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Burkitt

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Posts posted by Burkitt

  1. In case there were any issues caused by contracts from earlier versions of Fine Print persisting, I've tried installing 0.52a and loading the backup of my save from before I added Fine Print. Aerial waypoints now show up fine, but I still can't get "Have a newly discovered asteroid in tow" to register. I went through from accepting the contract to grabbing the asteroid without closing the game or quickloading, so they would seem to be ruled out as causes. The asteroid was grabbed with the stock claw in Kerbin orbit.

  2. I'm experiencing the same problem as Sarayakat, the "Have a newly discovered asteroid in tow" part of the contract just won't complete. I'm using 0.51a, towing the asteroid with a standard claw, and haven't quickloaded at any time since launching the asteroid recovery mission, although have quickloaded during a different flight since accepting the contract. Would be happy to PM you logs if that would help.

  3. Helgeras is right to point out that the fees paid for completing contracts are much lower in Small print than for stock contracts. For example, pulling an asteroid into Kerbin orbit pays √74,000. I can make a profit on that because I've completed the science tree and have SSTOs capapble of putting 80 tonnes in orbit and landing back on the runway, so can do the mission for about √60,000 expenditure. But the profit margin is only around 20%, compared with several hundred percent for stock contracts. That's still a good return, is much more realistic than for stock contracts, and makes the financial side of the game more of a challenge, but it's worth noting if you aren't a fan of giant reuseable SSTOs.

  4. Thanks for creating this mod, Arsonide, it's added a huge amount to KSP and I've been having a lot of fun playing it.

    I agree with your plan above to reduce the number of waypoints / and or cluster them closer together for rover missions, though. Both of the rover missions I've done so far (on Minmus and near Kerbin's north pole) were much easier to do by flying and landing at each waypoint than by driving, because there were so many of them and they were so far apart.

    Now, must be going, I've got an asteroid to capture then send into a solar escape trajectory.

  5. I'll just chime in here and say that I had a contract to test a part at 24000m between 400 and 600 m/s. Getting that high and staying that slow with a turbojet took about 20 minutes and I didn't even finish it - I could get that high but once I'd slowed down, I dropped too low.

    After getting frustrated with similar missions, I've found the easiest method is to build a plane with a TWR well above 1, fly vertically upwards until you are at the correct height and speed, perform the test, cut power, turn the plane around at apoapsis, dive about 40km straight downwards, pull up and land on the runway.

  6. I would second ObsessedWithKSP's values for Kerbin and Laythe.

    For Duna, Eve and Jool, I'm really sceptical of how possible it would be to fly a stock plane between several waypoints irrespective of their altitude. I'd recommend that you test-fly them yourself before including flying contracts for those planets in the mod.

    Come to think of it, flying between waypoints on the low-gravity moons like Minmus is probably easier than on Eve, Duna or Jool.

  7. In my experience, in KSP on Kerbin, most jets can fly stably up to around 12,000m. Some jets can fly up to around 20,000m when travelling at very high speeds, and will have difficulty turning. Spaceplane-like jets may be able to reach around 30,000m, but on a more of a ballistic trajectory rather than controlled flight.

    For Eve and Jool I'm not sure atmospheric flight is really possible in stock KSP, due to the lack of oxygen in their atmospheres. You'd need to use rocket engines, which would surely run out of fuel too fast to really get anywhere within the atmosphere?

  8. Fortunately I took your warnings (in the reddit post on Extra Contracts) about making backups seriously, so all that I lost was Extra Contracts related stuff.

    More details - I'm running the 32 bit version of KSP on a 64 bit Windows 7 Toshiba laptop (I don't like 64 bit KSP because it won't let me change focus to other programs while loading)

    When the bug appeared I had just completed an Extra Contracts contract for capturing an asteroid into Kerbin orbit. I had vanilla contracts running for exploring Eve and Gilly, and Extra Contracts contracts for putting a base with six kerbals, a science lab, a docking port, power generation, an aerial and an asteroid in Eve orbit, and for driving a rover 2km on Eve and making a jump.

    I first noticed something odd when I checked Mission Control and saw only one new contract was available - vanilla explore Jool - but assumed it was because I had so many active at once. Then while building my Eve orbital base in the VAB I was unable to exit it, so had to close KSP. On restarting KSP I entered Mission Control, saw there were no contracts at all, available, active or archived, and was unable to exit. The same occurred on a second attempt.

    Your plans for rover and aircraft waypoints look like exactly what I've been hoping would be incorporated into KSP to give more to do once missions arrive at planets, so I'm really looking forward to having a go at that.

  9. Hi,

    I've been really enjoying this mod, but I've had a game-breaking bug which I suspect it is causing. I now get no contracts showing up in mission control either available, active, or in the archive. Also, once I have entered any building from the space centre view, it is impossible to leave - the exit button just doesn't work.

    Previously I also had a more minor issue with a mission to drive a rover on Kerbin and jump it. The jump registered as soon as the rover loaded on the runway, possibly because it is above ground level. Then after quicksaving half way through the drive, crashing the rover and quickloading, no further progress would register, even if I recovered the rover and loaded a new one.

  10. uvB7MX0.png

    My second attempt at a sci-fi-style dropship, the Eitaro II is a VTOL SSTO capable of orbit-ground-orbit or ground-orbit-ground carrying the underslung Naginata rover for ground travel.

    DE2iS6m.png

    The Eitaro II uses a combination of jet and rocket engines to ascend to orbit. For reasons of balance, it is double ended, which also makes docking easier.

    tuAGu0c.png

    I have config-edited plane parts to carry rocket fuel and oxidizer, these are included in the download. The TTC7 Mk3 crew cabin fuselage is also required for the rover.

    eGv4MwI.png

    With four wheel drive and nuclear power, the Naginata rover can carry 11 crew from the landing site to their target destination.

    Eitaro II dropship + Naginata rover Spaceport download page

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