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KSP2 Release Notes
Everything posted by Cavscout74
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From what I've seen, the game does not like moving/separating fairings with parts inside. I think it causes the game to not recognize that the parts under the fairing have been unpacked. It should work fine if the fairings get jettisoned at the same time as the tower is fired - maybe not as realistic looking, but it should work.
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Breaking Ground DLC aircraft challenge
Cavscout74 replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
@Klapaucius First class already seemed like it was totally removed from coach. Now it really is!! -
Welcome back & good hunting!
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Do you play with G-Force and Pressure Limits on?
Cavscout74 replied to jpinard's topic in KSP1 Discussion
I do, it's not overly difficult. Just takes some getting used to. It also allows you to run High-G tourist contracts if you're playing career - take a number of tourists either flying, sub-orbital or in orbit & make them pass out. The flying & sub-orbital ones are fun, the orbital ones kind of a pain. The primary drawback is you can only go something like 300m underwater on Kerbin before the parts get crushed by pressure. There are some mod parts intended to be submarine parts that have higher pressure limits, but every single stock part has a pretty low pressure limit. If you don't like it, you can always go into settings & turn those back off. -
I haven't inflicted enough pain on myself or my kerbals lately, so I'm taking another shot at a shuttle design. It's just a little Mk2 passenger shuttle. It used up WAAYYYYYY too much of my time & effort. Some of the stupidest things went wrong, too. After designing the spaceplane in the hangar & testing it at low altitudes, I moved over to the VAB. When I rotated the whole thing 90* so it would go straight into a gravity turn on its back, the landing gear flipped so the main gear were pointing opposite directions. Then I accidentally placed the abort sequence into the staging action group - resulted in not 1, not 2 but THREEE botched launches that I couldn't figure out what was going on. Then came tweaking the design to get it to launch up instead of sideways. After finally getting a successful launch, everything went haywire passing 20km or so & I had to abort again. From there, I scrapped the entire booster setup & attached 4 1.25m boosters around the shuttle, with a few small SRBs & flew it that way - which worked pretty good. I reached a 94km orbit with ~600 m/s dV remainng in the Terrier's on the shuttle. Reentry was smooth - once I released radial out hold, it went by itself to about a 10-15* nose up attitude & held it without effort till most the of speed bled off. With a Wheesley for atmoshperic flight, it doesn't want to get much over 200 m/s, so the flight back to KSC took a while - I overshot by about 250km. But landing was smooth once I made it back. This might be the tamest handling spaceplane I've made so far. Attempt 1: Attempt 2: Attempt 3: Attempt 4 with 4 smaller liquid boosters on both sides of the shuttle Finally, I made a picture-perfect landing with an automated resupply mission to my Minmus base - set it down 37m from the base itself, in the middle of 3 other craft. I had hoped the transfer stage would crash close enough for the surface seismic sensor to get a reading, but no luck - I think I may have still been out of physics range when it impacted, because it should've hit <200m from the surface experiments.
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I was sad to see the old ones go, but honestly I like the new KAS setup better now that I've messed with it. Good luck on your new save!
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Yesterday, I experimented with Bluedog Design Bureau in an alternate copy of KSP, along with Tantares. Both were pretty impressive, although much bigger mods than anything I could add to my existing main game. Still, the Titan-Gemini launch was pretty impressive. I may have to keep this alternate version around for occasional eye candy with more realistic craft.
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Opening craft files on different versions
Cavscout74 replied to Ivan Cheung's topic in KSP1 Mods Discussions
It can be done, although if it's a major structural component, it is not going to be easy or pretty. But if its something simple, it's not hard to do. Just <Control-F>, find the part you are looking for and delete it out, as well as the lines on other parts where it shows the part you are deleting is attached to other parts. They will look something like this: link = telescopicLadderBay_4289293210 The part section will look like this: So you need to delete out the entire part from the first { to the last }, then delete out the "link =" lines from any parts the deleted part is attached to. I used the retractable ladder as an example because it happened to be the first linked part of the root part of the craft file I opened to use as an example. You'll have to find the actual part name either by educated guess or find the part.cfg & looking for the "name =" line -
After the cat fiasco, I didn't accomplish a whole lot other than stopping my gluttonous kerbals from taking 200 snacks with them on EVA's. I did get my Mun base re-staffed and made a few improvements. Crater base pictured after replacing the broken rover scan arm & adding additional science gear - both on the base & surface experiments. I attempted to use the resupply ship to create an impact, but it was too slow to get any useful data. Other than that, I mostly did a few tourist orbital hops and an LKO rescue. I have to say with Scatterer installed, even those are worth looking at now
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I've made some of my own (either with the stock tower or just sepratrons), but this one was a mod - PEBKAC Launch abort system. Only 3 parts - a Mercury style tower, and an Apollo-style tower with & without protective cover.
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Well I had some excitement this morning. During launch of a routine crew rotation to my Mun base, roughly halfway through the radial boosters fuel, my daughter's cat (who likes watching KSP & has wrecked missions in the past) wandered across my lap, stopped, looked at the screen then reached out & smacked the space bar. I'm certain this was no accident. As I watched the boosters go zooming off into space - not hitting anything by some miracle - I did some quick figuring and came to the conclusion that he'd just wrecked another mission. Happily, the launch abort system worked great. I think I could've accomplished a safe landing, but I would've had to send another lander with fuel to come home since I don't have ISRU parts unlocked yet.
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Intermittant reduced EVA thrust
Cavscout74 replied to Cavscout74's topic in KSP1 Technical Support (PC, modded installs)
Sure enough, they are EVA'ing with 200 snacks. Thanks for sharing that!! -
Intermittant reduced EVA thrust
Cavscout74 replied to Cavscout74's topic in KSP1 Technical Support (PC, modded installs)
Carrying nothing both times it acted up. But that is what it reminded me of. Also not carrying any of the new surface experiments. Also, not sure if this matters at all, but the second time it happened, the pilot was in the Making History suit. I'm pretty sure the first time was in the standard suit. -
I made another attempt at an intermeshing rotor helo. This one almost worked. Unlike the first attempt, it actually moved & started to leave the ground. Which turned out to be a mistake Then I took care of several tourist contracts - a heavy lander to Minmus with 4 tourists & a pair of rookie kerbonauts went first. Then I had 4 more just wanting a quick flight to orbit, which I launched out of Woomerang, pictured here after staging Finally, there was another group of 4 tourists to the Mun, along with another rookie pilot. I encountered (for the second time now in 1.7.2) something odd: When I EVA'd the pilot for a quick flag planting, his EVA thrusters didn't have enough power to lift him off the ground. Even jumping, I couldn't get him back to the cockpit hatch. I finally managed to climb the lander till I eventually got to the hatch. My biggest accomplishment though, was getting my career first satellite into Moho orbit.
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Since the 1.7.2 update, I've had issues twice now with kerbals on EVA having less thrust from their EVA packs than I'm used to. Specifically, this has happened on Mun. The first time, Jeb couldn't get off the ground with the EVA pack. If I jumped & then used the pack, it just extended the jump slightly. After that, though, I had several "normal" trips to Mun where everything appeared normal. I was actually starting to think it was just some kind of random glitch until this morning when it did it again. I had a load of tourists & a pilot. In addition to the tourist contracts, I had a flag planting contract. So I had the pilot hop out to plant the flag & he couldn't get back to the hatch. Yes, I forgot the ladders, but it was the Mun, he should've been able to jet up to the hatch with ease. I was able to get him to climb the lander & finally get back in at least. I don't actually have a log right now, although I can try to post one later tonight. Also, not on my gaming computer, so I don't have an exact mod list, but I know most of them
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So I tried something new.... It behaved oddly but it did slow down quickly. This was just a suborbital hop. I need to design a plane that flies better, THEN make the wings feather. Jeb was very pleased with my pilot escape capsule - decouplers on both sides of the cockpit, sepratron & parachute. Then I went back to my career save. The first Minmus base crew was getting past 30 days & a relief crew was sent, along with some additional equipment. Relief crew coming in for a landing at sunset. They all needed the Minmus landing & flag planting for experience in addition to relieving the vets camped out on Minmus. Both crews working to attach spare monoprop tanks to the base, along with a second Monoprop Power Unit for nighttime power. They also brought another radial snack can and some extra KAS stuff While the new scientist & pilot work to maneuver the rover with extra gear around the base without breaking anything, the two engineers discuss where to mount the new MPU on top of the base Finally, after upgrading the base, the old crew headed for home
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Some minor quality of life suggestions
Cavscout74 replied to BadOaks's topic in KSP1 Suggestions & Development Discussion
Something along these lines would be wonderful. I have a habit of sticking stuff inside of trusses, then its a pain move said parts around later. Same with sepratrons between stages -
Opening craft files on different versions
Cavscout74 replied to Ivan Cheung's topic in KSP1 Mods Discussions
So long as the parts are still the same, you can go in and edit the craft file & change the version. Results may vary - the parts Squad has updated since 1.4.1 are "new" parts - so for example, the Mk 2 lander can in pre-1.6 still exists, but post 1.6, the game uses the new Mk 2 lander can. AFAIK, the only thing that will happen is you will get a message saying the parts are invalid & the craft won't load, so it's worth a try. The craft files should look something like this (from one of mine on KerbalX). Just change the version to 1.4.1. And maybe delete the "steamPublishedFileID" line - that was added after 1.4 -
I'm still shocked it took till my third one to have that happen. Although the second never left the ground, so it doesn't really count. In my own career, I've been pretty busy last night & today. Jeb finished out the speed/altitude record contracts with a spaceplane flight "to the edge of space" - ie 60km. I again used the forerunner of my Falcon spaceplane & cleared 60km with fuel to spare. I don't think I would've had enough to circularize if I'd pushed it, though. To make for a simpler flight, Jeb launched from the dessert airfield, turned east & flew up to 60km then back down to land at KSC. In the meantime, Val, Ambera & Kelrik have spent a few few weeks on a Mun base for contract. I also spent some time hunting a Mun crater until I rolled the rover multiple times and smashed the scanning arm. After returning home for some R&R, they were sent to Minmus to get the new Minmus outpost up & running. Jeb is still in the doghouse for his unauthorized flight into interplanetary space a few months ago, which is why he's been stuck doing aircraft test flights & the occasional crazy trip to the Mun inside cobbled together craft made from trusses & octagonal struts.
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Yesterday was apparently a game of Kerbal Aircraft Program instead of Kerbal Space Program. Jeb continued being a test dummy to progress through multiple aircraft speed & altitude contracts. Most were quite successful. Here, a modified CF-01 Vampire with extended wings takes off for a 20km altitude record: Then I went for a rocket-assisted Mach 3 record, although it needed way more oxidizer than I had and a good bit more thrust too. But it flew halfway decent: Second, more successful attempt, shown here returning to KSC: After the mach 3 contract was completed, it was time for the mach 4 contract. I decided upon something close to my Falcon spaceplane design. Since I don't have NERV's unlocked yet, I opted for a pair of Valiants and plenty of LFO in place of them. It turned out to be easily capable of mach 4 and breaking 35km (although it didn't satisfy the altitude contract since it had rocket engines) Finally, the Arrow was built to complete the 35km altitude contract on airbreathing engines only, and was a great success: Not all Jeb's attempts were as successful as these: Finally, my one satellite launch went awry due to a staging error. I was attempting to get a nice screenshot of sunrise as the fairing was jettisoned. And that happened to be where the staging error was so I caught this instead:
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With DSEV & Community Tech Tree installed, I am not getting either the Zen Greenhouse or the D2 Greenhouse showing up. All the other parts assigned to either short or long term habitation in the CTT tree are showing up. I created a new KSP copy & installed just DSEV & CTT, and they showed up as expected. Then I went back to my existing game, deleted & reinstalled both CTT & DSEV and deleted the MM config cache. Started KSP, loaded my career and.... no Zen or D2 greenhouse. Looking in my output log, I found this when searching for "Zen" And something similar for the D2 Greenhouse: Anyone have any ideas?
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The controller has a short ranged antenna built in, so from the pad or anywhere near KSC should be fine. From Mun, you'll either need a relay close by or an comm unit, and another power unit to power the comm unit
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Rotors , How do I make them actually rotate
Cavscout74 replied to Puggonaut's topic in KSP1 Gameplay Questions and Tutorials
You have to map the motor torque to something, usually a translation axis. My 2 feeble attempts have mapped torque to the translate up/down axis (default I & K keys) to increase/decrease torque. -
Today was just a few routine launches - again in preparation for the upcoming Duna & Jool windows. I think I started launching stuff a little early, even with my self-imposed launch time restrictions - I've still got ~180 days till the Jool window & just shy of 200 till the Duna window. Then I realized my VAB was a mess - craft files saved under 3 different naming conventions, often duplicates of essentially identical craft. So I spent about an hour cleaning that up - boring but it was needed. There are a few duplicates still, due to a botched MM patch I made to add USI-Life Support functions to another mod. The botched patch caused the affected parts not to load and therefore any craft with those parts couldn't load. Finally, I decided to tinker with some more helicopters after my surprising success last night. Survey sat entering orbit in preparation for Duna transfer: I also had a set of tourists to take to LKO & back. They managed to catch a nice sunrise on their way back down: First up was an attempt at an intermeshing rotor. That didn't work. The first & primary problem was the fact that while I remembered to reverse one of the motors direction, I DIDN"T remember to flip the blade around, so one set of blades was spinning backwards. Also, the intermeshing things didn't work all that great - they would start turning good, then slow down suddenly, then speed up, etc. On the plus side, all this happened on the ground rather than in the air, so no kerbals were harmed during this round of testing. The intent was for something along the lines of a Flettner 282 (https://en.wikipedia.org/wiki/Flettner_Fl_282). Success has so far eluded me Then I went back to my HTV-1P design & attempted some improvements. My first discovery was that the improvements I had made last night didn't get saved. After fixing that & attempting further improvements, Val took up the improved version for a night flight And she managed to find the explosions & destruction I had been expecting last night - although it was survivable thanks to her indestructible helmet. Then I ended my session taking care of some "Gather science from...." contracts. The Vorona satellite in Duna orbit also had a nice view while transmitting science back to KSC:
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I've had planes end up bent or with parts shifted in position after a bad case of physics-warp-turbulence, so it certainly has some of the same effects as weather-driven turbulence.