Jump to content

OrbitalManeuvers

Members
  • Posts

    1,494
  • Joined

  • Last visited

Everything posted by OrbitalManeuvers

  1. @KierraJust wanted to let you know I did a complete re-install of KSRSS and the problem of crashing through the moon has disappeared now. I just flew the same mission again (same lander parts) and everything went perfectly, no boom. Not sure why but hopefully it was my fault somehow!
  2. https://drive.google.com/file/d/1LL-wg7N45LuPMnuNjTsEB73Vg5T38aaG/view?usp=sharing This might save you some time. I don't think I have any weird mods installed, so hopefully it'll work for you. edit: that's built with the BDB and MLP dev branches
  3. No, I flew an Atlas-Centaur from Earth to a direct landing on the Moon. In the initial flight, I saved right before starting the landing burns. Then it crashed into the un-surface. Then I reloaded from the save and flew the landing again, and the same happened. This was yesterday. Then tonight I reloaded the save again, flew the landing again while recording, got the same results yet again. At the risk of repeating myself, I flew an Atlas-Centaur to the Moon and (almost) landed the Surveyor probe, all in KSP!! That's pretty awesome, even if there are glitches along the way
  4. I recorded it for you, in case you'd like to see it happen. To paraphrase a countryman of yours ... sorry the video is long, but I didn't have time to make it shorter. edit: btw you can see a seam in the terrain here
  5. [potentially dumb questions ahead] If anyone has a quick sec to say a little about how to get to other star systems, that would be much appreciated. I see mention of interstellar drives and wormholes, how do these work? For the engines, are you literally executing a maneuver that exits the stock system and then time warping? And for wormholes, I'm guessing these are locations in the stock system where a rendezvous within some tolerance results in getting transported to the other system? I hope I'm not asking anything spoiler-y! Just trying to understand what it would be like to use these, where you build/launch from, how you get there, etc. (I'm assuming they show up in the cheat to orbit list, and hopefully KRASH too?) Also, can these be used with JNSQ?
  6. Hello, thanks for any ideas about this ... I'm using KSRSS (a 2.5x RSS) and trying to use KER to get a proper launch window to the moon. I've set the Moon as my target. However, the "Relative Inclination" readout on the Rendezvous HUD displays some static value while you're still on the launchpad, and doesn't start updating until you lift off. My (limited) understanding is that I should wait until the relative inclination of the Moon is close to 0 before launch ... but if that value never updates, I don't know how to do that. Am I doing something dumb?
  7. Everything in life is a work in progress, so no worries One question though: last night I was able to fall through the moon's surface twice while trying to land (at very slow speeds) - the ground just wasn't solid, so my craft was destroyed just below the ground. That happened twice, but I also worked fine once. Is it possible different locations behave differently? Not sure why it worked once (in one location) and then failed twice (both times in the about same location, but a different location than the successful landing). Have any ideas? The successful landing: 2nd update: indeed, now all lunar landings explode on contact with the (lack of) ground. I have so far only tried the Coatl Surveyor probe, pictured above. Apparently I got lucky with the first attempt!
  8. I have a couple graphical glitches I'm wondering if anyone has ideas about. First is the palm trees around KSC ... they maintain a lot of detail very high up, and stand out quite a bit. It's like they are not scaling correctly? Next, a really weird one. The preview pane in the tech tree is displayed with an overall tint that I've never seen before. Look at the far right of the screen, all the parts are tinted a blueish-gray. This doesn't affect anything as far as I can tell, but weird things out of the ordinary sometimes mean something is amiss elsewhere, so I thought I'd ask. Any ideas?
  9. Bingo! Thank you. I missed the one that wasn't a link, oops.
  10. In the Tracking Station I'm seeing the Earth as 600km and atmosphere at 69km. Do I have something installed incorrectly? I definitely have the solar system but is that 2.5 scale?
  11. That's the one I used! Thanks for working on that, it was kind of the last JNSQ piece I really needed to find, as I rely on the original a lot. I had previously been just eyeballing it in the tracking station, which works for really rough guestimates, but the planner was obviously much more precise. JNSQ made me love Minmus. It's really beautiful.
  12. Jumping in here just to say how much fun I've been having with JNSQ. A big "thank you!" to the folks working on it. The combination of JNSQ/BDB/MLP/Coatl is one of my new favorite installs. Today, however, I was using Nertea's stuff, KW, Coatl, and a few other and finally conquered the Lindor beast! Some images: Also, because I'm a nerd, I wrote down some stuff about the mission in case anyone is interested. Thanks again to everyone working on this mod!
  13. As a developer in another field maybe I'm just overly-sensitive about people putting unexpected code into software. It literally doesn't matter what the code is/does - it only matters that the author is willing to put something into the software that isn't part of the software's purpose, and that's enough to make me tune out. FWIW, the planets I looked at looked nice. Best of luck with the mod.
  14. Idk if it's on purpose (how could it not be?) but some component of your mod is trying to be cute. Maybe I'm too old to appreciate the joke. Shame that all this work is overshadowed by something so pointless. Hopefully it gets removed.
  15. @MashAndBangers Sorry I'm a few days behind here ... but would you mind sharing some more info about how you got there? Lindor is kicking my interplanetary transfer butt (an area I already suck at).
  16. Roger ... slight mission adjustments for KSPness. This works. The Surveyor flight plan jumped out at me because of the direct lunar ascent, and landing without a capture orbit. I'd never tried either of these, so I wanted to see how gloriously I could fail. I actually had first-timer's luck on the ascent part, and even had a reasonable landing trajectory - just nowhere near enough fuel in the probe to slow down. I figured this was just a scaling difference from different mod makers, and was happy to have even gotten that far! In any event, this combo of MLP, BDB, CA, and JNSQ is kind of amazing and filling isolation hours quite nicely. Next comes trying to figure out where/how to fly Cassini-Huygens (yay new fairings!). Thanks for the input, and thanks to everyone involved in the above projects.
  17. So, I took the JNSQ plunge. It's my first re-scale mod. Knowing that the BDB stuff fits into this scale well, I figured the best way to get a feel for it would be to go the NASA route, so I built and flew: MR-3, MA-6, Gemini 8 w/ATV, generic Surveyor (Atlas/Centaur), then Apollo 11. Flying these vehicles at this scale is kind of great. Sad trombone on Surveyor mission attempts. The CA Landvermesser has about 800m/s in the solid rocket booster, and something like 700m/s with the verniers. These are stock scale numbers, yes? I don't know what better numbers for JNSQ would be, or how to figure that out. My understanding is that the Centaur puts the probe on a collision course with the moon, and the rest is done by the probe ... so that's a good deal more than 1500 at JNSQ scale, no? Anyone else messed with this?
  18. And it looks like the right proportions for Voyager... so that's what I'm messing around with. Can you say anything about how a dual centaur mounts into the IIIE fairing? Do you use the interstage? Do you use the fairing's top node and then offset the interstage+payload downwards (errr, the fairing base upwards)?
  19. I think so! So now there's a III version (2.5m), in both stock and procedural, and a IIIE version (2.6m) in both stock and procedural. Ignoring my terms if they're wrong but you get the idea. The IIIE is either 0 or 1 segment, I'm assuming by design (I think I saw you mention that earlier).
  20. Cool! Yeah, this changed stuff, though I'm not 100% sure if it's the way you want it or not. Here's what I see. (btw, the fairing looks awesome!!) The "IIIE" part on the rocket is unresponsive to any clicks. There's another copy of that part (without SAF in the name) that works fine as the normal style fairing.
  21. your Zorgness, I wanted to check out the new fairing so I downloaded the dev branch last night. The SimpleAdjustableFairings folder (and its contents) are a sibling to the BDB folder. But with the BDB build and the fairings mod in place, I don't see any new fairing anywhere. The 2.6m 3E fairing in my game is still the old style. Any idea what I might have missed? This is a 1.8.1 install where I already had a BDB dev build, so I just deleted that folder, unzipped the latest and then added the fairings folder. I do have the newer ATV models, so I'm sure I got the dev branch. I have another (working) install that uses the same version of SimpleAdjustableFairings for the KW-specific fairings, no problems there. Any ideas? Thank you!
×
×
  • Create New...