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Ashaman42

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Everything posted by Ashaman42

  1. Sorry for the triple post but I have a onedrive link for the craft file and player.log Et voila: https://1drv.ms/u/s!Ag0oyzMs5sOPk1_pptXsGzH_FXO8?e=dIThor The last run I did I had the probecore as the root so the plane was treated as the dropped stage. On reverting to the dropped stage (after getting the probe to orbit) the Kerbals had their experience present and correct and flew to the runway happily but after recovering the plane they dropped to level 0 kerbonauts. I don't know if that helps narrow it down. After another comment in the thread I've tried it with closing the FMRS window once returned to the main mission before I hit the space centre button and without closing it and either way the same result.
  2. Ok, so a bit of testing later whilst also pottering through the whole thread. I found the above post on page 4. So I rerooted my ship so that the probecore on the dropped rocket was the root. Doing this I found that I didn't have problems with the revert to dropped stage button not responding but my Kerbals still lost their experience. If I leave the plane cockpit as the root vessel the Kerbals do keep their experience but when I revert to the dropped rocket: The exit out of the drop bay isn't as neat, on reverting to the split the rocket clips the bay and has a bit of a tumble that isn't present in the original drop (I imagine upping the post split save time would fix that however) When I revert to the "main mission" which is the plane landed back on the runway after I recover the plane the dropped rocket that I put nicely in orbit isn't there and doesn't seem to exist. I'll keep reading the thread (I'm at page 6 now) but I may leave that till the morning as I'm well past my bedtime. ETA: I realise that I've not added the log file, I'll sort out hosting that tomorrow along with the craft file. I just thought that it might be a known gotcha.
  3. First of all I'd like to thank you for looking after this mod, I've had it on previous versions of KSP though apart from a couple test flight I was mostly lazy and used StageRecovery instead. I've had an issue today though, installed version 1.2.9.1 on KSP 1.10.1.2939 with a few other mods installed: I flew a quick test mission with a quick and dirty ramjet plane with a belly hold that dropped a simple probecore-fueltank-engine rocket out. Mission proceeded in the following order: I lofted the plane up into a parabolic profile and built a bit of speed I dumped the rocket out the hold, swtiched to it with ] and then flew it into orbit I then used FMRS to switch back to the carrier plane which I flew back to base and landed on the runway I recovered the carrier using the standard top of the screen recover vessel button As expected this jumped me back to the probe sitting happily in orbit So far so good, then it was dinner time so I exited KSP (I think I exited to the main base screen before then exiting to the menu and shutting KSP down). Well on loading up again I find that the two Kerbals who flew the carrier are safe and sound in the Astronaut Centre but they have reverted to level 0! I had a quick look though the last couple pages and will read back further but thought I'd chuck up a quick post in case someone else has had this before and can chip in with an "Oh yeah, that'll happen if you do/don't do x". I'm going to also try again with a different pair of Kerbals and see if it happens again. Cheers. ETA: One thing I have noticed when recreating the problem is that having got my probe into orbit and trying to return to the carrier is that it can take a lot of clicks on the button to get the revert to stage to trigger. Whether thats related or not I don't know.
  4. Happy New Year both. The science was more habit than anything else. I will admit to quick saving a bunch but the only reloads I needed were when getting a bit reckless when roving to the ascent vehicle. Exploding the rover is sub optimal. I did muck up the rove a bit. I caterpillared the rovers planning to run off the fuel cell and dump that rover once the tanks were dry. Alas due to either a fuel flow mistake or a fluff up in the VAB the resupply ship landed with a dumpling tank with barely any LF or O. Add a result I started the rover trip with about 3 units of LF and a full allowance of O. I could have gone back to my predrop save and transferred some fuel before decoupling the deorbit motor but I was so pleased with landing less than 2.5km of the hab on my first try... It just meant the drive had a few stops to let the RTG fill the battery. Ace mission. Just ace.
  5. I dids it! I've mostly been playing on a heavily modded 1.3.1 install but this mission inspired me to buy the Making History expansion and it was great. Odd playing stock though. Not having to worry about life support was handy - especially as my return from Duna to Kerbin took two orbits around Kerbol. For this one I went with the prefab vehicles and the extra dv over the bare minimum was most handy. I didn't go for a direct ascent from Duna to the Kermes -- not being able to set manuver/intercept nodes from the ground makes that hard. I only did a single whip around Duna to intercept though. I forgot how difficult not being able to see one's PeR and ApR from the flight screen is though, trying to fly from the map screen did result in one of my launches tumbling end over end but there was enough dV in the tanks to recover it with burst of thrust when pointing at space and shutting the throttle when the up end was pointing down I had ummed and ahhed about getting MH - especially as most of the mods I have add a lot of the extra parts (or at least similar). Just this one mission run though has fully justified the purchase. Most thoughts tomorrow but I currently have chocolate to eat and a film to watch.
  6. Splendid. No fear on the repackaging - they'd just be used to aid the teaching. I'm also writing a more in depth data recorder plugin at the moment and I'm not really from a programming background so I expect I'll have some questions in the Plugin subforum too. Now to persuade the boss to get me a copy of KerbalEDU for testing.
  7. Hopefully this is the right place for this. I'm an engineering technician at a university and I've been asked by one of the lecturers to look into space simulation with regards to introducing it into future modules. I'm currently debating whether to use Orbiter or KSP and I had a question regarding using mods. Obviously I know I really need to read the specific licences but they can be a bit 'wall of text' at times. So my main question is do the commonly used licences have any restrictions on using the mods in an educational setting? I'm probably, at the very least, going to use: Kerbal Alarm Clock MechJeb or KER Trajectories Correct COL (unless I use Ferram) Better Burn Time Can anyone advise on any restrictions that I might miss when looking at the T&Cs myself? Cheers.
  8. I guess the crew are squeezed in... like peas in a pod.
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