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Delay
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Everything posted by Delay
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So much for the "Superpowered Kraken" being fixed since 1.2...
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[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
Delay replied to sarbian's topic in KSP1 Mod Releases
Okay, I just installed MM. I don't know if this is normal (highly probably, though), but I don't like the fact that the startup images are cycling at a ludicrous speed. Is it possible to slow to the original speed? -
Kerbin now has a space station orbiting it! And I let the LES reenter.
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What obvious thing have I denied or refused to acknowledge? All I asked him was what he did to get to this. This is not supposed to happen in regular gameplay, so I see my question as justified.
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Here's one I found on my hard drive:
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That's not quite what I had in mind when I said that...
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The message is clear.
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Okay... I don't know what I typed to get that response, but according to Wiktionary... peculiar (comparative more peculiar, superlative most peculiar) Out of the ordinary; odd; strange; unusual.
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Care to explain how you got him into this peculiar situation?
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Part 2 of what I did yesterday! "Land on Minmus' equator, hop to the north pole and come back to Kerbin". Easy, right? Initially the mission went exactly as planned. I wanted to build a lander with an LES, so I that's what I did: Inside the fairing (which doesn't deploy) at the top is a materials bay and the parachute. The LES along with the adapter are seperated after leaving the atmosphere, but before circularization to avoid debris. On board are Valentina and a scientist whose name I forgot to restore the experiments. Extending the solar panels. The first stage and the LES are in the background. I did some dV calculations and found out that I still had about 600-650m/s worth of fuel inside the tank. "Enough to go to the poles!" I thought. I slightly underestimated Minmus' gravity. After getting into orbit I found out I only got 157m/s left. The most fuel efficient, direct transfer back to Kerbin took 167m/s. Dangit! I'll have to get out and push. Wait a minute. What if, instead of using a direct approach, I use the Mun to slow me down? This change of plans reduced the required dV to 137m/s! Not pushing after all! However, this trajectory had a problem. Before I explain any further, let's kill all "excitement" or "suspension" this would otherwise create by spoiling the outcome (to avoid any unintentional anticlimaxes): I made a quicksave, so I had more than one attempt at this. I was worried about my trajectory and fuel level anyways; I don't know how many quicksaves I made per minute, just to be on the safe side. If you look closely, the trajectory misses Kerbin's atmosphere twice, then the Mun slows me down again... and sets me on a collision course with the surface. What happened to the Kerbals basically goes without saying, especially because this craft doesn't have heat shields. Knowing this I loaded the save, planned an extra maneuver that used all remaining 20m/s to not only get a periapsis, but to get it as high a possible too. That was about 57km. I then did a series of aerobrakes to slow myself down. After numerous brakes I slowed down enough that heating was no longer a problem. I still lost the mystery goo, though. The parachute didn't slow me down enough. I lost the engine and all 4 landing legs.
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I'm going to make two seperate posts for what I did today... Too many images at once. The first thing i did was notice that my (only) satellite has a heavily perturbed orbit. It just gets more and more eccentric until it collides with Kerbin. And once again I got mesmerized by reference frames. Anyways; I "corrected" the orbit by burning normal until apoapsis and periapsis were close together again. It will still drift over time, but for now it's okay again. The second part of today's session was a Minmus landing that could have gone better. I wanted to do some hopping to the poles of Minmus (from the equator) and by that I cut my fuel really close. I was forced to come up with a different solution to my self-created dV shortcomings. And that didn't go well...
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Error 1000: The application got terminated.
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Glad that it helped! As for RAM: I assume you have Windows? I ask because I don't know if there's something similar on Mac (probably), but the task manager gives a RAM usage readout. You can see how much available RAM you still have. If you have enough then my only logical conclusion is that Take Command doesn't like some other mod you have installed. But I think @linuxgurugamer could answer that one best.
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Remove Take Command temporarily. Does that fix the problem?
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Have you installed any mods (recently)? It might be that one or more of them cause your game to crash.
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Sounds a bit extreme, but have you tried reinstalling your copy of KSP?
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Even if that were true: It doesn't make the situation better. Or is murder okay when a lot of people do it?
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Liftoff of today's trip to the Mun:
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Back at the KSC the lacking of 3 of the 4 kerbals is noticeable, to say the least. I can only launch one manned mission at a time. Nevertheless, this didn't deter me from launching a mission to the Mun for a contract. Taking crew reports while above/below altitude x at point y, you know the drill. I built this vehicle to perform the mission. It's... slightly overkill, as I had to realize. Capture and plane change: Meanwhile the surface reference frame draws nice lissajous curves. Now, after the mission was done I wanted to get a screenshot of the total trajectory - from start to finish. But sadly as it turns out, going EVA and then back into the craft deletes the flight history. At least I got a partial view - here's the last few Mun orbits and the escape back to Kerbin: As previously mentioned, the vehicle I built was slightly overkill. At the end of the mission the tanks were still basically completely full. So I used the fuel to slow myself down. From a Mun intersecting orbit, this is far I was able to decelerate... And then I landed right next to these mountains.
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@Will Fawkes Aim 45-60° in front of the Mun, that will almost certainly give you an encounter.. As soon as you get one you can adjust it by burning prograde or retrograde. For a free return I find angles between 60° and 90° work well.
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You can do a free return trajectory. That basically means that the Mun's gravity pushes your periapsis back into Kerbin's atmosphere.
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Clarification: Yes, that was a joke. But seriously, some of them look like real pictures with photoshopped KSP stations!
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No problem.
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That's the flight planning tool of Principia. The normal maneuver nodes ignore the new physics and are, along with the normal patched conics prediction, (visibly) turned off in-game.
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Really? They're based on the same australian show soap opera, so I thought they were similar.