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BechMeister

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  1. /////////////////////MISSION UPDATE\\\\\\\\\\\\\\\\\\\\\ K.G.01 assembled with all the fuel and burning back to a 100kmx100km orbit. Mission Tasks: A. Install the new monopropellant tanks. B. Install all the methalox tanks C. Burn the station into a 0° inclination and back to a stable ~100km x ~100km orbit Lessons Learned; Lessons Identified: A. The Vehicle system that moved parts to K.G.01 enroute to K.G.01 with a heavy load. The vehicles I used to build K.G.02 was sufficient to move up 3 fuel tanks to K.G.01 although with a pretty tight Δv margin. Cant blame it though, 3 monopropellant tanks were something like 36t total - so it was fair it was "struggling" a bit. I made a brainfart though - K.G.02 is a 3 tank configuration, but K.G.01 is a 4 tank. So I had to figure out when to ship up the last tank - but on the last fuel tank the clamp-o-tron was bugged and I could not dock the tug to it... Which turned out to be a blessing in disguise. I just flew up another load with only 2 tanks, which was a lot more manageable for the delivery vehicle. Now that it only had to move 24t. See detailed report in Spoiler Section: B. K.G.01 mid-process of installing the last 2 methalox tanks - You can see the old K.G.01 delivery vehicle making the final adjustments before stopping at K.G.01 This process was pretty straight forward - all the vehicles were thoroughly used and iterated to just make it an easy flight. I even reduced the monopropellant load on the 2nd stage by 60% because I found I didn't need that much monopropellant anymore. Any way, Installing the last tanks were a bliss. See detailed walkthrough of the process in spoiler section: C. Where K.G.01 was left in orbit. The stations center of mass was not fully balanced. So the engines could only be run at 20% maximum. It meant for rather slow maneuvering.. but offered a lot of control. The station spend about half its fuel to get to the right orbit and inclination. Which means its a good point to look at the refueling glider again. K.G.01 boosting itself into the correct inclination. K.G.01 burning at night, making it easier to see the engine config. A close up of the front engines being angled out as to minimize hitting the modules with the exhaust. Moving Forward: Next up is installing the last modules to K.G.01 and then refueling - which means I will have to fix the gliders. Stay tuned for more!
  2. Ah great, I was wondering how you actually upload them as there is not an upload function to the forum but now i know thx
  3. The tug is in the craft file for the whole station though. I have not used the SSTO since I decided to use a 2 stage system with a falcon-esque 1st stage and a glider second stage. Sadly neither has worked since v0.1.3 because they changed the aerodynamics - and i have not come to the point were i would fix them as I have been busy fighting all the v0.1.3 related bugs and fix K.G.01 xD. But! I could totally make a craft file for all the tugs. They are quite refined by now. I just need to figure out how I export them
  4. ////////////////////MISSION UPDATE\\\\\\\\\\\\\\\\\\\\ K.G.01v2 With the new crew module. Foreword: Hello all! Hope you had a wonderful summerbreak - I had. Fully recharged I was ready to return to KSP2 and finish the repairing of K.G.01. - A very tedious task indeed. Mission Objectives: A. Installing docking arms and fuel tanks to K.G.01v2 superstructure - Success B. Deorbit old K.G.01 superstructure - Success. Lessons Learned; Lessons Identified: A. Tug drone installing all tanks on one side of K.G.01 freeing up the other for moving. This was a rather tedious part. It involved a lot of moving parts back and forth. But I quickly discovered it was impossible to move the arm with all fuel tanks on if there should be some sort of precision on installing them to the new tower with the correct rotation. The local prograde in target mode has been very unstable since patch v0.1.3. And i've had a lot of trouble parking vehicles next to each other with 0 relative speed. I therefor quickly decided to connect the two superstructures while moving fuel tanks from one to the other etc. One of my tug drones also broke, in the sense that the primary docking port didn't work, meaning I could only tug things on the dayside as I had to use the rear port - justifying its placement but also meaning the lights were facing backwards. I used the faulty drone until I found a faulty fuel tank where the docking port also didn't work. I jettisoned both and destroyed them with my "god powers" instead of deorbiting them. I wrote about the bug here: Then I flew up a new drone together with a new fuel tank. I have simplified the drone a bit. Reducing the number of RCS thrusters to just 4 with the 4 directions. After that installation when relative smooth. Detailed Walkthrough can be found in spoiler section bellow: B. 2nd stage de-orbiting old superstructure This part was pretty straightforward - Disconnect the two stations. I decided to de-orbit the last of the first gen monopropellant tanks - Which were lacking RCS thrusters, making them difficult to steer with the tug - as the 2nd stage had a medium docking port, and the broken K.G.01 superstructure had small at the top and button. The Fuel tank having a medium and small port made the connection easier. So that was it. There are now no parts from the original K.G.01 attached to the station.. what ever is left lies at the button of the ocean. Moving Forward: Next step will be installing new monopropellant tanks and the last 4 Methalox tanks - making the stations mass distribution better and allowing it to be burned into a 0° inclination to Kerbin and 100km x 100km orbit. After that its time to fix the refueling glider and getting the Tug drone the last way to K.G.01 to pick up 4 new methalox tanks and finnish the methalox instillation of K.G.02
  5. omg.. well I uploaded the entire folder now.. The vehicle file is in the file called: K.G.01v2 - There is both a new version and the version you have in space. I also uploaded another save game, as I have found a second broken docking port. I know the two ports has been connected once, and i wonder if both docking ports are broken by the same bug, possible when they undocked? Any way... In my newest savegame I have undocked both the drone and the faulty fuel tank and destroyed them. I then flew up new parts. What is weird though is when i came up with a new drone and fuel tank, the two stations were no longer connected but floated a part from each other. I dont know what undocked them.
  6. It was well needed. Although.. I always feel like I am in need of a holiday from my holidays x) I placed the relevant craft file in the onedrive folder - Hope it helps you on your quest.
  7. Im coming home from vecation tomorrow. If you can tell me where i find the craft file ill send it
  8. https://1drv.ms/f/s!AhGsvJ5Xnc4dqH0gl90QYSnxLLz4?e=X9VwhQ I could not figure out how to upload the files to KSP forum - So I put them in a One Drive folder. Hope you get all you need, for I leave for vecation today. happy bug hunting.
  9. It took a while before I noticed the issue - at first i just thought it was a "timer" thing - I have previously noticed when undocking to rotate a part that got on at an wrong angle, that its like there is a timer that prevents two parts that just undocked to dock again too quick. But I kept slapping the two ports together, softer and softer for it to connect... it always worked to flip it. I think its 2-3 parts being moved around since the bug. I have quicksaved-quickloaded every step to be able to revert to a earlier state in case i ran into the bug were things disassemble. (which ive also encountered a few times) If you can guide me to where the craft file is i can give you the craft file for the vehicle (mind you that the vehicle is in the craft file for the entire station) And I can give you a copy of the save? If you want I can try find a previous save where both the docking ports work?
  10. Reported Version: v0.1.3.2 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16,0 GB So one of the Clamp-o-trons on my medium drone has seized to work - I do not know how it happened. But I can now confirm that the docking port on the front side just wont dock. If i flip it and use the back port.. no problem at all. Video for reference:
  11. I took a screenshot of the Orbit speed and target speed: the interesting thing is my relative speed is not 4m/s - I would eye ball it to like 1m/s I have also now tried that it said the relative speed was like 1m/s - but if i cancled out the speed out so it was 0 It would not be. its a bit weird.
  12. I told a guy called Anth12 who is hunting the bug. He said its not it as he can get the bug to happen with a single craft... So the hunt for the cause continues x) not yet.. Its the next thing. Next time I sit down and play I will: Move all fuel tanks currently on K.G.01 to one side. Move one docking arm from K.G.01 to the new super structure. Move all fuel tanks from K.G.01 to the now empty docking arm on the new superstructure. Move the other docking arm to the new super structure. de-orbit the old. It's just very tedious... So I have not looked into getting it done yet xD Hmmm maybe - I dont think I need it though.. I just need to balance the RCS thrusters so they are placed correctly in relation to center of mass
  13. This made me giggle... poor dude. Yeah the guy has been through enough as it is your humor is on point sir! damn. perfect ending. I am intrigued.. Looking forward to see Bobs fate.
  14. Correct - The drone undocked from this movie: is crashing into the same vehicle it undocked from. I dont know if the number of vehicles has anything to do with it - or the change between vehicle using "[" - I have in general been quick saving/quick loading every time I've undocked the drones from the station to handle "cargo" because of a bug that shows orbit speed + target speed in target speed and the only way, as of now, that makes me show correct target speed after a undocking the drone from the station is a quick save/quick load. Which may be why I have not encountered the bug as much. But yesterday when I re-encountered the bug it was similar to this bug report: As the station started to fall a part while I was docking new parts to another adjacent structure - which required me to shuffle though the active vehicles with "[" I hope it make sense... Its a bit difficult to explain short and precise xD - and I was not filming yesterday.
  15. @Anth12 I have a new theory - I have played a while now and not encountered the bug. How ever I encountered it again yesterday. It seems the bug happens when you have 3+ vehicles close to each other and you swap between them to maneuver them. I am not certain... But thinking back all the cases I've had, its happened when I had 3-4+ objects/vehicles next to each other and swapping between them.
  16. /////////////////////MISSION UPDATE\\\\\\\\\\\\\\\\\\\\ K.G.01 in LKO with 4/8 Methalox tanks, 4/4 Hydrogen tanks and 1/4 monopropellant tanks installed - saying goodbye to heavy prototype lift vehicle. Mission Tasks: A. Install Hydrogen tanks. - Success B. Install Methalox tanks. - Halted. C. Correct inclination error. - Halted. Lessons Learned; Lessons Identified: A. Heavy Lift Prototype Vehicle arriving at K.G.01 with a 20t Hydrogen tank. I figured the prototype heavy lift vehicle being able to get the empty hydrogen tanks to K.G02 could maybe get the fuel tanks to K.G.01 in a full state and they could. - Its was funny to see the first stage burning all the fuel in atmosphere, were it normally have 1200 Δv outside the atmosphere... But it got the job done. It may be time to sit down and tweak this lift vehicle so its better... Its stable enough to get things into LKO and to the Mun - but it always seems something breaks on it because of when it has to separate the cargo. So I need to fix it before I will stop calling it a prototype. I have used it beyond the stop gap measure it was designed to fill... So it is probably time to fix the mistakes - make it better with the RCS thrusters etc. x) Installment went fine - although the launch vehicle was very sluggish because of the heavy cargo. Also I had to limit the engine to no more than 85% power because it would not hold its course. What can cause a rocket to start flipping around from the power from their engine? - Its the first time I've seen it happen and I wonder if its a bug. Installing the last fuel tank to K.G.01 with Kerbol as the backdrop. B. The Instalment of the methalox tanks went very well - the tanks and lift vehicle for the tanks is very well developed at this moment. I decided to install the new protected docking port to the cargo tank... completing the look of it more. It fits well with the drone as well: 2nd stage lift vehicle with methalox tank doing hand-over take-over with the medium drone. You can see the docking port not conflicting with the drone. Here with a side view - I also added a Yellow stribe to the top and button as a aiming marker for installing them. Here 3/4 current installed tanks are docked to K.G.01. I installed one more tank before I discovered that my drone had warped too - not much but a little... and the perfectionist in me tried to shrug it off.. but I couldn't - So I halted the mission here because I needed to get a new drone up... but also... I have decided to get a new superstructure to K.G.01 up. The super structure has warped too... Getting a new one up also means I can add a medium port to the button and add a docking tower similar to the one on K.G.02 - Which fit the bigger tanks better. See spoiler section for warped parts and launch of new super structure: Moving Forward: So - Yesterday evening I decided to try dock the arms from the old super structure directly to the new one with tanks and all. How ever.. It was too cumbersome to get it aligned propper with the center of mass being off and all. To much for my medium tug drone - probably also to much to ask of it So... I decided to undock all the fuel tanks - move the docking arm first for a precise fit and then pick up the floating tanks. Buuut the "everything falls a part" bug struck again. I have a theory... It seems to strike when you have more than 2 vehicles next to each other and you swap between them more than once. So new plan is to: Move all fuel tanks from one side to the other. Then move the docking arm to the new structure. then Move all tanks to the newly installed arm and so forth. All the wile making sure the bug does not strike. which is going to take a while... So it will be in the next update.
  17. @Dakota If you look at my screenshot specifically it is in "target mode" and shows the orbital velocity and not the target velocity. In reality the target velocity is something like 0.5 - 1m/s since its a engineless "drone" moving a fuel tank around, with only RCS thrusters available. (it would be very impressive indeed to accelerate the drone to a 2k m/s relative velocity to the target with only RCS thrusters) I have not been studying the fenomen - So I dont know the behavior for certain, but I often find that when i launch rockets from KSC to LKO to rendezvous with my station the target velocity works. Its when I undock my drones, that are already in orbit, from my station to grab the cargo from the rocket and move it to the correct position and dock, that the drone does not show the correct target velocity. I wonder if its because the game wrongly sets the orbit velocity as 0 and then just add the relative speed on top of that.. because there is a difference between the orbit velocity and the target velocity... but its bit of a hassle to subtract the orbit velocity from the target velocity to get the correct number x) I have found that quicksave-quickload fixes the issue and displays target velocity correct. If you want I can try film the fenomen next time I send a rocket into orbit and It will better illustrate how and when I encounter the bug? - I can also try note the data of when this occurs better?
  18. Well.. I have yet to leave the Kerbin SOI - I'm having enough fun building two stations around Kerbin and the Mun as of now... But Welcome to the forum x)
  19. I think... Unless you make something obviously troublesome/weak.. you should be punished for it. But I think its too much when you have to strut every part down. I mean.. what is the point of the struts if its a have to use between every connection? Then you might aswel not have them... Its also especially annoying because struts seems to disappear between tweeks. It feels like every time I tweek a rocket, I need to go restrut it because the strots have gone missing. That being said.. I find that rockets that were not wobbly in v.0.1.2 are wobbly now.. Aaand since we were supposed to get less wobbly rockets... I would like to be able to make complex stuff.. and get it reliable into space... Rockets doing flips and all is funny the first time. Not the 100th time.
  20. Reported Version: v0.1.3.1 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 11 Home | CPU: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz 2.59 GHz | GPU: NVIDIA GeForce GTX 1660 TI | RAM: 16,0 GB So I wanted to see if I could use the new airbreaks as "grid fins" stand in on a old rocket. I retrofitted it quick - also found the rocket to be more wobbly now and that I need to figure out drag again.. Its gone from very stable to very unstable. Swapped most of my wings for Airbreaks. Any way.. thats a different talk. When I got into space and seperated 1st and 2nd stage - the navball seemed to follow 1st stage, and the craft could not find Retrograde. I tried to see if I could "force" the game to give Navball date for the 1st stage by quick save / quick load - but that turned the 1st stage into a immovable object. Video for reference:
  21. These are my two other bug reports on something similar. But achieved in different ways. - which was why I decided to give them each their report. I dont have a lot of knowledge about how/why a bug happens... So i figured I would make different reports - Does it make more sense to just update it here?
  22. Do you want me to link my other "parts go their seperate ways" posts here? I have always encountered the bugs different ways, so I've given them seperate posts.
  23. First time i saw the bug was when I was docking. I was lazy and docked at a off angle - with 150% docking range you can be pretty lazy at times. But this time the port just sucked itself to the other port, and then was pushed the second it takes for the game to realize that you have docked. When i wanted to film the bug I exaggerated the off angle to show it.. and thats when I filmed my drone just plowing through the station. - I have yet to try this happen again. But I have had a lot of undocking related disassemble bugs.
  24. ////////////////////Mission Update\\\\\\\\\\\\\\\\\\\\ New docking arms being installed on K.G.01 Foreword: So.. I could not, not build on K.G.01 - after a few days the itch was to much. I thought "If i was just really careful with my docking - it would not break things. So far so good... but man I am finding a lot of bugs right now. Mission Tasks: A. Undock the broken parts on K.G.01 and de-orbit them B. Fly up new docking arms to K.G.01 C. De-orbit the broken docking tower. D. Land the crew so they are out of harms way in terms of bugs. Lessons Learned; Lessons Identified: A. K.G.01 says goodbye to the docking arms and hydrogen tanks with the broken hydrogen tank - The Tug drone is saving the 4 monopropellant tanks. still in v.0.1.2 With the docking ports on K.G.01 I only had 8 ports to save parts from - 2 of which would hold the 2 new docking arms. I remembered that it had been quite a hassle to get the monopropellant tanks up, and decided I wanted to save those. The Methalox tanks are very aerodynamic and easy to get up for that reason. + they would all be full if i just flew them up again. So I decided to save those. - this was before v.0.1.3 where you did not have to be super careful not to break things. B. New Docking arm arrived at K.G.01 I had a bit of trouble flying up the new docking arms since v0.1.3. - The monopropellant tanks I saved would just start falling a part when undocked. Docking ports would be "scouped up" like a ice spoon making ice balls in the second it takes to dock and then leave the port stuck in that angle. That was the lesser evil though.. as the docking sequence would stop the station just falling a part - as shown in an earlier post. Both of the new docking assembly in place. C. The docking tower - stop-gap docking tower with old solar panels and COMs towers and old monopropellant tanks ready to de-orbit. Since the v.0.1.3. demands high presession when docking for things not to break, I decided to de-orbit the old tanks. They did not have their own RCS thrusters. Which means they are very cumbersome to move around. Since the center of mass is in front of the RCS thrusters... Its like moving a really heavy shopping cart. With the new fuel tank combination I wont be needing the stop-gap extra docking array and i figured i could save on the parts counter by de-orbitting it. It will probably even out in the end any way - since the new docking port has more parts De-orbit was fairly straight forward. I used the two main engines from the new fully crewed escape shuttles - This gave an opportunity to test de-orbit and landing on terrain that isn't a nice runway, - I decided to de-orbit the MLEOs as well - I want to try make them shorter to make them easier to dock - I like the open converter from large part to medium - but it gives quite a bit of extra length. So I decided to de-orbit those as well. Detailed Mission Walkthrough in spoiler section After the warped docking tower and stop-gab docking array had been put on a sub-orbital path it was just a question of undocking the two shuttles and get them into a stable orbit again so I could land one at the time. This is when I ran into my second disintegrating bug. Apparently if you undock vehicles while on pause - when you unpause the vehicle will just fall a part as seen here: But besides that - there were no real issues to the procedure. D. Escape shuttle 01 doing final maneuvers to find a suitable spot to touch down. - the new cloud shadows looks so good. The shuttles are very easy to control the decent on - I really enjoy flying them. How ever landing both vehicles made me run into a 3rd vehicle breaking bug. For some reason when I had successfully landed 1 vehicle and I loaded the other, it would look like this: I decided to investigate - which can be seen here: After figuring the best way to avoid this issue - which to me turned out to be quick save/quick load after each step. I tested landing in different terrain: Desert, meadow/forest, beach and in water! The water landing is the most tricky. I successfully landed it in water at 40 m/s - I was just about to re-introduce the parachutes on the new model because a water landing seemed to be impossible without a catastrophic loss of vehicle and crew. I may still put them back... As there is a lot of water around. I may also add some landing lamps because a night landing is impossible with instrument only - at least the one time i attempted it the vehicle blew up on contact.. And I dont know why since I could not see the terrain. Detailed Mission Walkthrough in spoilers: Moving forward will be re-installing the fuel tanks and then the docking towers. - possible a coms section too We'll see. Stay tuned for more!
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