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Istas

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Everything posted by Istas

  1. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 | CPU: AMD Ryzen 7 2700X Eight-Core | GPU: NVIDIA GeForce RTX 2080 | RAM: 32GB DDR4 at 2933mhz Specs: - AMD Ryzen 7 2700X 3.7ghz, 8 cores / 16 logic cores, 32gb DDR4 running at 1466mhz/2933 effective, nVidia GeForce RTX 2080, video driver 31.0.15.4629, 8GB vram. No overclocking. Severity: Low to Mid. (You can work around by trial and error, but this bug makes rocket design a MASSIVE pain) Frequency: 100% reproduceable for me, with steps, including loading a craft file and having it exhibit the same wrong/inconsistent dV readings Description: I was making a launch vehicle when I noticed adding a relatively small cone tank DRASTICALLY changed the dV readout for the first stage, both in VAB and after launch. Flying the vehicle showed the dV coming up short of the readout in the staging. I made new simple test crafts in the VAB until I narrowed down a fairly minimum rocket that shows the wrong dV calculation in the VAB. Steps for building craft: -Go to VAB, start building a new craft from scratch -Choose the large S3-14400 methalox tank as first part -Add TD-37 stack decoupler on the bottom of the tank, with arrow up -Add a second S3-14400 tank to the bottom of the TD-37 stack decoupler -Add a KR-2XL Rhino engine to the bottom of the second tank -Grab another S3-14400 tank from the part menu -Switch radial symmetry mode to 2x, and radially attach that tank to the side of the second/lower tank on the vehicle -Grab another KR-2XL Rhino engine and, using 2x radial symmetry, add it to the bottom of the radially-attached tanks -Note the dV readout of 3,084 m/s -Grab a small FL-T100 methalox tank from the part menu, and in 2x symmetry mode add it to the top of the radial S3-14400 tanks -Note the dV jump up to 5,590 m/s -Remove and add the FL-T100 tank and note the dV jumps between 3,084 and 5,590 This is far too large a dV jump for adding such a small tank to such a huge stage. When flying the original rocket it ran out of fuel at far less than the absurdly-high dV figure. I don't know if it specifically requires the parts I listed in the steps so I just listed exactly what I was testing with, though it does seem to work when you add some other tank in place of the FL-T100. Included Attachments: radialtankadddVbugrepro.json .ipsImage { width: 900px !important; }
  2. Mr. Falanghe, Thank you so much for all the work you put into KSP, and for its inception in the first place. I completely understand the need to work on something different, and I wish you the best with whatever project next captures your passion.
  3. Could you link to modulemanager somewhere other than github in the original post? I spent over half an hour trying to figure out which modulemanager file to download from there and what I was doing wrong before just doing a google search instead and getting the dll in just a few moments from its forum thread http://forum.kerbalspaceprogram.com/index.php?/topic/50533-105-module-manager-2618-january-17th-with-even-more-sha-and-less-bug/ Very neat mod. That always bugged me about science too; just when you get great science generation going, the tech tree is complete.
  4. These parts look great, and congratulations on the integration into stock!
  5. This seems like a very awesome mod. The kind of mod that, in my opinion, should be added to stock KSP.
  6. Going to be visiting family for almost a month on the 12th so I'll be on hiatus from here for a bit. For now, here's the Ares I test with KDS and Orion Block 2 (test-firing the KDS and obtaining orbit anyway, though inefficiently), played at 10x to reduce viewing fatigue. If anyone prefers longer, closer to real-time videos, let me know.
  7. ham: Thank you very much! It works perfectly. Mmmmm, max Q.
  8. I tried the download in the original post plus the .dll from ham's post in a stock sandbox game of KSP, and the graphotron gui won't show up. I can right-click and get the "show/hide UI" button but clicking it does nothing. Thanks for the suggestion though, it is appreciated.
  9. This is a really cool mod. Is there, perhaps, any chance of it being updated for 0.22 or 0.23? Because I'd really enjoy using it again.
  10. Thanks! And no need to update score, since I plan on doing the same goals as before.
  11. Launch Escape System (LES) test, using Orion Block I. Orion Block I launch, orbit, reentry test. Played at 5x acceleration. Tilted over a bit on launch, then turned off SAS at 8 seconds and didn't touch the controls until the SRB first stage burned out. Altair lander design.
  12. Ares I boilerplate launch. Includes buttons in the annotations for fast-forwarding to the different stages of the flight, as I don't expect everyone to want to sit through 9 minutes of launch and deorbit. Also, not going to bother with points second time around. I'm going to re-do all the stuff I did before so there's no point in me keeping track, unless somebody requests it.
  13. Good Enough Engineering announces completion of the design phase of its Orion crew capsule and Ares I launch vehicle. Each Orion capsule seats up to six crewmembers, and is a fully-functional spacecraft in and of itself. It carries 12,000 units of electrical capacity with deployable solar panels, while avoiding the use of hazardous radioactive materials to improve safety. It has an RCS maneuvering system, as well as a universal class-2 docking port for combined mission profiles and a remote-guidance module for non-kerbaled spaceflight. Before reentering Kerbin's atmosphere, Orion drops its orbital engine and all remaining rocket and RCS fuel. It is equipped with eight chutes to improve comfort and safety and enable both land and sea recovery. It is also equipped with a heat shield, which one of the engineers thought might be necessary. Most importantly, every Orion crew capsule is required to launch with a Launch Escape System, which will whisk the crew cabin away from the launch vehicle at the first sign of dangerous malfunction. Orion comes in two configurations so far, both fueled with LH2+LOX; Block I with limited orbital maneuvering capacity (1700 dV, 18t including 5.4 tons of propellant, and supplies for 6 crew for 40 days), and Block II for future deep-space missions (3400 dV, 32t including 16.3t of propellant, 2.2 tons of supplies, and CO2 and H2O recyclers, giving a mission duration of 22 months for 6 crew). Both versions have been test-fired on the launch pad and will soon begin flight testing on the new Ares I launch vehicle. The Ares I launch vehicle is a 708-ton (without payload) two-stage rocket capable of lifting over 35 tons to a 110km circular orbit via 9200 vac. dV. The first stage consists of a single block of SRBs that all fire concurrently producing 13.1 MN of thrust, and the second stage consists of a single 2300 kN LH2+LOX liquid-fuel engine and structurally-integrated tank stack. It is fully capable of delivering both Block I and Block II configurations of the Orion module to Low Kerbin Orbit. Both the first and second stages of the Ares I launch vehicle have been test-fired and approved for a proving flight. The Ares I has been fully assembled on the pad with a dummy load exceeding the mass of the Orion Block II crew vehicle and is scheduled for a test-flight Sometime Soon. Thank you all for your time. Any inquiries may be directed to GEE's PR department.(( Mods being used for this run: Parts/Mechanics Real Solar System Deadly Reentry Ferram Aerospace Research TAC Life Support KW Rocketry NovaPunch (only a few parts; 5m tanks and adapters, launch escape towers, and the biggest solid boosters) Modular Fuel Tanks (with Real Fuels and realistic masses) Magic Smoke Industries/Infernal Robotics Kerbal Attachment System Procedural Fairings Procedural Wings Kerbal Joint Reinforcement Information/Cosmetic City Lights and Clouds (minus the city lights) Chatterer Kerbal Engineer Redux Protractor Kerbal Alarm Clock PreciseNode It takes about 9000 dV to get to LKO, 3100 to get a Mun encounter, 800 to get into Mun orbit, 1600 to land, 1600 to take back off, 800 to get a Kerbin encounter, and a shallow reentry angle to avoid burning up or having the crew die from excessive G's. And the Mun's orbit is significantly inclined, to make up for the 0-degree tilt of Kerbin in KSP (vs the 23.5 of Earth plus the Moon's own inclination). ))
  14. GEE staff has resumed their tinkering with simulations, asking silly questions like, "What if Kerbin had the same gravity, but was ten times bigger?", "What if the atmosphere extended higher, and parts other than wings could create lift?", "What if there were other types of fuels we could use?", "What if the Kerbonauts needed to bring more snacks, and even air?", "What sorts of engines would we need for all this?" and so on. They have designed a new station, and claim it would be best for its orbit to be over 400km in altitude to avoid drag from the higher atmosphere. Orbital velocity would now be over 7500 m/s. They claim they'll still be able to get Kerbals to Duna and back. We here in the GEE Press Closet won't be holding our breath.
  15. Yeah, stock-only is fun. I think the design points add up to 70 though, not 82.
  16. Just... please just stop. Also, please stop spamming posts. If you've got a bunch to say you can say it in a single post. This isn't Twitter.
  17. Thanks for the response! That is what I thought, I just wanted to make sure before going through the trouble.
  18. Death Engineering: The rules say no RTGs on the Orion, but can one use LV-N's? Can one use LV-Ns on any of the other craft? How about ions (which are already in use) for the solar satellite?
  19. Thanks I had a lot of extra fuel left when I got there. I may not in the future, though...
  20. Press Release Umber Hulk.b After several weeks of mysteriously lax progress on the Constellation program, the GEE engineers were discovered to have been distracted running simulations of much more difficult rocketry environments, for amusement. After some stern words and a two-week snack room ban, they got back to work. A Duna ascent module (with science package) (+1), Duna Outpost lander (with pressurized rover and science package) (+3 +1), and Orion Block 2 were each launched aboard an Ares V and a KDS, with seven kerbonauts on board the Orion. After about three months they arrived at Duna, with the ascent module landing first (+4) and the Orion rendezvousing with the Outpost to transfer six crew over. Then the Outpost deorbited and landed within 100m of the ascent vehicle with all six crew (+2 +5 +2) getting a months-long stay on Duna while Kerbin sped around the sun ahead of them. The return to orbit, docking with Orion, deorbiting of ascent stage and trip home all went flawlessly, with the crew arriving back just west of KSC (+4). We here at GEE are very proud of all our kerbonauts for undertaking such a difficult and arduous journey, and we're very glad to have them back home. Thank you all for your time. Any inquiries may be directed to GEE's PR department. (Mission R&D: Use Ares V in at least one Duna mission +2) (Design points: 70 (complete). Mission points: total 59 (complete). Science points: total 7 (complete).) (I think the total mission points are 59, unless I've added exactly the wrong way twice in a row, which is possible)
  21. The bad news is that Mission Control now has lost communications due to spilling champagne on the control circuits. The good news is the burn instructions were already sent to the probe, whose solar panels are back online. Thank you very very much for your help, NathanKell, Starwaster, and SFJackBauer. I know this isn't really that big a deal but, you know how it is when you've got a mission going. It means a lot.
  22. Starwaster: Thanks for the fix! But I'm not always the best at searching for things and I'm not finding something that is exactly called ModuleManager that's v1.5, or the other one. Do you have a link to one or the other? Also, where should I put this new .cfg?
  23. I just noticed your request for screenshots, so here are some. The last one is from the mission where my solar panels keep dying, in this case both at solar Pe and also at the Dres intersect. I'm hanging on to that quicksave as I'm not willing to give up all that science!
  24. Thanks for the update, but this doesn't seem to work either. I still get solar panel drain at 87.8 Gm, and the other places don't seem to have changed either. (I am assuming that power curve information is not stored in quicksaves, which is what I've been using to test this; I haven't been able to find it in the quicksave file). Additionally, from what NathanKell posted about the bug, it sounds like the cause is not fixable just in the .cfg. It is curious that your fix worked for you and not for me though.
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