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Everything posted by BechMeister
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Flight Clamp-o-Tron docking port stopped working.
BechMeister replied to BechMeister's topic in v0.1.4
@gluckezand @Anth12 the inline and shielded ports still have this issue yes. I can only recall having this issue on inlined parts except once. And that was the original drone who's port was broken. That was a regular Clamp-o-Tron. At least i trickered the "docked but not docked" bug pretty easy and resolved it by using forcing the shielded port to undock via action command. @Anth12 was it ever tested if using an action to undock on broken clamp-o-tron on the drone would fix it? That being said, i paused with on every undock, and it did not break the craft into pieces. And i have had multiple crafts around a station without them falling a part. So we may be out of the woods with that? -
////////////////////MISSION UPDATE\\\\\\\\\\\\\\\\\\\\ K.G.02 fully assembled and crewed in orbit around the Mun, overlooking Kerbin. Mission Tasks: A. Install the last 4 methalox tanks to K.G.02 - Success B. Burn K.G.02 into a 0° inclination. - Semi-Success C. Develop Escape Vehicle for K.G.02 and a new Heavy Tug Drone. - Success D. Install Escape Vehicles and crew the station. - Success Lessons Learned; Lessons Identified: A. All 8 methalox tanks installed at K.G.02 It was quite the journey to get the last 4 tanks installed. I found out that the inline ports are particularly troubled - I installed 2/4 tanks no problem and logged for the evening. When i opened the game next day the "docked but not docked" issue showed its ugly face. I found out that if you load a save where the inline/shielded ports were docked to the drone, it would register the port not as docked, but the two crafts as one. It was quite a mess... I also had an issue where the Kraken would strike when ever the drone connected the fuel tank to the methalox tank port. I solved that by aiming the tank at the port and then undock from it while coasting. making sure the drone was not docked to the troubled shielded port when the tank docked to the station. It was a bit harrowing as the fuel tanks are "dumb" so orientation, direction and speed was set once disconnected. Any way I got the 4 tanks installed. I don't know if I will be using the shielded part on vehicles anytime soon. The Issues does not seem to have been resolved in v.0.1.4 as per the blog. How ever Anth12 has asked me to check if the issue is still there. So I'll test it when I install the now missing 4 tanks to K.G.01 - and I will do some bug hunting trying to put the Escape Gliders and M.L.K.O.s on K.G.01 All bug reports has ofcourse been updated with my findings.. See detailed walkthrough of the process in spoiler section: B. Heavy Tug Drone pushing K.G.02 into a ~0° inclination to ease future rendezvous from K.G.01 This step turned out to be somewhat more difficult than first anticipated. With K.G.01 I could just set The Mun as target and it would show me where the Ascending and Descending nodes were. How ever I could not get K.G.02 to show me the ascending/descending node when targeting Kerbin. My solution was to fly the prototype of the new heavy tug drone to The Mun - together with the prototype for the Escape Vehicle to The Mun and be very careful not to stray away from the 0° inclination. This would allow me to test both See section C. while not perfect - it proved close enough. Subsequent launches with the fully developed escape vehicles show that its still some 0.2° off - but thats so little so I call it a success. K.G.02 being boosted into a 0° inclination. The station was easy to boost - the center structure stayed on point and having 8 empty hydrogen tanks rather than full meant that the structure did not experience a lot of stress. I was a bit worried that it would veer off course, as the super structure had "warped/bend" because of uncareful saves. I really wish we did not have to be so careful with saving while a craft/structure is under tension/compression!! Later i managed to somewhat straighten out the structure by making strategic quicksaves while the station was orientating towards the sun again and thus flexing... But it is a thing that creates considerable stress to me.. That I need to worry about that when ever I save. Also K.G.02 has some serious resonance issues. I dont know what happens.. but the station will start to resonate and vibrate so violently that it falls a part. So far the only way to fix this is to constantly swap between cargo and station as soon as its loaded onto the grid and use time warp to stop it vibrate out of control. C. Escape Vehicle on approach to the Mun being tested. Escape Vehicle for K.G.02: When developing the escape vehicle I initially tried to make it with 4 engines at the top - like all the cool kids. First try proved that the engines were very inefficient in that position - The craft had 1700 Δv in total, but would spend all of the Δv breaking, and landing because the engines would lose a lot of effect from thrusting into the structure of the vehicle. I think it's very cool the game punish you for not thinking about that... but it would nice if the Δv count and T/W ratio would reflect this. 2nd version I angled the engines out - It would still spend most of the Δv getting down to the surface of The Mun - now because of the inefficient thrust vectors. In the end I decided to scrap the idea of placing the thrusters on top. and put them on the bottom as shown in the image. The craft has enough Δv to break itself to a suborbital path with The Mun from 1790 km above the surface and land. It has enough Δv to get itself back into orbit. But not back to 1790 km orbit. That being said - if a rescue mission has to recover the escape vehicle - I suspect it will be a lot easier to do so in orbit. So there is that. Escape Vehicle Prototype 3 on touch down on The Mun and fully deployed. The escape vehicle has 2 big solar panels to keep it running while on the surface - waiting for rescue. It can hold 3 crew members. I have made it so that the landing legs will be stiff upon landing. but as soon as the craft has landed it can hydraulic lower itself to rest on the ground. Allowing Kerbals to go for a walk without needing latter's. The craft has a big antenna pointing up for transmitting and receiving big data packages - and a smaller VHF antenna for faster communication with LOS to possible rescue missions. Last but not least - it has 4 big spotlights for illuminating the landing zone and is painted red to be easily visible from space. I may have made one error though - the battery power could be an issue if you are forced to land on the dark side of the mun. - I dont think the battery capacity will last you 6 days So I guess you can also spend some of the Δv getting to the north or south pole... otherwise there is room for a future scandal when kerbins suffocated because the escape craft ran out of juice before the rescue... to dark? New Heavy Tug Drone (H.T.D.): New H.T.D. front and back together with M.K.L.O and Medium Tug Drone. I tried to make a full version of K.G.01 inside the VAB with the converter that allowed for 16 methalox tanks being installed. It looked pretty cool but lagged insanely much. The bigger fuel tanks did not look good. But it got me thinking that I could make a new H.T.D. with the new vacuum optimized methalox engines and see if I could lower the fuel amount to something sensible. The new drone carries 18t Methalox - meaning that it will require 2 fuel tanks to refuel instead of 4. With 8 fuel tanks it means it should be able to move the 4 hydrogen tanks without having to refuel K.G.01 in the meantime. Thus synergy has been restored. I liked the 4 engine look of the labradoodle engine and decided to go for 4 LV-1000 "Cornet"s - it turned out that the mass reduction from using 4 engines also meant I had more Δv - if the game can be trusted. I did a bunch of rocket equations to get the most Δv as possible - but I can't remember what engine config gave the best result (LV-1000 vs LV-3000) I tried to make the "4 finger" methalox mount to make sense on the H.T.D. But it was just impossible to get the right amount of Δv squished into the design if it had to move 36t fuel rather than the 20t fuel with the hydrogen tanks, and making a "3 finger" 27t fuel tank configuration was impossible to make "pretty". So I have decided to reduce it to a "2 finger" setup - meaning 18t fuel, which is only 2t shy of the 20t hydrogen tank. Looking like this: H.T.D. with "2 finger" fuel mount and next to a standard 20t hydrogen tank The most important is that the craft is compatible with the M.L.K.O.s and the fuel tanks, and it has synergy with K.G.01 and 02. D. H.T.D.v2 enroute to K.G.02 with an Escape Vehicle. The last step for K.G.02 was to install the newly developed Escape Vehicles and crew it. The journey went without incidents. K.G.02 fully operational and crewed. Here with the 4 escape vehicles installed. I installed the 4 escape vehicles on the lower docking ring as I imagine them only being used in emergency - So you dont want to walk passed them all the time on the "comercial flights" - the upper docking ring will be for M.K.L.O.s and future crew crafts. Since the M.K.L.O.s are only capable of surviving re-entry on Kerbin, and not a landing on The Mun. I decided to install 4 Escape Vehicles - as the M.K.L.O. can't double as a escape craft for interplanetary ship crews, as it can on K.G.01 Moving Forward: I suspect my next post to be the last post on this epic journey. K.G.01 needs to have the 4 new methalox tanks launched to it, to replace the 4 tanks I just installed on K.G.02. Then all tanks that need to be in circulation are in orbit. I will also be installing the Escape Gliders and M.K.L.O.s on K.G.01 to see if the inline/shielded clamp-o-tron bugs persist after v.0.1.4 Stay tuned for more! K.G.02 fully assembled with The Mun as a backdrop
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Yeah - but one is very hardcore and the other very arcady - I cant wait to play it though!
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Flight Clamp-o-Tron docking port stopped working.
BechMeister replied to BechMeister's topic in v0.1.4
Update: I have a strong theory that putting a decoupler on a docking port will break it. I have done this some times in the past to be able to strut the cargo to the faring. As the decoupler always breaks the struts. But this time the docking ports did not work - Also the decouplers were doing funky stuff were they again was docked and not docked. - It would be stuck to the docking port, but when i time warped it driftet off. It was still registered as part of the craft though... I dont know if this is a known issue or if i should make yet another bug report? -
just a small joke: So I was buying Starfield after seeing the first spoiler free reviews of the game, and my steam said this: I feel its like comparing games like Escape from Tarkov/Squad/Arma3 to Fortnight It made me giggle to myself at least.
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Flight Clamp-o-Tron docking port stopped working.
BechMeister replied to BechMeister's topic in v0.1.4
I have had a similar issue, but that was because the NAV ball remained with the previous stage.. but controlled the second stage.. its hard to explain. I resolved it with a quicksave quick load. In my case they always started with working, and then later didnt work. I have a theory for the issue though. It seems to me that when you load a save there is a chance that the inline docking ports "forget" they are docked. At that point you can retract and extend the docking port, and it wont show the option for undocking. If something else undock - or dock with force to the same vehicle/station - The force will "eject" the vehicles connected to the ports that have "forgotten" they are docked - These crafts will still remain part of the vehicle/station. So if you use SAS to move they will move too.. even when they are still drifting away. If you delete these drifting pieces the port will remain broken... because it is docked.. but not docked. - The fix i found is that if you make an action group with undock option and you press it - nothing will obviously happen as nothing is docked to the port. But now you can dock to it. - Its just a theory though... It seems the problem has a higher chance of happening if its inline port to inline port... and less of a chance if its inline to not inline. How ever.. I have not tested it since v0.1.4. - but ill test it some time in the weekend. I'll try bait the weird - parts lose cohesion bug and move individually - bug also. It is weird that I seem to run into these particular bugs more often than others x) -
Flight Undocking on pause causes vehicle to disintegrate
BechMeister replied to BechMeister's topic in v0.1.3
Yes - I can try put the shuttles back on the station. That should prove if its fixed quick enough. I am however a bit busy this week - But I will put it on the to do list- 26 replies
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ah - as much as i would love to have an Andurino at some point.. I figured it would be well after i have gotten an actual desktop (i play on a laptop atm) I guess It is time to look into enhancing mods to give you more control. Or I guess you can just "fake it til you make it" make a few shots of the launch, few shots of the gravity turn, few shots of the staging etc. and clip it all together. As long as the whole journey is there it will give the same vibe right? Maybe that is the most feasible approach. If the hud is gone, people cant scrutinize you any way x)
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////////////////////MISSION UPDATE\\\\\\\\\\\\\\\\\\\\ - Finishing K.G.02 - Last Instillation of Methalox - Heavy Tug Drone leaving K.G.01 enroute to the Mun with 32t of Methalox. Foreword: The mission can finally continue as planned. This is the first chapter in the end of this mission. After fixing K.G.01, burning it into a 0° inclination and refueling it. I have finally gotten to the point were I could make a mission to refuel the heavy tug drone that didn't quite make it back to K.G.01, after its first mission to K.G.02. I can now finally fly it back to install the missing fuel tanks. All that is left is to instal the Methalox tanks, Burning K.G.02 into a 0° inclination, and dock escape vehicles and crew to the station. Once these small steps has been complete. The Kerbin - Mun fuel station mission will finally be over. Without further ado - let's get the last methalox load enroute to the Mun. Mission Tasks: A. Launch Methalox glider to K.G.01 and return 1st stage to KSC - Success B. Refuel glider at K.G.01 and rendezvous heavy tug drone - refuel and land at KSC. Success C. Rendezvous Heavy Tug drone with K.G.01 and load cargo - launch mission towards the mun - Success Lessons Learned; Lessons Identified: A. Glider right before stage separation and the return of Stage 1. I have been rather successful in founding a good formula for launching my methalox glider into space, without the rocket flipping and or expending to much fuel getting up into the mesosphere for the first stage to make it back to the ground again. Refueling K.G.01 - which took 3 missions - I tried to find a easy way to land the rocket in the vicinity of KSC. So far my approach is to burn back towards KSC - without getting a AP above 70km (as it can take quite a while to be able to maneuver again once you leave the exosphere). Once the rocket is enroute back towards KSC I keep it horizontal facing prograde. I will periodically burn, while in the thermosphere (~30km to 70km) gauging the rotation of Kerbin. I have found that aiming roughly here yields good results: As soon as the rocket hits the Mesospheres I follow the prograde down, and land sufficiently within KSC - I am calling it a success as long as i am landing on the flat terrain within the mountain range surrounding KSC. Now I had a bit of trouble finding out were on the map the landing pads actually are.. and so far the only fix I could think of was placing a tiny rover on one of the landing pads - I picked the middle one in the hopes that in the future, if i cant land on the middle one, maybe i can land on either ones that are adjacent to it. Speaking of rovers - can we have a talk about how janky rovers feel? My wheel base is pretty wide.. and even though it was I was still struggling keeping the vehicle on 4 wheels... and when it was time to stop at the landing pad.. the result was as follows: I thought it was kind of funny that the rover crashed into a tree, even if they are not collidable. Any way it works, Now I know were on the peninsula the landing pad actually is, which has made it a lot easier to "line" up KSC. Some times the pixelated icons dont help the game - I know it's the style they are going for.. but I think it hurts the UI more than it benefits it. Any way - the mission to K.G.01 was successful and the landing of the first stage - very succesful. See a detailed walkthrough in the spoiler section bellow: B. M.F.R.G. docked at K.G.01 and being topped op to bring as much fuel to the Heavy Tug Drone, as well as making sure it can make the journey there and back again. The journey to the heavy tug drone and back to KSC was pretty straight forward. For some reason the Δv bug - where it shows 0Δv when its a fuel line connecting the fuel to the engine plate - wasn't there after the undock from K.G.01. It meant that I could actually do maneuver nodes which immensely helped the rendezvous. The correction burn of almost 7° inclination was a bit tough for the terrier to perform - I would drift away from the intersection point before the inclination had been corrected, but the rest of the tour went easy enough. The drone was successfully refueled and the glider made it back to KSC - I even had to do a night landing. It's interesting when you only have the map, your speed and your distance to the ground to go from. I learned though that the glider can maintain speed at ÷10° - which means you can extend the glide a lot. For detailed walkthrough see spoiler section: C. Heavy Tug Drone - rendezvous with K.G.01 and being refueled before being loaded with cargo. Bugs, bugs and bugs: This part of the mission went relatively smooth too - I Identified further issues with the inline/shielded parts. Apparently they work fine as long as you don't load or quickload while docked to them. I had loaded half the methalox tanks to the heavy tug drone when i went to sleep, and the day after I found that all my saves were a Clamp-O-Tron was connected to a Clamp-O-Tron shielded they would be registered as docked, but not acting like they were docked, moving independently of each other. How ever I found a fix! The shielded/inline parts will not show the option to undock - the normal clamp-o-tron will. However I have experienced inline/shielded parts stop working if you undock with the functioning clamp-o-tron. This time I tried to make a costume undock action for the shielded port and it worked. I even tried to do the same with the clamp-o-tron shielded on top the Cockatoo on the K.G.01 habitation module, where i made an action group that forced it to undock, even if nothing was docked to it, and afterwards I was able to dock my probe to it. It made me happy to know that K.G.01 is not broken anymore! (relevant bug report has been updated) Synergy Issues: I found out that the station has another synergy issue. While the Heavy Tug Drone grew in size to be able to go to the Mun and back again, the fuel tanks did not. Right now K.G.01 has 64t methalox - How ever the heavy tug drone has 33t fuel in it. Right now K.G.01 Hydrogen capacity is 80t distributed in 4 tanks. It will take the Heavy Tug Drone 4 tours to move the 80t fuel to K.G.02 (which is half the K.G.02 capacity of 160t fuel) - and right now K.G.01 only has methalox for 2 tours. before needing to be refueled - 16 M.F.G.V launches. A part of me wants K.G.01 to have enough fuel to perform all 4 Hydrogen Launches without having to refuel - which means I have to double the Methalox capacity of K.G.01 - there are two solutions to this: Image of double docking port - and extended methalox tank. Solution A: Make double docking port adaptor for K.G.01 - This will double the fuel capacity without changing the fuel tank design. It will probably also look dope AF. But! Every adaptor is 10 parts - and every extra fuel tank is 7 parts. Which means I would be adding. 96 parts to K.G.01 - and it already has a pretty poor performance. Solution B: I make a new fuel tank with 16t instead of 8t - It will mean that K.G.01 and K.G.02 will not have the same tanks. - This could be resolved over time though. What do you guys think? Go crazy and hope for performance improvements - or be sensible and put on less parts/bigger tanks? Any way - detailed walkthrough of the mission in spoiler section bellow: Moving Forward: Now I will return to K.G.02 for the first time in a while. I hope my experience navigating the buggy waters of KSP2 will spare K.G.02 for any breaking. I will at least do my best for it not to happen. Next up will be the instillation of what ever solution I find to K.G.01 - as well as escape vehicles for K.G.02, a correction of inclination on K.G.02 and last but not least, crew. Stay tuned for more.
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Flight Clamp-o-Tron docking port stopped working.
BechMeister replied to BechMeister's topic in v0.1.4
I think some of the issues stem from the part being a docking port and not, depending on configuration. I also found that if I use the MK.2 clamp-o-tron that if you say "control from here" before the port has fully deployed - then it wont change orientation to the docking port. - but that is another topic -
Flight Clamp-o-Tron docking port stopped working.
BechMeister replied to BechMeister's topic in v0.1.4
@Anth12 i just noticed some other clues as to the Clamp-o-tron shielded and inline having issues with docking and undocking. Yesterday i was moving fuel tanks from one vehicle to the other. I moved 3 tanks no issues - quick saved and went to bed. Today when I loaded up again to continue i had the bug were the port was docked but not docked. So i loaded a previous save. But all the saves were my Clamp-o-tron was connected to a Clamp-O-Tron shielded there was a bug were it was connected and not connected. The clamp-o-tron can undock, but the clamp-o-tron shielded only offers the option to "control from here" "docking port extended" and "fuel crossfeed" How ever I have found out that I can force and undock by setting an action group to undock - I usually dont do this as I have more docking ports than i have costume action groups - so i go through the death right click every time. The interesting thing is - using action group to force an undock fixes the broken docking port. I just docked my drone to the docking port that previously didnt work. -
The title is pretty self explanatory... but how do you guys make movies about things you've made without the hud? I mean I know you can remove the hud with f2.. but I dont know how I would get a rocket into orbit like that. Did people use a mod in KSP1 to record the actions and then review it later or whats the trick? Thanks in advance.
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Touché! Okay! So making the wings thick only adds drag and not lift? Correct. The plane has moving control surfaces on the tip of the wing too - the outer wing bit beyond the two wing engines. Right now they are limited to 15° and i have them deployed at 10° at low speed and they can only roll and pitch. I guess i kind of use them like "flaps" except the are "flapping" the wrong way for them to be flaps x) - Sorry the lingo gets very basic xD The front canards i have not tinkedred - they have all control features. The only actual "wing" on the plane is between the fuselage and the engines. That makes sense
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That's interesting! because the problem - when I had the wings in a dihedral configuration - was that the plane would start rolling the point were it got into an uncontrollable roll - so that must mean the game does not moddel that part of the physics that well? Yeah! - The interesting thing is that in the VAB I cannot see anything happening with the drag arrow or mass when I add the canards - but ingame i feel the effect and I was surprised how drastic it was. That I could carry 1t less methane was big! It was a 1/3rd of the total methane it had for atmospheric flight. As of now I have canards on everything. Something in me just really wanted to design something without canards. I think I was careful with center of mass and drag. The grey colour on the center of the fuselage is the inline docking port - and that's center of mass. Center of lift is just behind that. - but yeah. I was also considering that maybe the plane without the canards only fly straight by using control surfaces or engine gimbling? - which means more drag and less efficient thrust right? Any way, it does the job now, as efficient as possible. thats whats most important x) they both fly really well too - the old one just have a lot of excess Δv - the white one would be a lot quicker to orbit if I added 4 engines though. But - I like the 3 engine look
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/////////////////////MISSION UPDATE\\\\\\\\\\\\\\\\\\\\\ (Right) The newly certified Crew Rotation Vehicle (CRV) next to its predecessor (Left) Foreword: I have spend a lot of time on this one. Tweeking, fiddling, adding methalox, removing methane. Then removing methalox adding methane and always just being short of the goal. When I got it working, it Flew perfect to orbit, rendezvoused with K.G.01 - only for it not to be able to pitch more than ÷45° and plummet into a fiery death. All in an endeavour to make the design more sleek looking. I also found out another docking port on K.G.01 is bugged and broken. To fix that I need a new center tower... and I am contemplating to just leave it broken and figure a work around. Hoping a future bug fix will resolve the issue. All that and more bellow. Mission Tasks: A. Update the Crew SSTO spaceplane with v.0.1.3 parts. B. Find a reproducible procedure to rendezvous with K.G.01 Lessons Learned; Lessons Identified: A. First prototype docked at K.G.01 First thing I did was ditch the 4th engine to revert back to the original 3 engine concept i start with. It just looks aesthetic more pleasing i think. I then replaced the micro docking part with the inline docking port and removed the MK.2 monopropellant tank, as the inline MK.2 clamp-o-tron part + the command module has plenty of monopropellant on its own. The plane flew well. The first pleasant surprise was that it could break past the 350 m/s mark - which pre v.0.1.3. was only just possible with 4 engines because of the drag issues. The slightly updated SSTO rendezvoused with K.G.01 with no issues, except for a bugged out docking port. I lined the SSTO up perfect for a dock on the top port on the crew compartment for K.G.01. The placement of the docking port on the center of mass meant that I had superb control of orientation and approach to the port. I actually had the two docking port gently kiss each other at 0.01 m/s - So believe me that I was disappointed to not the docking notification, and learning that K.G.01 was still broken - even though I have worked hard to rectify that.. The prototype - not docked to K.G.01 Above is a Image of what could have been... but is not going to be as of now. I am contemplating weather I'll fly up a new tower.. in case its an irreversible bug.. I think that is a future sulution. Short term I could try find a way to fix two emergency gliders on one side, and leave the other for docking crew vehicles - future tinkering is possible there. In any case I docked at one of the side mounts instead. Besides that there was no major issues, except the SSTO was all but dry for Δv when it arrived. Only had a measly 44 Δv left. No Issue - K.G.01 is a fuels station after all - So I just topped up the vehicle with enough fuel to deorbit. This is where I re-discovered a lesson i thought I had learned previously - Namely that it seems the game calculates the available Δv from the amount of methane is in the tanks, regardless of if it has enough oxidizer to burn the fuel. As such I missed KCS with a whole continent... That being said, It was able to deorbit relatively well. It felt very nose heavy though. At peak drag I wasn't able to get a higher AoA than the 20 or so ° It glided well though, a bit too well tbh - it took for ever to get it to around the 60 m/s mark were it would land without bouncing around. So - after the tests there were a few things I would like to change and address: Namely getting 100-200 Δv more out of the airframe and make it less nose heavy - so it would re-enter better. Also I tried to ditch the front control surfaces for a more sleek look. The result from experimenting was this: By reducing the amount of Methalox and adding 1t more methane to the plane I got the 100-200 more Δv and looked sleeker. How ever - trying to remove the front canards It got even worse re-entry characteristics to the point were it would not pitch up... but just fall to its death. I reduced the length further, added fuel to the wing engines, but now could not get it to have the right mix of methane and methalox. Also it started to have trouble breaking the 350 m/s mark I flew to orbit only to have to little methane. I would then add methane and then when went into closed cycle I would have the same ammount of methane I added to much - which makes no sense to me... I made the wings thicker to get more lift, I added control surfaces on the outside of the outer engines, instead of wings, to get more pitch control.. But it helped nothing. I simply could not get it to K.G.01 with enough fuel to get back to KSC again... and landings were notorious difficult. This is when I added the canards again.. and gentlemen this difference: This tiny difference - is 400 more Δv, 1t less methane to get to the mesosphere. It's reaching 1000 m/s at the end of the troposphere instead of at the beginning of the mesospheres - and it has gentle landings. (the the air brake was redundant in the end) It is odd that two tiny "wings" should have such an effect - I suspect there is something more to it that is hidden in the physics model. Even though I had 1t methane less, I still had 210 kg of methane in surplus when all the oxidizer was burned. And before the canards were added it was perfectly balanced to spend all the methane before going into closed cycle. I guess we will learn what's up in the future. In the end I got a really sleek small craft capable of ferrying crew to and from K.G.01. - The plane is smaller, lighter and although the former spaceplane is more capable now, this smaller sleeker version is just right for the job. The difference in size between old model (red) and new (white/black) And here are the stats between the two versions. It is interesting, because the new version feels a lot shorter than just ~3m B. CRV enroute to K.G.01 what's most important is that the plane has consistent performance that is easy to achieve - which means its predictable. If you follow these steps with the vehicle you will rendezvous with a spacecraft in a 100km orbit above Kerbin, and return back to KSC again. Once airborn angle to 15° using flaps until around 150 m/s - allow the plane to coast: It should hit the 20° mark once it reaches the mesospheres. As soon as it hits closed cycle (I still manually kick the engines into closed cycle) Pitch to 30° and coast - should be at 40° mark once AP of 100km has been reached. Burn until AP is at 100km and cut the engines. Once at AP burn again for an AP at 150km and a PE on 100km Rendezvous, transfer crew and de-orbit. Land - Vehicle has sufficient performance to glide without fuel left. But you may have extra Δv for a powered flight back. That's it for now - All the v.0.1.3 issues has been resolved, and I can continue with building K.G.02 I am going to organize my vehicle files for the service vehicles, drones, and K.G.01 and upload them for others to get. See you soon.
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Flight Clamp-o-Tron docking port stopped working.
BechMeister replied to BechMeister's topic in v0.1.4
I just finished the test - Nope. its not because they were both inline. Here is the save games: https://1drv.ms/f/s!AhGsvJ5Xnc4drRX4Ixa2fSOAYfl0?e=eLZetH -
Flight Clamp-o-Tron docking port stopped working.
BechMeister replied to BechMeister's topic in v0.1.4
I can... I actually have a "live blog" with the building of this station... Its a bit of a long read.. but I can find the relevant info though... I dont "cheat" though. So it involves a lot of steps moving parts back and forth. I think I know when the top port broke now that we speak of it... There was a time were that port was connected to another port. And then suddenly when another part arrived at the station they were no longer connected but floating a part from each other... I dont know if them separating off screen on its own is when it stopped working? I mean maybe it think its still docked? If you want I can link you the blog and point you to the relevant section... but its quite a read. I am currently testing if its a question of inline port against inline port = no good. By docking my drone to it. The drone has a regular clamp-o-tron.. so if it can dock that may be the issue. Ill report in like 10 min and then upload the savefile too -
Flight Clamp-o-Tron docking port stopped working.
BechMeister replied to BechMeister's topic in v0.1.4
@Anth12 I have found a 3rd docking port that wont work. Do you want me to add another save? -
////////////////////MISSION UPDATE\\\\\\\\\\\\\\\\\\\\ Fully certified Multifuel Refueling Glider Vehicle (M.R.G.V.) on the runway in front of the VAB, just returned from LKO and a succesful refueling mission. Foreword: K.G.01 was plagued with even more bugs - Probably related to the new inlined docking ports. In any case I decided to revert back to an earlier save where the escape gliders and M.L.K.O.s were not yet docked to the station, since they bugged out quite a bit. Specifically I had a bug where when ever I undocked a craft from K.G.01 - the escape gliders would drift off and clip through everything.. and the M.L.K.O.s were docked but not docked. Read more about that here: I will dock the vehicles to the station once the bug has been ironed out. - The revert means that K.G.01 will suddenly be at a earlier stage during the refueling and certification mission of the glider. I had a lot of fun building the M.R.G.V.s! So without further ado here are the Mission Tasks: A. Develop a new line of glider vehicles. B. Test re-entry characteristics of prototype C. Develop new reusable 1st stage. D. Certification mission: Refuel K.G.01 and return to KCS. Lessons Learned; Lessons Identified: A. Glider prototype on runway 1 ready for glide characteristics test. It was surprisingly easy to develop a new - better balanced - glider vehicle. I managed to make it smaller, less complex etc. The Hydrogen glider and the Methalox glider also has the same dimensions now, thanks to clever use of tubes etc. I also developed a fully reusable test launcher (the wing dart like bit you see under the glider). Since the glider uses the terrier engines and needs to be tested with its empty weight I had to make something that could push it sufficiently up into the air to figure out how it performs. I had to add breaks to make sure the test launcher didn't bump into the glider prototype after separation (as it glided a lot better and efficient than the protype) I also decided to add parachutes - making it reusable in theory. Practically.. I just reverted to VAB after each test. See image below to see what I mean: Here we see the airbrakes fully deployed on the reusable test launcher, to make sure it did not fly into the lot more draggy 2nd stage. Upon release 2 parachutes would also deploy. I played a lot around with wing angle and size. I really like the look of the Dream Chaser with its upsweep wings - which apparently should give more lift? I really liked the look of my glider with upswept wings too and imagined it makes sense for when you re-enter the atmosphere? that the bits dont stick too much out from the center of the craft that will be burned off The craft looked like this with upswept wings: Early iteration of test flight with upswept wings - I colour coded the different parts to make them easy to find. It looked cool, How ever it was impossible to steer and control - SO in the end the vehicle would look like this: Finished test of flight characteristics of glider. - Here the Hydrogen version. In the end the craft was really well balanced, and glided at a really good speed too - something like 120 m/s and you could fly it stable without using pitch to keep the nose up. It was time to move on to the re-entry test. Past experience had taught me that just because it glides well in sub 500 m/s does not mean it want to behave at 1000-2000 m/s - So I always do a re-entry test now. B. Prototype glider in orbit on its re-entry test. The re-entry test went super well. I was surprised to find out that I could just turn on the SAS and park it at a 40° AoA and it would keep the direction even when breaking. And it could coast a long way on the upper atmosphere bleeding off speed. I also had a chance to test the placement of RCS thrusters. For some reason the back half of the RCS thrusters didn't work - I think it was because they were placed on the tube... So i moved them further back to the engine plate. - I was wondering if it would make the craft wanting to Jaw when using the thrusters, as they were not placed the same distance in accordance to center of mass. But it was not a problem. C. Certification of prototype 1st stage and 2nd stage glider. I also replaced the wings on the 1st stage with 2 sets of 4 air brakes. The button pair is deployed all the way up to 15.000m to make sure the wings of the glider doesn't flip the rocket. So far the steps to launch and return the 1st stage is as follows: Step-by-step launching and reusing 1st stage: as soon as the engines lift off and clear the pad - turn the vehicle ~5-10° degrees East and hit prograde - the vehicle will gravity turn itself nicely. Fold airbrakes up at 15.000m to allow the rocket gain speed. - craft should be at ~90° by now Burn until there is 1600-1700 Δv left. Then seperate - burn the glider into orbit (the 3 terrier is easily steerable) Turn on RCS and flip the 1st stage retrograde - deploy top airbrakes and burn back towards KSC You need around ~700Δv to land the stage. - remember to take Kerbins rotation into account when lining up KSC. Follow these steps and you should have an easy launch. For a detailed walkthrough with images see spoiler section bellow: D. Glider docked to K.G.01 - here reverted to a bug free version. The glider is easy to steer - How ever.. The bug where if you connect the fuel tanks to the engines via fuel line and it wont show the Δv it has available. - I will have to make a new bug report. as seen here: Here we can see the glider having a lot of fuel left, but showing 0Δv available. Any way.. It is not so much an issue - the terriers acceleration is really slow, so it's easy to manually control that the AP does not suddenly climb a lot - nor that you veer a lot of degrees off course. The biggest issue is that you can't make maneuver nodes when you have 0 Δv... Which meant figuring when to make your deorbit burn is hard. How ever.. the craft has so much control that you can correct even HUGE margins of errors. (which you can see in the video I added) The craft has plenty of Fuel left to both do the orbit burn, rendezvous and once the fuel is unloaded plenty of fuel to do the de-orbit burn. I am really proud of the flight characteristics I achieved - So much so that I decided to clip it into a little video: Small video showing the decent of the glider back to KSC. - If you sat down and saw that - I just want to thank you for indulging me. For the detailed walkthrough see spoiler section bellow: Moving Forward: It was a very entertaining and succesful endeavour - I really enjoyed building, and using the craft. Next up is making the crew SSTO with the new parts - and then its all about refueling K.G.01 so K.G.02 can be finished. Stay Tuned for More!
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Unfortunately I have lost the savegame with the parts drifting - and i cannot make it happen again, even though yesterday I was fighting hard for the cohesion to prevail. I have added a savefile here: https://1drv.ms/f/s!AhGsvJ5Xnc4dsRiWKtxbAsQ1J0Bu?e=1HsDMp I have decided to revert to a save before the escape crafts were added to the station - and I may not attempt to dock things to them, so I may not make any more findings in this direction.
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I noticed something weird yesterday evening as well. The two Cockatoo's that are connected "vertically" to the clamp-o-tron inline is not registered as connected. - i cant undock them from the ports.. and i can close the ports down. They are registered as part of the structure, but they drift when time warping. At least thats my theory... I was doing refuel runs yesterday and when i loaded the station everthing was fine. I then connected to the refuel ship and timewarped to the point of rendezvous - and when the two crafts were a few 100m from each other i noticed the two Cockatoo had driftet several 100m from the docking ports. But were still registered as part of the station.. at least i could move crew from them to other parts of the station. Its all a bit weird. I will upload a savegame later.
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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 gb The start is 3x and 4x speed - to get to the bug quick, but without losing the steps proceeding the bug. I also cut out a lot of the "computing time" that comes when you right click. For some reason I had freezes close to being 1 minut.