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BechMeister

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Everything posted by BechMeister

  1. I will do so later - What is a good headline to describe it with? "Loss of Cohesion when undocking from clamp-o-tron Inline docking ports"? Also should I tag you once the report is done?
  2. yeah.. tbf.. that station is not even "that big" if you consider how big the ISS is... But they can also do a lot with making a potatomode for the game. The visual difference between the highest setting and the lowest is not that obvious at first glance. If you've ever played a game like Eve - there is a significant visual difference between max graphic and lowest x) I have considered installing KSP2 on my work pc - it has 64gb of ram and a intel core I7-10700t... but the graphics card is a Quatro P1000 4gb - not really gaming material xD
  3. I have about the same framerate - I guess i am just a very patient man - I had 15 fps before adding the last 4 vehicles.. It seems like when you add engines that it really kills the fps. It makes it easy to drink coffee and read news between maneuvers though xD
  4. ////////////////////MISSION UPDATE\\\\\\\\\\\\\\\\\\\\\ K.G.01v2 - Now complete in all its glory above Kerbin. Foreword: So - I finally got K.G.01 fixed up again. I am actually really satisfied with its look now. The extra bits and things and the longer refueling truss really brings the look together i think. How ever! adding the last 4 crafts - 2 emergency gliders and 2 M.L.K.O. crew crafts - dropped the framerate a ton! I dont have the exact numbers... but For a second installing it all i actually thought I would get a lot better FPS-wise than with the old K.G.01 - Maybe the added complexity of the docking truss for refueling - as well as all the small monopropellant tanks just added the same amount of parts in the end? - In any case, the station looks good! I am also rather far along with the remaking of the refueling gliders - it turned out to be surprisingly easy to fix them to v.0.1.3. I postponed the posting of this post as i ran into some pretty annoying bugs. 1 I could recreate and I added my findings to an older bug report I did here: The other one I could not recreate. Any way - I expect to come with the glider update soon! and without further ado here is the mission tasks: Mission Tasks: A. Re-crew K.G.01 and dock two emergency gliders B. Dock two M.L.K.O v2 vehicles to the station for crew transport to K.G.02 Lessons Learned; Lessons Identified: A. Second emergency glider approaching its docking port on K.G.01 This step went rather uneventful. How ever - because of the extreme soupy atmosphere and bendy rockets I had to take a extremely inefficient approach when getting into orbit. I had to fly straight up until at 70km and then turn 90° and burn into orbit. It meant that the gliders actually had no Δv left. - One of the gliders even had to reduce the last 19 m/s relative speed with the RCS, as it ran out of juice just at the rendezvous. Besides that, no problems in flight besides that were encountered though, and both escape gliders could be topped up at K.G.01 - So they are now ready for unforeseen emergencies. How ever.. there may not be any problems in flight besides that.. but unexpected Kerbals has appeared on K.G.01 - I dont know where they have been hiding to get up there... I'm sure @Sylvi Fisthaug can relate to sneaky Kerbals. Any way - With 2 escape shuttles there is room for the 4 crew people running K.G.01 - But right now the crew roster looks like this: With the addition of the M.L.K.O.s there are emergency crafts enough for all Kerbals - but the M.L.K.Os does not have any means to get down from orbit.. as they dont have main engines, those are provided by the big tug drones - however they can survive re-entry. So if a catastrophic event should happen, they will have to hope for a suborbital path... or wait in what ever trajectory they end in. Until a rescue mission can arrive. But until I have fixed the refueling gliders - and can move on to the crew SSTO space plane - they will have to remain at K.G.01 - enjoy the stay blind passengers. Detailed walkthrough of this step in spoiler section bellow: B. First M.L.K.O take off to K.G.01 This part of the mission was particular troublesome - not because of any flying issues. The M.L.K.O. (Mun to Low Kerbin Orbit) vehicles flew like a dream - to the point were I could probably have no inclination errors to correct if i wasn't so sloppy with my flying. How ever I had a nasty bug that when I tried to undock the 2nd stage engine to burn it back to Kerbin and have it burn up on the way down... The station would lose cohesion and things would just clip through each other. - The solution to it became to have Valentina spacewalk to the M.L.K.O (which was uncrewed to avoid anymore blind passengers) and then undock the M.L.K.O from the 2nd stage, and have Val dock it to the station. Fingers crossed that either the bug has been resolved when I need to undock the M.L.K.Os to move crew to and from K.G.02 and future interplanetary space missions - or that it just won't show its ugly face if a fix isn't found before that happens. Detailed walkthrough in the spoiler section: Moving Forward: K.G.01 from front and back in all its glory - Finally repaired and replaced In the end now original part would survive the bugs that v0.1.3 brought. - I have made a ton of contributions to bug reports since the patch came, and I hope they will help bring swift fixes to the game. I must applaud the devs for improving the performance of the game.. which is probably why I also got more ambitious with the look of the station - I probably have the same frame rate as before.. but it looks a lot better. Soon I will have my first re-fueling with the refueling gliders - and let me just tell you, They have the best re-entry characteristics I've ever made a vehicle to have.. A pure joy to fly! after that I will have to remake the crew SSTO aaaand then I can finally move on with adding the last 4 Methalox tanks to K.G.02 - and start the fueling process of the station. The end is within sight. Stay Tuned for more!
  5. @Anth12 I ran into a version of this bug again. Vsync is off. I have provided you with a savegame and video evidence: 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. Savegame in this one drive folder: https://1drv.ms/f/s!AhGsvJ5Xnc4dqH0gl90QYSnxLLz4?e=r0ZX7z Its in the folder called "loss of cohession when undocking"
  6. /////////////////////MISSION UPDATE\\\\\\\\\\\\\\\\\\\\ K.G.01v2 fully assembled in LKO. Mission Tasks: A. Dock the two docking ports for crewed vehicles. B. Dock the new docking tower for fueling missions. Lessons Learned; Lessons Identified: A: Docking port assembly enroute to K.G.01 It was finally time to get the new docking port system for the crew vehicles and the escape gliders installed. Now that I had redesigned the whole station, I decided to do away with the old docking tower that were sitting on top the station. Now that I had moved the solar panels to the fuel tank assembly and the coms to the docking tower. I could install a more "modular" system with the new enclosed docking parts. I think it looks great, and takes less space when its not used, and to push the outer docking port far enough out for the gliders to go free from all the fuel tanks, I added a crew compartment. I suspect that its were they will store all the things related to space flight, like suits etc. Taking the PDD-12 "Sightseer" and putting a docking port on the top window gives a nice look were the crew is able to look out the windows and inspect the vehicle or guide them in Any way, Installation went without incident - See more in the spoiler section: B. Docking tower for refueling drones being launched on the now further reduced K.G.01 launch vehicle. I actually did this part twice. In the beginning I had docked a docking tower similar to the one on K.G.02 - How ever It was too short. So I decided to make a longer one and to make it look better I decided to inlay a small circular truss into the medium - adding a few things here and there.. It definetly did not reduce the parts count. But then again, I have had a lot better performance around K.G.01 since v.0.1.3 (so some good came of the update still) - The final result looks really cool i think: Instillation went without insidents - although the rocket had to do a very inefficient insert to orbit, where I flew straight up until I had left the atmosphere, and then did the "gravity" turn (hardly any gravity turn at this point) and burned sideways. Detailed wall through in the spoiler: Moving Forward: Next up will be the re-crewing of the station, and installment of the escape gliders. K.G.01 - 02 crew vehicles which now looks like this: It has been shortened significantly by not using the large to medium converter truss - It also looks a bit more boring if you ask me... but It will get the job done at less space parked. When its connected to the large tug drone it looks like this: And when that is done - I will move on to remake the refueling system, which has not been flying propper since v0.1.3. Stay Tuned for more!
  7. /////////////////////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!
  8. 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
  9. 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
  10. ////////////////////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
  11. 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.
  12. 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.
  13. Im coming home from vecation tomorrow. If you can tell me where i find the craft file ill send it
  14. 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.
  15. 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?
  16. 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:
  17. 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.
  18. 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
  19. 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.
  20. 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.
  21. @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.
  22. /////////////////////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.
  23. @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?
  24. 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)
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