jonny
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Posts posted by jonny
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After a long break I finally got back to play KSP. And I have to say, there is no better way to explore the shiny new parts and tools than doing a well designed Challenge.
I started off with a very lightly modded game:
- [x] Science
- KAC
- EVE
The albums of Kerpollo and Minpollo are here:
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@Speeding Mullet I was reading through the challenges in den OP and noticed the Caveman Challenge seems to be abandoned, and @MoeslyArmlis wasn't online since December 2016.
However, there is another challenge that I would like to suggest as an Heritage Challenge: the Caveman Evolved Challenge. @5thHorseman balanced the rules very well, and I think it is worth considering it as a Heritage Challenge. I am not sure if the challenge is "Accepted by the community in its first iteration as an amazing challenge by pure quality and volume of entries" but I think it is still a great Challenge and we could start a peer review process.
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On 21.08.2017 at 0:11 AM, 5thHorseman said:
I sadly have 0 time to work on something like this.
@cratercracker did announce that he is willing to create cool badges. Maybe you could ask him.
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3 minutes ago, herbal space program said:
if Burbarry can get to Eve or Kerbin by himself!
He can! Eve takes about 400 m/s and Kerbin a bit more. once you made the encounter things become very tedious.
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1 hour ago, sevenperforce said:
A standard jetpack has 650 m/s of dV, per the wiki.
are you sure?
9 hours ago, jonny said:QuoteThe Kerbals can navigate outside their spacecraft by climbing ladders, walking, or using their personal RCS jetpacks, which have a Δv of 600 m/s RCS fuel that is completely restored upon entering a command pod.
http://wiki.kerbalspaceprogram.com/wiki/Extra-Vehicular_Activity
1 hour ago, herbal space program said:And on that note, to insure fairness how exactly did you go about calculating Burbarry's EVA dV?
On my attempt I used all the EVA propellant, and counted the 600 m/s from the Wiki.
I was digging in the .cfg files, but unfortunately there is no ModuleEnginesFX in GameData/Squad/Parts/Prebuilt/kerbalEVA.cfgI did some testing and can tell the following: EVA Propellant is very magical. it has no mass but 5 units of it change yout velocity by 600m/s. 2.5 units of it change the velocity by 300 m/s. We don't need the rocket equation. I Guess even Burbarry can calculate the dV.
1 hour ago, herbal space program said:...Also, to make it less implausible, what I'll probably have Burbarry do is abandon his ship just as I'm swinging by on a tangent orbit and use his EVA pack to match velocities with me, rather than sending him off into space without a ship for months to rendezvous with me at some distant point. While I can see how the latter might smack of cheating to some, I think the former is totally consistent with the spirit of the challenge, especially since we'll be counting Burbarry's dV.
well, that make things less implausible but I don't agree with such a rule because it diminishes Burbarrys possibility's, and I would like to see someone doing gravity assists with Burbarry.
2 hours ago, linuxgurugamer said:Might I suggest that you have two dV records, one in which Burberry uses his backpack for a significant part of the dV change, and one which he doesn't?
Two records, is what I think as well. But I would suggest the first record: "do whatever you want" and the second: "Burbarry can only survive one day" allow Command Chair??
PS: Be warned @herbal space program my dV record is without EVA. I was on EVA for the cost and mass record.
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4 hours ago, herbal space program said:
it could make as much as 1,200m/s difference in a contest where the benchmark score is 5200m/s all told.
I just want to clarify: the difference in the final score should be 600m/s, because the 600m/s spent in EVA should Count. Of course the difference for the rescue vehicle itself is 1200m/s. If you don't count the dV in EVA you would look at a benchmark score of ~4800 m/s from my second entry.
QuoteThe Kerbals can navigate outside their spacecraft by climbing ladders, walking, or using their personal RCS jetpacks, which have a Δv of 600 m/s RCS fuel that is completely restored upon entering a command pod.
http://wiki.kerbalspaceprogram.com/wiki/Extra-Vehicular_Activity
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1 hour ago, linuxgurugamer said:
Im going to have ti go out to him as fast as possible along the lines ofwhat @Aetharan said
That is exactly what I had in mind. That technique of watching the timer should help you avoid missing the target by hundreds of Kilometers, like @Aetharan did. Because if you start the burn 2 seconds early or late you end up 40 or even 60 km in the wrong place depending, on the relative velocity. By watching the Time to closest approach you can determine whether to throttle up or down while you cancel out the relative velocity. You just want to make sure the timer decreases by one second every two seconds.
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12 hours ago, Aetharan said:
If you can get the timing right so you actually pull up alongside him instead of missing by thousands of kilometers like I did
@linuxgurugamer I think Scott Manly made a Video about a similar problem it was something about the fastest possible transfere to a other planet. He used a very neat trick to get the velocity down with the right Timing: He compared the time to closest approach with the ingame clock and adjust the throttle so that the time to closest Approach ticket down at exactly half the Speed.
If you aim for 70% throttle I guess that would leave plenty headroom for errors. Keep in mind that you will fall twards Kerbol during the flip. You might want to aim initially a bit high, depending on the TWR.
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26 minutes ago, herbal space program said:
I'm using a SSTO space plane that makes orbit with right around 5.9km/s dV, so it's beat @jonny's record or bust!
Mind you: I only used 5.2 km/s from LKO, but I would like to see my previous record beaten. That would give me the opportunity for a third run...
I am looking forward to see your second orbital flip / Jool capture. It is surprisingly difficult, I guess you will need to Aerobrake in Jool's atmosphere.
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last weekend I finished the Challenge with a single mission conquering the final 4 celestials. Of course manned, and as always without visiting any celestial twice.
@5thHorseman that is a great set of rules you put together for this challenge. I had a lot fun, and the missions felt never repetitive or boring.
The full album is here: http://imgur.com/a/yGqgJ
But every important step is in the SpoilerEve Transfer + Landing
Spoiler
First stage separation
I had to stick the nose cone on top of the other one, because the fairing had to be a interstage fairing. A closed fairing did unveil the Kraken on the launch pad.
Eve transfere
Aligning the orbit with Gilly's orbit
Val is inside the Eve-lander on a sub-orbital Trajectory
2 Aerobraking passes later
Vall can't get to the ground because I forgot to stick a ladder on the lander
the launch is timed to meet the correct inclination
during my [high number] attempts to get the lander back to a stable orbit I was to busy. I couldn't take Screenshots.
Vall had to accelerate the last 100m/s in EVA
Gilly + Return
Spoiler
Jeb thought it is absolutely unnecessary to archive a stable orbit around Gilly. He sent Vall to plant the flag on EVA
After a quick stop on the surface of Gilly she was on her way back to the ship
On the way backMinmus + Mun
Spoiler
The where a little bit surprised to find a Celestial inside the SOI of their Home World
The root part was wrong.... the dV readout of KER as well
my shiny new space center -
15 hours ago, 5thHorseman said:
And now you can finally go to Mun and Minmus for the unlock we all got first
Mun? Minmus? What are you talking about?
I think there is only Eve and Gilly left to explore. Is there something I didn't know about the Kerbol system?
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It took me a long time, but I finally came to the point where i could start my Jool 5 mission in my Caveman Evolved plus Munless Night career.
I just Upgraded the R&D center and had very low funds. therefore i am going for the low cost/mass sub-challenge.KSP 1.3 Linux 64bit
Mods:
[x] Science!
BetterTimeWarpContinued
KAC
KER
Precise Node
RCS Build AidThe vessel is a SSTO which costs 94452 and has a wet mass of 43.588t
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Here we go!! I Finished the Munless Night challenge with a Jool-5 mission.
I never had that much fun unlocking the entire tech tree before. Usually I end up with a Science Lab on Minmus to unlock all before I go interplanetary. But the limitations make the Gameplay very rewarding and fun.
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It took me a week to plan, days to complete and hours to upload and comment. But I finally finished my Jool 5 mission.
I installed Precise Node for the mission.
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23 minutes ago, XLjedi said:
For me, it struggles right there at the sound barrier 330-350 range...
Thank you very much for your effort. I want to know if you did try to reload a quicksave made on the Runway and see if there is a performance difference between the initial launch and the Quickload. For me the vessel gets to 370 m/s at sea level at the initial launch, and 330m/s if i load a quicksave on the runway. I am able to get very consistent results (373m/s or 329m/s) as long as I try to keep the altitude between 0m and 200m.
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16 hours ago, XLjedi said:
...for me, when I try to follow your link it wants a squad bug checker login.
I didn't know this. I uploaded the craft to dropbox
https://www.dropbox.com/s/2j8eldshodc5iju/Jool 5 SSTO.craft?dl=0
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16 minutes ago, Spricigo said:
What we can do is offer some help in designing a spaceplane that can perform as required.
I specifically didn't ask for improvements to the vessel itself, as I experienced the bug with several designs and think the problem is more fundamental.
My objective with this question is not to improve my Spaceplane. I want to know if the bug is present for other operating systems as well. I might consider to setup a dual boot if the bug is related to Linux or my specific system.
If the bug is not present on other systems I want to know which is the "correct" performance of my Spaceplane.
If the Spaceplane is capable of orbit on a not affected system I will assume the Performance direct after launch is "correct".
This unfortunately means that I have to do do the Laythe testing on a other system.On the other hand, If the Spaceplane is not capable of orbit. I will consider to ask for advice how to improve my design.
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Hello all together,
I am currently testing SSTO designs for my upcoming Jool 5 mission, and experienced a strange bug: my SSTO is capable to get to LKO. But if I revert to launch or load a quicksave, I made on the runway, it becomes impossible. I am unable to get beyond 400m/s after the quickload/revert.
I created a bugreport: http://bugs.kerbalspaceprogram.com/issues/15664
Unfortunately I have no Windows and don't want to spend the money on a Windows key (running Linux).
In order to get my mission going I would like to know if the bug is related only to Linux or even my specific system. Can somebody please try to reproduce the bug on Windows and possibly Linux (the .craft file is attached toe the bugreport).
If this bug does not appear on Windows please tell me whether the vessel is capable to get to LKO on Windows. Either way, it would be unfair, and i would see if I can hack a Windows key.
Thank you very much in advance.
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I am not sure, but I guess it could be possible with a simple MM script, which adds the module that makes the hatch on pods work (I have no idea if there is such a module) to the docking port.
I think USI MKS adds airlocks. You may want to look at the config files and code of those.
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Welcome to the Forums @Scorpiodude!!
If you would kindly provide some more information about the original Panjamdrum. Something like pictures, or a link where to find those would help a lot.
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4 hours ago, zanie420 said:
@jonny you also make me want to combine this with another run at Munless night
I can only encourage you to do so. It is very fun and rewarding. You really need to choose wisely which upgrade to make next. Because e.g. maneuver nodes or MOAR boosters can solve the same problem.
For the Duna mission it is a whole challenge by itself.... Wikipedia gives some formula for calculating orbital periods, and KSP wiki gives you physical characteristics of the celestial bodies. And I can tell it is a great feeling to enter Duna SOI, because the calculations were right.
As far as my own space program goes: I am testing and tuning for a Jool 5 mission with tight budget. I don't like to grind contracts for more , and a Eve return mission will be very expensive.
Taking the recovery value into account a Spacplane is very attractive, but it have to survive spawning on the launch pad -
On 9.7.2017 at 5:19 AM, zanie420 said:
I finally made it to Jool
I am impressed!!! Jool 5 in a SSTO. I didn't think about a SSTO for this, but it could be a good solution, as I currently run out of but got all the needed science from Eeloo. I will see if a SSTO is less expensive than a rocket, and if I can build one for 120,000 .
BTW: Here is my Eeloo mission:
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I thought it will be a very long mission, so I sent all three (Bill Bob and Jeb) to Eeloo.
But it turned out to be a rather short trip, with 6 years and 18 days. They didn't even spent 3 hours in Eeloo orbit.here is the Album, but as always, the important steps are in the spoiler.
Launch and Refueling
Spoiler
The refueling mission with two landing cans did complete the "Station" contract and will rescue Viremy Kerman
the empty tanks are surprisingly stable at Supersonic speedKerbin -> Eeloo and Eeloo landing
Spoiler
Ejection to Eeloo
Inclination changes and adjusting the close approach
Eeloo insertion
Bob landed and made two more hops to get to a total of 3 Biomes.Return
Spoiler
What a fancy new feature!!! We have maneuver nodes
I did totally overestimate the dV needed for the mission. At this point I just started to burn the 2500m/s I reserved for the return. I decided not to aerobrake and try to recover as much a possible.
Unfortunately i did lose the most expensive parts.
Kerpollo - A Complete Science Mode Run In 9 Acts
in KSP1 Challenges & Mission ideas
Posted
Here we go, the next two Missions are done:
Munpollo:
https://imgur.com/a/7I9WcA3
and Drespollo:
https://imgur.com/a/FeBXzHs