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Scarecrow71

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Posts posted by Scarecrow71

  1. @Pawelk198604

    I'm with @The Aziz here.  A 90 minute video, with no description other than your title that the ship is falling apart, is simply not cool.  We need a whole lot more from you than this to help you with the situation.  Give us a craft file, and then explain what you are doing when the craft falls apart.  Where is it, what is happening, what is your speed, what is your location, etc.  Don't give us a 90 minute video and then effectively say "Watch this and see if you can spot where stuff is going wrong".  Ain't happening.

  2. In my current career, I am working on the Tutankhamen space station, which is based off the following:

    Sci-Fi Space Station - Download Free 3D model by Helindu (@Helindu) [f6b9106] (sketchfab.com)

    I have done 6 launches to date:

    • Command Module (everything from the central hub to the right)
    • 2x Fuel Tanks (Top and Bottom of the central hub)
    • 1x solar panel/antenna combination (underneath the central hub; you can barely see it)
    • Science labs
    • Power generation station (all those big solar panels on the left)

    6 launches...and I'm not done yet.  I've got 1 more set of solar panels (the gold ones), followed by several launches to put all of the habitat modules up (all the squares with the individual solar panels on them).  I may or may not finish with the hydrogen/nuclear tanks and engines; this thing is not designed to go into deep space, but I may use it for a Jool-5.  Maybe.  Anyhow, here is what I have finished in LKO (~200km):

    2mJmOl3.jpg

    That mess of girders with the solar panels took me 3 hours to design and launch today.  I contemplated using a Seq-9 and doing orbital construction, but I decided against that because I'm a masochist who likes launching the same thing a billion times.

    I have one lone Kerbal on here.  Poor Bob, all alone in space for an extended period of time.

  3. 1 hour ago, magnemoe said:

    Wonder if atmosphere has more to do with it? the orbital rocket itself is just an faction of the parts. say 30 out of 260, add 10 struts. rest is the transfer craft and 3 landers and a rover. 
    But launch was slow. 5 mainsails, 4 side boosters and core with crossfeed, once this was dropped ship behinds smoothly, even the high power burn with the core mainsail. 

    It isn't so much the atmosphere as it is the planet/ground.  That has been known to cause issues with FPS upon launch (and even descent).  Only workaround at the moment is to point the camera to where it isn't looking at the ground at all...which is a shame because the terrain is beautiful.

  4. 2 minutes ago, Biggen said:

    My concern is that bugs need to have priority at this point.  Parachutes not deploying, VAB dV sillyness with staging, maneuver lines disappearing, etc... all need to be fixed before they push new content.  Coming from KSP1, I had a good handle on what I was doing even with the bugs in KSP2. But if I was a new player, I would have put in for a refund pretty quickly.

    If I could upvote, or provide recognition, or like this post, I would.  I could not possibly agree more that some of the bugs that are present are game-killers and need immediate priority other than just to be on the list of bugs the devs might be looking at.  It's been a year; it doesn't bode very well for the game if these bugs cannot be squashed (or get squashed and then come back).

  5. On 2/4/2024 at 7:52 AM, NexusHelium said:

    I have one theory that could potentially fix it but I haven’t had time to test it yet.

     

    On 2/4/2024 at 7:57 AM, Bej Kerman said:

    I'd be happy to see an elaboration on this.

    As would I.  I am curious as to where it is theorized to be in the code, and why the devs haven't been able to stop it.

  6. I attempted, once again, to go to Duna.  To satisfy the Duna monument mission.  After having the dV calculated wrong, and after having the fuel consumption calculated wrong - both by the game - I finally used Lazy Orbit to just put the lander in orbit of Duna.  And during descent, none of the chutes would open.  Staging, manual...nope.  Checked the settings because, you know, Duna has a thinner atmosphere.  Nope, that isn't it.

    I cannot play.  This issue with the chutes needs to be fixed.  There is zero reason for this to happen.  Putting this away so I can focus on my orbital station in KSP1.

  7. Reported Version: v0.2.1 (latest) | Mods: Most notable mods are Flight Plan, MapView Focus and Targeting, and K2D2 | Can replicate without mods? Yes 
    OS: Windows 11 | CPU: AMD Ryzen 9 3900 12 core | GPU: GeForce RTX 2060 Super | RAM32 GB

    I have a craft in LKO (~100km) that is supposed to be bound for Duna.  I'm using a medium hydrogen tank, with 6 radially attached small hydrogen tanks, and each small tank is outfitted with 2 small hydrogen engines.  According to the dV readout on the right side of the screen, this stage has 2329 m/s of dV remaining.  I created a maneuver to go to Duna, which is to end with a Pe of ~90km (which is pretty standard, at least for my flights).  According to the maneuver thing on the bottom of the screen, this maneuver should take 1121 m/s of dV, which should then leave me with over 1000 m/s of dV to circularize and maneuver so I can start the landing process.

    However, the burn takes up all of the available fuel in the stage (all 2329 m/s), and the maneuver isn't finished being executed.  To complicate matters further, the burn timer shows that there is still 16 seconds remaining, with no indication of how much more fuel is needed to complete the burn.  If the maneuver calculation was correct, and the craft really did have 2329 m/s of dV/fuel when I started the burn, the maneuver should be done accurately.  Fuel consumption, maneuver burning, calculations...all wrong.  The video I attached shows this all happening.

    Apologies in advance forthe length of the video (>1 minute, < 2minutes), but I do not use time warp while burning, and I wanted to show the entirety of what happens with this issue.

    Included Attachments:

    Ksp22024_02_02-07_59_18_01.mp4

    TutankhamenI.json

  8. Reported Version: v0.2.1 (latest) | Mods: Micro-Engineer; MapView Focus and Targeting; Maneuver Node Controller; Flight Plan; K2D2 | Can replicate without mods? Yes 
    OS: Windows 11 | CPU: AMD Ryzen 9 3900 12 core | GPU: GeForce RTX 2060 Super | RAM32 GB

    Created a craft to try and get to Duna.  Craft has a central stack of 2 X200-64 Methalox tanks sitting atop 2 Mainsail engines.  Radially attached to this are 4 X200-64 Methalox tanks, all 4 of which are topped with an RS-AD 800, and powered by a pair of Mainsail engines.  Fuel lines flow FROM radially attached tanks TO central stack.  All engines (2 central, 8 radial) are in Stage 1, with the decouplers for the radial tanks in Stage 2.  dV calculated on Stage 1 as 2558 m/s at 0 altitude in Kerbin atmosphere, but the dV calculated for Stage 2 is 0 even though there should be fuel/dV remaining in the central stack after separation of the radial tanks.  This calculation stays the same in the VAB and on the launch pad.  Images in the spoiler:

    Spoiler

    GA1CVNL.png

    SrdxhbR.png

    Removed the fuel lines, separating the 8 radial engines and the 2 central engines into their own separate stages.  dV recalculates as having 2562 m/s in Stage 1, with 1739 m/s in Stage 2.  This is at 0 km altitude on Kerbin.  Images in the spoiler:

    Spoiler

    g8WPm4L.png

    xV6GzzP.png

     

    Included Attachments:

    TutankhamenI.json

  9. 30 minutes ago, ArmchairGravy said:

    Did this update break Hammer solid fuel engines for anyone else? I have a pod on a Hammer, I've adjusted the thrust limiter to where the engineer report says TWR of 1.6, and it's just sitting on the launch pad when ignited.

    Is the engine bell occluded by anything?  Does this happen with any other engines?  Pic of the craft?

  10. [snip]

    On 1/30/2024 at 10:19 PM, MechBFP said:

    I assume you have already tried brand new save with brand new vehicles, etc.

    I have.  And I've stated every other thing I've done.

    On 1/31/2024 at 2:17 AM, ShadowZone said:

    do you stage parachutes while in atmosphere?

    I use the same descent profile I've always used:  Coast to 10km, burning whatever fuel I have to take as much speed off as possible.  At 10km, which generally but not always gets me a speed of ~200 m/s, I stage the chutes.  Drogues and normal chutes at the same time.  This has worked without issue in KSP1, and it worked without issue in KPS2 until 0.2 dropped.

  11. 42 minutes ago, kdaviper said:

    Is your timewarp set to 1x when you try?

    Sigh.

    Sorry, but this isn't my first rodeo.  Yes, time warp is set to 1x.  I've tried space bar, opening PAM, save/load, save/restart/load.  NOTHING WORKS.  Period.  Chutes do not open for me, which makes the game unplayable.  For me.  And the fact that it broke with 0.2 and didn't get addressed in this release is disappointing; I dislike having a $50 piece of software i can't play.

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