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Misguided Kerbal

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Everything posted by Misguided Kerbal

  1. Man, I hate when that happens. Is it possible to remove and reattach it?
  2. Phoenix 1 lifts off from the KSC Phoenix 1 circularizing Phoenix 1 performing a maneuver to rendezvous with the decommissioned EV-1 Icarus Phoenix 1 approaching the Icarus Phoenix 1 undocking and leaving the Icarus Phoenix 1 reentering Phoenix 1 glides towards the desert Phoenix 1 about to land in the desert Phoenix 1 landed at the desert Phoenix 2 lifting off from the KSC Phoenix 2 lifting off from the KSC Phoenix 2 raising apoapsis Phoenix 2 circularizing Phoenix 2 performing rendezvous maneuver Phoenix 2 docking with the crippled KOFD Phoenix 2 detaching the service module Phoenix 2 gliding towards land Phoenix 2 deploying drogue chute Phoenix 2 performing an emergency landing in the ocean Leo Kerman inspecting the DAV Leo Kerman climbing the DAV ladder Leo Kerman standing atop the DAV Leo Kerman on an EVA at the Ares 2 Landing Site
  3. I've thought about that, and I think I'm going to do it, yes. I would like to know exactly why this happened though, as I build a lot of big structures.
  4. Yep, I checked that at first, but I had no backups with this station left. It's been a while, and I've been constructing my interplanetary ships, so yeah.
  5. Yep, you can see the scatter fine: All of is still textureless, though the breaking ground surface features are fine. Here is it from orbit: Completely normal and fine, except for the white scatter.
  6. @Avera9eJoe is this a known bug? All of Duna's scatter is textureless. My landing site is directly on the equator, nowhere near the poles. I'm on 1.9.1, and as far as I can tell no other bodies are affected like this. How can I fix this?
  7. I see. Scaled version is the thing you see in map view, yes? This shouldn't have compatibility issues with Spectra?
  8. Absolutely awesome! My own patch hasn't been working in my 1.9.1 install, so this is great!
  9. Excellent! Are these compatible with the USI floats?
  10. Absolutely awesome! I've missed terrain scatter being collidable! On that note though, will I encounter any problems if I add this to an existing save with Spectra installed?
  11. This is an absolutely amazing work you have here! Would I encounter any difficulties if I add this to an existing save?
  12. Granted. The tea spills all over your crotch and your waffles become evil and take over the world. I wish for social media to die.
  13. I personally am rather attached to my kerbals and I try not to kill them. So far in my save I've only killed two kerbals who died while I was testing out a shuttle design.
  14. Man... nobody here is a professional procrastinator? Weird.
  15. Pas de soucis, car ils sont tous stockés sur une invention appelée `` ordinateur ''
  16. Another page! Time to screenshot spam describe my doings in KSP again! First things first, I decided it would be nice to experiment with spaceplanes! I was definitely inspired by @Raptor9's awesome SVR-10 spaceplane, which I've used before. For a quick test, I decided to strap it to my Thunderbird epic name right launcher and see how it went. I tried to get Mechjeb to try and fly it, but Mechjeb wanted to do cartwheels instead so I decided to fly it manually. Apparently I forgot about lofted trajectory settings in Mechjeb, so I decided to fly it myself. Man, I love those NFLV cryogenic plumes. We made it into orbit with a lower margin in the second stage than which I was comfortable with (100 m/s left, while usually I have around 500 m/s left in the second stage, but that's just me I suppose), but considering the fact that this was bashed together quite quickly, I had no major complaints. Loving that Realplume + NFLV. I have got to donate to their respective coffee funds once I can. Anyways, I decided to rendezvous with the first prototype of the EV interplanetary vehicle series (That one. The one that did my first successful Duna mission! Except this first one looks nothing like them because I was experimenting.) mainly because it was the one of the only things left in LKO that didn't have a filled-up docking port. Mechjeb did the rendezvous as usual, but I did the docking manually because I like docking (if albeit the 'lazy' way ). I did an oopsie and didn't add any RCS on the spaceplane section itself, which wasn't very well thought out, but in the end I got the docking. An orbit later, our unmanned prototype undocked and I decided to try and do a KSC landing. The closest I've gotten to that is landing on the continent west of the KSC with my X-5 (or was it X-1.2? I forgot.) Reentry was okay, but it decided to flip out about halfway through the reentry (duh, there's no RCS thrusters). We made it out scot-free with nothing except the Jet engines overheating slightly. However, I actually lost about a 1000 meters in altitude and most of my speed with it flipping out until I realized I'd left the control surface disabled throughout the reentry, which was a dumb move. This plane however, wasn't quite designed for flying very well. It tends to be flip-happy, if you nose up too much it'll end up in a flat spin. The onboard jet engines also proved to be more of a nuisance than a help, but that was mostly due to my terrible flying skills as I like to stick to rockets and capsules. Due to the mistakes above, we couldn't get all the way to the KSC as we had lost most of our speed and the plane kept flipping out even with SAS locked to prograde and constant adjustments, plus jet engines. In the end I decided to just land on the flat desert stretch west of the mountains west of the KSC. Landing wasn't too hard, as we had shed most of our speed and we were only coming in at around 50 m/s, and we had pretty powerful brakes and a drogue chute (My camera-fu skills couldn't capture it). And so... back to the VAB for a redesign session! This time I actually included RCS thrusters, and an abort system (TWR is too low for an abort straight off the rocket, but hey, we have 20 m/s if you need it!) Here it is with the service module. While the Sphinx engine was cool, I decided that a regular docking port was more useful, but I kept the inline one anyway. One can never go wrong with more docking ports. I mean hey, look at those docking port kraken drives! Anyways, I designed a new generic lifter for this plane, and I dubbed it the Phoenix shuttle (I've been wanting to use that name so long, but I suck at making spaceplanes/shuttles/things that fly in general). I also crewed it with the most experienced Kerbals we have (we're in sandbox mode, so that doesn't really matter but who even cares?): Roddock, Hanmund, and Dilgar VonKerman (from the VonKerman thing! If you remember!), as Val was away on the first Duna landing mission, and Jeb and the crew were in LKO awaiting the Eve transfer window. I was feeling optimistic, so I let mechjeb handle the ascent (and I finally remembered how to edit the ascent path!), and I set the ascent curve to 80% with the majority of the gravity turn starting at 10000. Everything went fine until we reached stage separation, in which Mechjeb decided to do more cartwheels. Luckily I disabled it and got it all back under control. The blue plume of the Skiff engine was quite different from the red one, but I like it quite fine. Anyways, everything was fine and dandy until we reached my refueling station, where I intended to arrive at to just dock at it, as it had many docking ports available (forgot about that while testing the first one). And well... The refueling station seemed to have been kraken'ed. Which was bad. Long story short, I docked to it properly but everything on it was damaged except for the ANTS-2 tug. More information can be seen in the thread in the spoiler. Anyways, I undocked from the kraken'ed station and decided to do a reentry again. (Spoiler: The kraken'ed station was a bad omen) Stage separation was trivial, and I added separatrons on the service module to increase ease of use, which was nice. This time, I remembered to turn both RCS and the control surfaces on. That was fine until we ran out of monopropellant. Luckily by then the control surfaces had alright control authority, and we had decent reaction wheels onboard so I took a couple of S-turns. Sadly though, since we undershot last time I overshot this time before reentry (according to the handy Trajectories mod at least), but luck failed us and we overshot too much. So, I decided to aim for the continent west of the KSC again, like my previous spaceplane landings. No dice. We were losing speed and altitude too quickly due to those rather harsh S-turns, and this version didn't have any jet engines onboard. Oh well. And so we ditched in the sea. I actually managed to screenshot the drogue this time. Impact was at a rather uncomfortable 28 m/s, but miraculously everything survived except for the hemispherical fuel tank at the back, which was destroyed. All things considered, this mission could have turned out much, much worse! Also, I did a side-trip to visit my kerbals at the Duna landing site (the first one in fact!): A few of the experiments were disabled, so I sent Barbora the scientist out to reenable-them. Then I sent Leo out to inspect the other systems: I discovered that the ladder on my Duna lander wasn't designed very well, as Kerbals could only climb down but they couldn't climb up. Luckily the jetpack works on Duna, but I did manage to get Leo on the other ladder section by spamming the F key. Insert spam f in the chat meme Leo to his grandkids: "Well, getting stuck in the docking port wasn't part of the mission plan... but I did it anyway. I swear I was the first person on Duna to do so. Valentina taking the first steps? Bah! She hasn't gotten stuck in a docking port!" Anyways, I did a little bit more of experimenting involving climbing back on and trying to parachute, but in the end I got all the Kerbals back in. They have still a year before the transfer window, so I might send them on walking expeditions if I have the patience. Also, I sent a Kerbal out to survey a newly discovered launchsite built on Baikerbanur. (this wasn't in the Kerbal Konstructs menu, but I presume it was added by Kerbinside Extended: Other than the old VAB being stuck in the Taxiway, everything else is fine and Dandy! I think I'll be conducting VonKerman operations from here, as this makes a nice compliment to the Kojave Sands Launch Center.
  17. I do know, yes. It's kind of annoying at times when you get summoned, but I guess it means you're popular? Dunno. @HansonKerman
  18. That makes some sense, sure, but I hadn't docked to it when I found it in this current situation. But alright, I'll keep that in mind.
  19. So, I was testing a new crew vehicle and I decided to go visit my refueling station. Nothing seemed out of the ordinary until we got close. Around the station there was a cloud of various debris, and a quicksave + reload wouldn't fix the issue: I decided to go and dock with it anyway, and nothing else seemed wrong. I wasn't getting any errors or anything. However, the station is supposed to look like this: The station is missing 2 of the fuel modules, one tank is weird, the other tank is missing the lower half, and one of the tugs docked to the bottom had completely lost it's engine module. I have no idea what happened, as it was usually fine and all of the parts were auto-strutted to heaviest part. I don't exactly know how to reproduce this either, as it was like this when I arrived. A previous occurrence of something like this has happened in this save before, with one of my EV-class interplanetary vehicles losing the entire NERV engine module (very similar to the tug), but not as serious as this, as it only lost the adapter containing the engines and 2 antennas near the front. I'm playing on 1.9.1, and my mods are below: KSP.log: https://drive.google.com/file/d/1CyMGoCR-iP_kRLr-r5Ql7JwIJFYUp0Ef/view?usp=sharing I can provide a version of the affected save file if necessary. Thanks in advance for helping.
  20. I've been using the scatter collision config provided here because I like that immersion, but it's not working anymore since I upgraded to 1.9.1. Has anyone else been experiencing this?
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