
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3 hours ago, winged said:
It doesn't work. The only solution I've found is to go to : Real Fuels/Resources/RealTankTypes.cfg and remove bolded lines below:
Seemed like it worked before. Maybe a change happened. The guys working on it have been pretty active. Good to see a solution
Maybe a MM config to do the same as you show would work as well.
@TANK_DEFINITION[*]:FINAL { @TANK,* { @loss_rate = 0 !temperature !wallThickness !wallConduction !insulationThickness !insulationConduction !note } }
I'll try this out and fix it later today.
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I'll second that request from @NathanKell pretty please with High Test Peroxide on Top.
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1 hour ago, phoneix_007 said:
My KSP crashes as soon as I go on EVA. It happens with both stock and FASA capsules. Any idea how to fix it?
Should put on the other thread and Post a log to dropbox or similar.
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more Tech tree testing in RP-0
Made the Popsicle I, rolled it out to the launch pad, had RCS tank problems and rolled it back in for repairs.
Reconfigured Ia uses Hydrazine newly developd RCS thrusters.
Dropping upper stage off on fumes, Orbit requested from PEG guidance 180x150km got 180.16x149.87km.
Oops actually wanted to make this stage orbit decay, well plenty of fuel, and two aj-27 burns so at AP I pushed it down to 40km then boosted back up.
Veryu scary re-entry using a X-1 cockpit inside an aeroshell. Do-not attempt. fire coming off the thing most of the way down.
Aeroshell, airbrakes and drogues got down and recovered also. Only heatsheild, and upper stage not recovered.
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2 hours ago, phoneix_007 said:
Can you tell me the name od that mod?
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On 7/4/2017 at 0:51 PM, phoneix_007 said:
Is there any way to keep LH2 from evaporating?
Cryogenic & service module tanks will slow it down, using proper cooling will help, the small and medium extendable heat sinks are supposed to perform that function. There is a dedicated cryogenic cooler mod that is more realistic in its power usage also.
Regardless timewarp in x1000 or greater can cause problems as the heat calculations go into analytic mode. If eliminating the game mechanic is what you want a simple config file like my above BoilOff_STOP.cfg one will turn it off.
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Testing the new RP-0!
Bumpers! WAC Corporal on a A-4, V for victory! Karman line and then a lot more, starts my journey. (inside is a 1 more stages)
Bosters & main A-9, 5 XASR's, X-1 Rocket engine 3nd stage, 1 XASR final stage for orbit!
The Ethanol engine in the 3rd stage has multiple ignitions and allows the stage to begin the circularization burn and stabilize the final satellite stage.
Launching my first comsats with new comsat bus resource requirement.
KARMAN! 3 heads towards south america just after engine failure.Lamonts new PEG Guidance [WIP] for MJ is providing pitch perfect orbital insertions on two ignitions.
RV testing, second stage pushed back out of orbit and guidance package returned for a soft landing (its expensive) after orbital insertion.
Exactly one spacebar press to orbit.
Lunar Orbiter too many castors 500dV for a slight edge needed to circularize with pretty low isp engines. LR89 main and side boosters for 4200dV, LR105 Upper Stage for 4700dv gets the lunar bus and orbiter to a parking orbit and ready to transit.
All lower stages are recoverable. Including the 12 Engine skirt sections that seperate after slowing the stages down to reasonable velocities.
Transit bus using a second pair of AJ10-27's to slow the orbiter into a 165km orbit of the moon. Heavy RCS thrusters using HTP do the rest of the work and lower it to 135km for final scans.
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18 hours ago, Lilienthal said:
Hi, where do I find a relase for 1.2.2 with this fix? I am afraid @NathanKell et al. will release this only in a 1.3 version. Would be great if that fix was release asap also for those of us who cannot compile the code and are running RO for 1.2.2. - Thanks!!
As NathanKell said no hanging, its in commits, so that means it will make its way through testing and become a release. Anything RO related is going to make sure it has a 1.2.2 backport release since it takes so much effort to get everything related all to 1.3.
RO is easy enough to run off of master. Just use github to get the .zip of the /master/ branch and erase and replace the content of its \GameData\RealismOverhaul\ folder replacing your current RO folder. Unfortunately this will override CKAN management of the files.
As for the analytic boiloff fix since it has both 1.3 and 1.2.2 releases its probably easier to either use a config to temporarily turn off boiloff or use ignore temp cheat when transitioning vessels. I think Blowfish is fighting something launch clamp related inside the code right now. Can you imagine how they could affect RealFuels!
BoilOff_STOP.cfgSpoiler@TANK_DEFINITION[*]:FINAL { @TANK,* { @loss_rate = 0 } }
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On 3/18/2016 at 6:21 PM, Laie said:
2+1 Vanguard for boosters, 3+1 WAC (in XASR config) for circularization. Craft file resides next to the picture for those who are interested.
Your post is asking for login credentials. Looks like from the hosted images @ http://ksp.schnobs.de I first mistook this for a malware problem.
This challenge should restart with the new RP-0 when paps branch gets merged with master.
[1.4] StageRecovery - Recover Funds+ from Dropped Stages - v1.8.0 (March 11, 2018)
in KSP1 Mod Releases
Posted
Sounds like you have a problem with your install, post an output_log.txt online and I'll take a look. I play on a much weaker computer without crashes.