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Cavscout74

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Everything posted by Cavscout74

  1. It's actually not an uncommon request. There already is optional water pressure, but every stock part has the same pressure tolerance (~400m underwater) so all it does it keep you from reaching the bottom if its turned on. It is possible to make functional stock submarines & submerged bases, but it usually takes a LOT of full ore tanks to sink. I can't think of any specific ones off the top of my head, but check on KerbalX for ideas There are a couple mods that add submarine parts, which is probably the best you can hope for in KSP. "Moist" is one, but I haven't used it. Buffalo (by @Angel-125 ) adds submersible parts and IIRC adds a mechanic to increase pressure tolerance. I haven't messed with it in 1.11, but when I was more active in KSP (up to ver 1.9) it was one of my favorite mods. I think there might be one or two more as well - maybe one of the USI mods. Here's a Laythe drone sub I sent to gather ocean science a while back, using some Buffalo parts (the prop & ballast tanks specifically)
  2. My daughter's cat seems to have learned the significance of the spacebar in KSP. He regularly sits in my lap and more than once has watched me playing KSP then "innocently" reach out with a paw & swat the spacebar, generally causing many explosions, which he seems to enjoy, along with a lot of cussing
  3. Kinda hard to say - every first was a great feeling. I guess first orbit, because I was playing the demo version and had told myself I won't buy this unless I can actually get to orbit in the demo. Actually took a couple days to pull it off, but once I did, I bought KSP the next day.
  4. Some of the aircraft I've been using in my Out of the Sands career: CF-01 Star - early jet, powered by twin Junos. There was also a version using a single prop engine in the nose to test the airframe while the Juno's were being researched. The PropStar was quite popular with Jeb & Val over the older Buffalo. Also has the SuperStar variant with afterburning turbojets (from AirplanePlus mod) The new CF-02 Cobra - capable of pushing slightly past mach 1. Much more fuel efficient but not as fast as the SuperStar The old reliable CFP-01 Buffalo was in use before the development of jets: Plus a few "X-planes" to complete various speed/altitude contracts: CX-01 Arrow, first supersonic aircraft And the CX-02, capable of breaking mach 2. Has a pair of jets for take-off & climb, then a rocket engine for a burst of speed.
  5. What mod is that rover body from? The wheels look like stock, and the camera looks like USI (?) but I don't recognize the body
  6. They are built into the body of the probe rather than separate parts. There is also a Surveyor-B body without the legs As for what I did in KSP today - nothing. Yesterday, my laptop got knocked off a table & landed screen first. I've replaced screens before, but I can't confirm whether this one uses a 30 or 40-pin connector. One store even lists both as compatible with my model, and saturday is the earliest I could even sit down to pull it apart to figure out for sure which I need so I just dropped it off with a pro to do it. Hopefully will be back up & running monday. I was able to plug in the hdmi port to a tv and confirm it is working otherwise, which was a huge load off my mind - only had it 10 months, & can't really afford another new computer.
  7. Well, if I'm very lucky, I need to replace the screen in my laptop after it got knocked off the table it was on. If I'm not very lucky, there will be more stuff broken inside. Considering how things have been going lately, I'm just going to assume the second option until proven otherwise. Haven't even had it a year. Edit: Finally got my laptop back. Got a few things done in my career, but I'm really really thinking I need to roll back to 1.10 and start from scratch. There are a lot of things that don't seem to get along in 1.11. If the stock inventory system actually had something like the KAS fuel lines & winches, I'd probably stay in 1.11 & keep going. Having two inventory systems is just a pain, but KAS is so much more useful to me than the stock system. Plus having to remove your EVA pack every time you want to place an experiment is just annoying.
  8. Probably my favorite parts of the Probes Plus mod are the Surveyor components. Works just like the real one - Star-37 does the bulk of the braking, with the 3 little LFO motors for the final landing. Being KSP, there is usually plenty of dV for a proper parking orbit at both ends though. Not quite a perfect replica due to 30-part limit for the VAB but still looks pretty good: I actually was using a pair of the same Surveyor motors for my mini-rover skycrane, which is why the TWR was so low.
  9. There is no doubt about it now - my Mun rover mission is cursed. The 3rd attempt almost made a successful landing - the transfer stage has higher TWR than the skycrane that carries the rover, and it provides a good portion of the landing dV. But when I separated from the transfer stage, i was too fast & too low to finish braking with the skycrane. Not by much - landing was at about 9 m/s, which was enough to break one of the 4 wheels, turning the rover into a ground station. The fourth attempt nearly ended in the atmosphere when a radial decoupler failed on one of the boosters. Luckily, it failed moments before booster separation, and while it did strike the core rocket, it wasn't hard enough to rupture the fuel tanks and total dV loss was probably no more than 25 m/s. Everything else went according to plan, and the MunRover-1d set down just over a kilometer from the intended LZ. After driving to site Alpha, I stopped for the night - site Beta is in some fairly steep terrain, and, well, luck has not been with me so far and I don't want to rush. In other news, my Eve-Vorona probe departed for Kerbin's neighbor. This will be my first visit to Eve in JNSQ and I'm curious to see how the Probes Plus Formalhauf lander (inside the big ball) handles Eve's atmosphere. Stock scale Eve tends to burn off all the ablator on it, so I edited the part to have twice as much in the hopes that it will protect it.
  10. I got quite a bit done over the weekend - first, figured out why the KV-series pods were doing weird things when staging in 1.11.1. Now the LES actually works & the spent stage doesn't get drug through reentry with the pod: Then my career first JNSQ manned Minmus landing. Actually, my first ever JNSQ manned Minmus landing And got my Jool-Pioneer headed on its way, with a look back at Kerbin as it left the SoI My new recruits also managed to find a rock arch in the dark, which is mostly visible by the lack of stars
  11. I came here wondering if KJR was causing my strange behavior with KV-2 pod - when I decouple, it acts like its tethered to the base still, even though it can somewhat move. Has anyone else tried the KV-2 pods in 1.11 with KJR? I started off asking this question in the Restock thread here
  12. Typically what you see on the loading bar is the last thing that successfully loaded, not what is causing the problem. You need to look at your logs to see what is actually failing.
  13. After running into headaches yesterday trying launch abort tests on a KV-2 pod, I decided to skip those and try an unmanned orbit test. All went well and put the "Orb-L" into a 160km equatorial orbit. Then performed a deorbit burn & upon hitting the upper atmosphere I staged away the KV-2...... ... and it seemed to drift away like things normally do when staged in vacuum or near vacuum. Except after getting through the hot part, I look up........ And there is my trusty orbital stage, flying 173m above me through the entire reentry with nothing exploding (and this is JNSQ not stock, stuff explodes during reentry) It even followed me to splashdown, where it parked 447m above the splashed down KV-2. Next up was another orbital rescue, bringing my kerbonaut corps up to 7 Then a Mun orbit test of the Orb/KV-2 was launched And finally, redesigned my 4-seat automated tourist vehicle for a (hopefully) safer reentry. Too bad I couldn't find out - one of the SRB's had a decoupler failure halfway through the SRB burn, and impacted the core rocket as it departed resulting in further explosions. The unmanned capsule survived & was recovered
  14. I saw that previous issue, and updated EVE with no change - I think it already was up to date, but I just deleted & installed newest to be sure. The strangest part is I'm running a 1.11.1 JNSQ with the same mod list (versions are updated if available) and it runs ok except for some other issues (invisible tethers between KV pods & their bases being the biggest I just encountered). I was trying to go back to 1.10 to see if it ran better, but I think I may just be better off sticking with 1.11 rather than chasing problems in an out of date install. I'll probably tinker a little over the weekend if for no other reason than maybe I can come back & say, "Hey, I found it, _________ mod was the problem" for other people EDIT: @ronillon That turned out to be easier than expected - B9 Proc Wings was the culprit. And I feel kinda dumb because that was the one mod I had in 1.10 & not in 1.11 install, so I should have started there to begin with. And after the fact, found this in the B9PW thread:
  15. Player: https://www.dropbox.com/s/ulkordhu3o5o7ik/Player.log?dl=0 KSP: https://www.dropbox.com/s/g61coa8zt1cdb9q/KSP.log?dl=0 @ronillon Also, the Clean + MJ install loaded right up, no issues. Installed MJ from the same .zip as used in the JNSQ install
  16. No, it was the download from the link on page 1 for 1.10. I'll get the full log in later tonight and I should have time to try the clean+MJ install
  17. I encountered a weird event and I'm going to start asking here, but I'm not certain if its a Restock or KSP or some other mod problem. Playing a JNSQ career, and I started testing using a KV-2 Pea pod. While performing launch abort tests, I was getting some strange results (see this post). My working theory was that something had increased the drag on the KV-2 and the LES just wasn't able to pull it away due to drag, which was also causing the weird behavior (cleaner rocket body pushing the draggier pod). I swapped out a larger LES tower, and it seemed to work, so I decided to go ahead with an orbital flight test. All went well, and my KV-2 atop a 1.25m upper stage entered a 160km orbit. Then performed a deorbit burn, putting Pe at about 30km & staged the KV-2 away from the upper stage. They started drifting away like normal, till some time during reentry I noticed my upper stage remained 177m above the pod during the entire reentry, no parts of the spent upper stage were destroyed during reentry and when the pod's parachute deployed, the upper stage drifted out to 218m, then 430m after splash down. And the spent stage STAYED 430m above the splashed down pod. Has anyone encountered this or have any ideas? Thanks in advance Descending: Splashed down, with the camera zoomed out and looking down at the pod & the debris 400m above it floating in mid-air
  18. I was trying to make a KSP 1.10.1 build and it keeps stalling during loading. I can post full logs later, but what I'm seeing in the player log is this over & over: MechJeb module MechJebModuleMenu threw an exception in OnDestroy: System.Reflection.ReflectionTypeLoadException: Exception of type 'System.Reflection.ReflectionTypeLoadException' was thrown. at (wrapper managed-to-native) System.Reflection.Assembly.GetTypes(System.Reflection.Assembly,bool) at System.Reflection.Assembly.GetTypes () [0x00000] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at AssemblyLoader+LoadedAssembly.TypeOperation (System.Action`1[T] action) [0x00006] in <c1858a3f77504bd1aaa946fdccf84670>:0 at AssemblyLoader+LoadedAssembyList.TypeOperation (System.Action`1[T] action) [0x0001c] in <c1858a3f77504bd1aaa946fdccf84670>:0 at MuMech.ToolbarTypes.getType (System.String name) [0x00014] in <c18bbb22f7a540d68fe41116b34520db>:0 at MuMech.ToolbarManager.get_Instance () [0x00023] in <c18bbb22f7a540d68fe41116b34520db>:0 at MuMech.ToolbarManager.get_ToolbarAvailable () [0x0000c] in <c18bbb22f7a540d68fe41116b34520db>:0 at MuMech.MechJebModuleMenu.ClearButtons () [0x00034] in <c18bbb22f7a540d68fe41116b34520db>:0 at MuMech.MechJebModuleMenu.OnDestroy () [0x00000] in <c18bbb22f7a540d68fe41116b34520db>:0 at MuMech.MechJebCore.OnDestroy () [0x000a1] in <c18bbb22f7a540d68fe41116b34520db>:0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) I saw a similar issue back around page 138 of this thread, but that was a conflict with another mod that I don't use. KSP loads fine when MJ is deleted. This is with MJ version 2.11.0 but I also tried 2.9.2 with no difference. Any ideas?
  19. What did I do in KSP today? Failed launch abort tests. Multiple times. First time, I left the aeroshell set to clamshell and it proved too strong for the "Pea" pod to survive the abort, just scattered pieces Ok, stuff happens, this is KSP. This is exactly why I test the LES before sticking kerbals in the pod. Test 2: LES fired, shell broke up, pod decoupled but the pod stayed "sort-of" stuck to the base. It seemed like a weak rubber band was connecting them. The pod still has RCS (on top) and could maneuver slightly and still couldn't quite get free. Ok, maybe the LES tower wasn't quite strong enough. I don't know how, the tower I used can pull a Mk 2 pod plus service bay full of batteries, monoprop and life support supplies away at around 4 g's, so it should be able to pull this little pod even better. But lets just scrap the tower and build a LES from sepratrons. How about 6..... that gives just over 4 g's so lets try 8: No change. When I did finally rock the pod from from the base, it fell very slowly, bumping against the rocket body, again it felt like a rubber band was trying to pull it back. Ok, one last test, from the pad with the launch clamps holding the rocket in place to try to figure out what is going on Lots of cursing followed. Currently setting up a 1.10 JNSQ install in place of the 1.11 install to see if behavior is different. My current guess is the Pea is draggier than previous versions and despite being capable of high g's, the LES can't accelerate over the higher drag when aborting at any significant velocity. And I have used a very similar setup in previous versions that worked well, so that's the only reason I can think of to create this behavior
  20. After hitting year 2 and realizing I'm at my second upgrade to build time - which is giving me manned rockets to the Mun in 3-4 days - I've decided to double the build time from here on. There is also a part of me that strongly wants to roll back to 1.10 and start this from scratch. EDIT: ...except trying to do that is creating even bigger headaches than I'm getting from 1.11!!!!!
  21. I haven't been out there since the changes, either. That is quite a sight!! That is a sad day!! Finally managed to get some KSP time added to my day: My Minmus relays arrived & were put in place: Followed by my Minmus unmanned sample return mission, which dodged some peaks in the highlands to a safe landing Built a rescue version of my multi-purpose 2-seater for LKO - it strips out the extra life support, science gear, and anything else not needed for a short stay in LKO, and adds a swing-out light to assist with night-side rendezvous' I can actually make the launcher smaller as well, because I still had the second stage with fuel remaining for the rescue Tinkered with a small base design, and found a very nice view when I tested it, but got very annoyed with it moving around on the surface worse than I've ever seen in KSP (and that's really saying something)
  22. Sorry, I ran out of time & motivation last night. Should have it up soon though EDIT: And are you freaking kidding me!?!?!?!?!?! I had 90% of the story complete - I keep notes as I go, then flesh them out for the posts - went to another tab to look at something and accidentally clicked the "x" to close the tab for this page instead of clicking on the tab itself and the whole edit is gone. Ugh
  23. Chapter 3, Part 3: Giant steps are what you take Walking on the moon On 01:287, Jeb & Kelrik boarded Dawn-MPV-2 for their historic flight to the Mun. There was a small glitch during SRB separation that caused the LES tower to jettison as well, but the remainder of the flight went smoothly. Mun transfer and orbit were simple and before long, they were docked with MCL-1. To make a landing on the day side, they had to find a spot out of LoS of Kerbin, meaning the entire landing was completed without contact with mission control. It wasn't till a few hours later when they reentered Mun orbit that all of USEA - and the world - both breathed a sigh of relief and cheered for their accomplishment. The landing occurred at 0642 on 01:292, with Jeb stepping out to the Mun's surface a few minutes later, followed by Kelrik. After gathering some samples around the landing site and planting a flag, they soon returned to orbit and redocked with Dawn-MPV-2 for the trip home. With the improvements to the launch vehicle, this mission has nearly 400 m/s dV remaining after departing Mun orbit. The extra dV allowed a final deceleration maneuver shortly before reentry, dropping Ap from 88000km down to just 14000, reducing reentry speed, heating and g-forces. They landed safely on 01:297 at 0348z roughly 100km west of DSC Riding on the success (and funding) of the first Mun landing, USEA quickly put together another Surveyor mission - this one to Minmus - and an improved relay network, dubbed HOCON (High Orbit COmmunications Network) using the recently developed Quetzel relay antenna. Surveyor-Minmus launched without difficulty from DSC and headed for the tiny moon while a few hours later, HOCON launched from KSC to an extreme orbit (175000 km), depositing the first of three relays 12 days later. With a 175000kmx91000km orbit, it will be another 45 days before the next relay is deployed. HOCON-A deployment at 175000km Ap Surveyor-Minmus-1 leaving the atmosphere Surveyor-Minmus-1 arrived at Minmus on 01:308, separated from its transfer stage then fired the retromotor a few hours later, putting it on a path to land on the Kerbin-facing side of the small moon. Landing - being performed in daylight - was simple and shortly after touchdown, the probe began sending data back to KSC. With two missions underway and all crews safely at home, it was time to send a pilot to investigate the final set of anomaly reports, located far to the north of KSC. Jeb was tasked with the mission and took another CF-01 fitted with a new style of drop tanks that while smaller also produced much less drag. Improvements in jet engine technology resulted in two more flight tests - one of an improved CF-01, labelled the -01B "SuperStar" with a pair of Tiger afterburning turbojets, flown by Jeb at DSC while Val took up an entirely new design, the CF-02 Cobra with a larger Wheesley turbofan. The SuperStar was able to reach 426 m/s in level fligth at 5000m, making it the first true supersonic aircraft developed by USEA. The Cobra was somewhat heavier than the SuperStar, with the new technology of swept wings. The more powerful turbofan engine was easily able to push the Cobra past mach 1 near sea level, and but could only reach 373 m/s at 5000m. It did, however, burn a fraction of the fuel of the SuperStar with afterburners, making a a longer ranged aircraft if not quite as fast. Handling was good, however a freak landing accident caused the prototype to flip over and smash into the runway. Val survived, shaken but unhurt. This incident prompts the USEA to begin upgrading and paving the runway as this was believed to be the primary cause of the accident. A launch of a small Mun rover ended in failure when the decoupler designed to separate the rover from the transfer stage failed to operate, resulting in the rover and transfer stage impacting the surface of the Mun. No clues were able to be gathered from the telemetry - the separation signal was received by the on-board computer and other commands still functions but no further action happened with the decoupling mechanism.* Preparations for a second Mun landing began with launch of a second MCL to Mun orbit, followed shortly thereafter by a second attempt at a Mun rover. Finally, Val & Ambera launched in a fresh Dawn-MPV for their turn at a Mun landing on 01:331. The Mun rover project seems to be cursed - to check for good signal, the rover was allowed to complete one orbit over the landing area at low altitude, and it retained signal till well after the LZ. However, shortly after performing its deorbit burn and separating from the transfer stage, the rover lost signal and it could not be regained prior to Mun impact. The second manned landing went much smoother, with Val & Ambera touching down safely near an anomaly that had been detected from orbit. Nothing was visible, but they gathered samples & returned to orbit. As this was their second trip around the Mun, docking & return to Kerbin was a snap for veteran pilot Val. While the women were heading for home, Kelrik launched on a solo flight in another Dawn-MPV in response to a plea for help to rescue a stranded kerbonaut. Kelrik's Dawn made rendezvous with Pomeroy's craft, assisted his transfer to the Dawn-4 and rigged the derelict pod for safe destruction. If it had been a shock to discover another nation had already placed a kerbal in orbit, it was even more shocking to see what was clearly an aircraft-style cockpit rather than USEA's pod designs. Landing safely on 01:338, Kelrik became the first kerbal to perform a space rescue. In the future, it may be a good idea to add exterior lights to the rescue craft, as the rendezvous occurred shortly after sunset and the rescue completed before sunrise. Dawn-MPV-4 was supposed to be the non-Extended Range variant without the larger solar panels, but somehow an ER-variant orbital stage was mated to the Dawn-4 during assembly USEA's next two launches were to establish small comm networks at Mun & Minmus, to prevent mishaps similar to the MunRover-2 failure. MunCON launched from KSC followed a day later by MinCON from DSC. Both flights launched without a hitch and headed towards their respective destinations. USEA recognizes that a trio of relays would be safer, but it is believed that with HOCON currently being deployed, it will be able to provide full coverage with just a pair of relays around each moon *What really happened was I was using a docking port as a decoupler, and the good ole' stuck docking port bug found me
  24. My second manned Mun mission returned home safely and I also completed the first orbital rescue of this career. Not sure which of those missions this was from, but the orbital stage was nearly stationary north of the capsule during the beginning of reentry, so I got to watch the disintegration of the spent stage. Here, just the engine & engine plate remains and it finally started decelerating faster than the pod I also placed twin relays around Mun (I know you need at least 3, but 2 is almost as good when you have other relays to bounce off of) and got another pair headed for Minmus
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