Jump to content

pasty2k2

Members
  • Posts

    78
  • Joined

  • Last visited

Everything posted by pasty2k2

  1. Just curious, is waste not fully implemented just yet? I think it could be a realistic mechanic to have to deal with. Besides sending it back on a Soyuz and letting it burn up, how does/would the ISS crew manage excess waste? Is there an "airlock" you could just flush it out of? Space Debris is then an issue. Could this happen with TAC?
  2. Hey guys, can a probe with a significant delay (I'm at Duna) receive translation controls, for fine-tuning my orbit? I tried sending RCS on, *press I for 1/2 second*, RCS off. Whether I time warp to that RCS on command or let it run at 1x, RCS comes on, nothing happens, then it goes off... WASD works but IJKL doesn't basically. Secondly, while experimenting with this I had an idea, though I'm not sure if it's done this way IRL, how plausible it is to implement, or if it is against the intended spirit of this mod: Can a manned ship that is nearby said vessel in Duna orbit control it from there, thus eliminating the delay from Ground Control's... control? Surely if for example a satellite was launched from the shuttle, it would be at first controlled by the 'nauts in the shuttle rather than ground control, or is that not the case? Gotta say I love the challenge this mod adds, and the flight computer is a very nice MJ alternative for basic automation. Love it all so far, the game has gotten interesting again!
  3. I am getting the same thing - however I have new info from some bug-testing! I had solar panels regardless of the reactor so my ship stayed alive after I found this bug occurring. I've transferred from the Jool SOI into Laythe's, and, MAGIC the generator started providing power, both MW and ElectricCharge. No idea why but I hope this helps locate the issue! Gotta say I love this mod - thanks for putting in the effort dude, it shows!
  4. You'll find none of the parts loaded at all, not just MIR_ASAS. You need to: Download the ISS pack, the latest Soviet pack, latest Toggleable SAS, and latest KAS - all separately. Basically you can ignore the entire bobcatind folder in the ISS pack, the KAS folder and TSAS folder - all parts are (slightly) older versions using TGA textures and require you to add the whole { PART } etc stuff to each config or they won't be loaded. Unpack just the ISS_Comunity folder from the ISS pack into your GameData folder, and then use the bobcatind folder from the Soviet Pack, it has all his ISS stuff in there and some more. (careful, TSAS/KAS are bundled in here too, ignore them/use if you want, don't think KAS has changed but TSAS has) and get the separate TSAS/KAS mod downloads. You can use the included SPH/VAB ships from both packs with no issues. Buran is huge! All works fine for me now - I had crashes upon loading any ISS/Soviet part once in the game, did this and now all is perfect. Not at all complaining about this - its "alpha" if even that and I'm not even sure if the other devs intended for their works to be playable just yet, but it looks so damn pretty that we should all be in a non-judgemental approach when trying this out. Awesome effort by the community on this project! Love it so far, such a low part count for a huge complex!
  5. Holy mother of gawd indeed - it works dude! I love it (additional info, it needs Quantum Struts as well) Looked really wonky on takeoff but two extra struts sorted that out - it can actually land as well, at which point I spied that the back two wheels are off centre - (it looks like a wobbly shopping trolley on landing!) nonetheless, 3 wheels is all I needed! It survived re-entry without flipping out, and delivered its cargo, with enough fuel to spare at all stages. Thanks for sharing dude, its been nothing but backflips for my attempts at a balanced cargo plane on re-entry. Using your's from now on!
  6. To save you time, alt-click on an object copies it and everything attached to it - comes in real handy when you want to have various bits like sepratrons/batteries whatever on the sides of something, then repeat it somewhere else, keeping everything exactly the same so there's no odd Center of Mass to fight. Helps get docking ports with lights/quantum struts on the edges repeated everywhere nicely, takes like 10% of the time as you only need do it once. C and X toggle symmetry and snap-to, so you don't need to keep going to the corner of the screen. If it keeps forcing you to use a certain symmetry, its because you are moused-over something else. To stop it, change it to 1x, put your mouse in-place (1x stops this auto-symmetry behaviour) then C to choose your symmetry, then you don't have to dodge parts of your rocket while designing it. Finally, Ctrl-Z is undo - in case you accidentally your hard work. Have fun! VAB/SPH designer is not so bad when you know these tricks
  7. Indeed, that was the odd thing, it didn't even list it after 21, the last one in the .sp file that I had done, even halfway through attempting it. Very odd. Subsequent missions are fine though. Spotted one thing I'm not sure you intended, mission 4 of Commercialization has no docking goal, just get the escape pods etc up into orbit. Was handy as I had to reshuffle the station about a bit to fit them, but just thought I'd let you know in case that was unintentional Turns out spaceplanes are cheaper than I thought... I can get about 15 or so up for 330000 minus insurance with pinolallo's FatBob ship, that can go a lot further. Next is to design something myself to do it :3 *EDIT* OK it's happened again, this time on mission 6 - I've deduced that the time requirement is what is not letting the docking state change to true. Reading through the instructions on making your own mission pack, DockingGoal has no attributes you can set, so maybe this is just causing it to choke up and do nothing? Either way, removing the time requirement from the mission in the .mpkg file lets me complete the mission with no issues. Not sure how you could put this in, unless you've tested it and know that it should work fine? "stay docked for 1 day" is what you are intending I assume. You could put this on a second SubMission, after the docking goal in the first SubMission? Sorry for hijacking this thread for the last couple days - just loving the mod and pack! Might do my own at some point...
  8. Yeah it is available... I've done up to and including 21, the grand tour. I can select it in the second pack and everything, good to go, it's not locked. Docking just doesn't tick over as mentioned. Attached is my current .sp file and .mpkg, if you we're curious - thankyou for taking a look! CommercializationOfSpace.mpkg default (Sandbox).sp *EDIT* I've just edited the mission in the .sp file to complete, and have successfully done mission 2 and 3 - 3 involves docking again, this time it worked fine, so I guess my issue must have just been a one-off. I did also try launching both ships already docked together in one launch, undocked and re-docked them, probably didn't help... Back to the missions before 0.21 comes out!
  9. Try Jool, I got to Eeloo and it's the same as going to any planet, except a longer burn and longer wait. Slowing down to match velocity with Eeloo is like circularizing at Minmus, very little is needed. Eeloo is cool but there is literally nothing there. Jool on the other hand, you come in at around 8000m/s, need to aerobrake through it's atmosphere to slow down, and then you have 5 moons you can get to. Laythe is furthest in so easiest, and is the most interesting - if you've not been further than Duna, Laythe is definitely next! You'll need around 3000 m/s once in orbit to get there, roughly. It has a pretty sizeable atmosphere so bring parachutes. I'm trying to complete as many Mission Controller (by nobody44) mod packs as I can - that has some elements of a campaign style mode already. Currently trying the Commercialisation of Space pack by Malkuth. Search SpacePort for Mission Controller if anyone is interested/hasn't tried this mod yet.
  10. Oh man, docking techniques and yeah the whole "ignore the screen, follow the navball" thing, Chase cam, aerobraking, there is loads actually... Cheers again dude!
  11. Scott has helped me on KSP in the same way as watching anyone play the game well would help me, in terms of pointing out lesser-known functions/ideas. I think I heard about asparagus staging before seeing him, but in one of his vids he fully explained whats happening and why this is a lot harder in real life etc. Same with things like alt-click in the VAB/SPH copying selected part, shift-click is grab the entire ship. Useful stuff. Scott's major plus for my watching is his extra knowledge of real rocket science, physics etc. Occasionally he goes off on a tangent to explain something complicated - very much enjoy these parts! He's one of the few who doesn't repeat "like and subscribe my videos" all the time and is a family man - I've got to respect someone for doing all those videos and keeping a healthy family life, which he clearly does. He also has excellent taste, so his comic moments are occasionally infused with reference to Monty Python or Hitchhikers Guide and so on. Just seems a good all round guy really, nothing more to it than that! Keep on space truckin Scott.
  12. 6 small detectors are enough for 1,000x I find, haven't tried any faster as mentioned it only takes 30 or so minutes. 10,000x wouldn't be hard: 5 large detectors on those not-rockomax small nodes using scaffolds, 8x symmetry, twice, thats 80 (alt-click is your friend). Power and a nuke, then just lift it (gonna be heavy). Really though, compared to a tiny ship (8 or so tons) that has 6 small detectors on it and can go everywhere, designing this monstrosity would take longer than sitting back and letting the small ship map at 1,000x warp. IMHO it's not worth bothering with 10,000x mapping. Gotta say I love this mod, it's a staple of KSP! Thanks to all involved.
  13. Nopey, I definitely have two - lander can used, 2 longantenna, dockingport2 (normal size), all reqs are green. The mpkg file has it so the crew count and time requirements are within the docking goal section, I tried moving them out to see if it made a difference, the timer instead started to count down as soon as I got to the required orbit but Docked still never went to true before or after the timer was complete. Very odd... Is it the .sp file that current missions are stored? It says I have to do all of the first pack, but I've only done up to 21, after which it allowed me to select the first mission in the next pack, presumably this shouldn't make a difference? I've tried disabling the mod and re-enabling, no effect. I got a feeling this is gonna be like fighting a rock, might just try to config edit the mission to "completed" in the .sp file (without a value in ship guid, a fake one or is a real one needed?) and bypass this mission. Would I need to add it to both sections, missionstatus and goalstatus? Just curious what each section does/what is required. Its a big pack nonetheless! I like the tight orbit requirements, makes you more precise with the maneuver nodes! M when are you planning on doing the fabled Government and Kerbal Special Institute pack?
  14. Hey guys, I can't finish Docked missions, I am using Malkuth's pack but for some reason Docked never changes to True, I've done this with loads of vessels, and it used to work in the past for other packs I've tried? Malkuth, the mission is the first one of the Commercial branch, I am able to attempt it but I can't see the mission status anywhere in the .sp file for my current save (just default.sp I am looking at). All other missions are noted that I have done, and the file is being updated each time I close out, but nothing for "01 - The Start of a Great Friendship". Is there any current issue with running two packs at the same time in one save or am I barking up the wrong tree here? I've scanned through the thread and noticed there were issues with docking and the IDs used for ships, but I am launching one without the mission selected, leaving it up there and then launching another with the mission selected. I did switch focus to align ships, but did the actual docking with the mission-launched ship. Could that possibly upset it? Not sure if this would be MC or Malkuth's pack, so just posting here - otherwise I amloving the mod nobody44, and the pack Malkuth ;D
  15. TY dude! forgot those mods :S New version if anyone wants: Linkification Mods: Mechjeb 2.0.8 KW Rocketry Bobcat HOME 1.0.3 Kethane 0.7.2 B9 Aerospace 3.2 KSPX 0.20.X UDK Large Structural Components MK4 Fuselage System 1.2 Set MJ autostage to stop at 1, kill Jets with 0 when MJ says limiting on takeoff, when in orbit disable manage air intakes and close them all with 7. Use Aerobraking and throttle up at ~100m remaining on descent until speed is < 5m/s, kill throttle when chutes disappear. Power can be an issue with it all going at once, so toggle one of the augers and atmo processors if needed. Next version I'll try and get the part amount down... 1-Panels 2-Ladders 3-Detectors 4-Atmo Mining/processing 5-Ore Mining/processing 6-Kethane Mining/processing 7-Intakes 0-Jets
  16. Aye I've happened to land, stably, but on a slant. I tried to move ~700 metres to a plain, it was impossible to land without chutes again, and the launchpad doesn't seem to like kerbals walking on it, rigormortis sets in :S Oh well
  17. Woohoo, done it, though I had to start building the thing over from scratch - if anyone is interested this one can get to Laythe and land safely, its better balanced etc. Has all the needed separate parts, atmo mining and Kethane mining/lots of storage, 14 kerbals. It uses the same mods I mentioned in my previous post. https://www.dropbox.com/s/4svv2acsmd2ouiq/SuperPad%20mk2.craft (press 0 to kill jets when MJ starts to throttle back to prevent flameout, then manual stage when most rockets are dead. When in orbit disable intake management or later aerobraking will go wrong. Check out other action groups too) Mod is so much fun. Next plan is to make the same thing but with the launchpad on the bottom, then when landed the rest of the ship disconnects, rovers itself off the pad, and reconnects at a side docking port letting me get new modules/rovers made on the surface from the pad easier. I like the idea of seeing the ore processing take place, if some crazy model could be made up for it, some sort of conveyor system moving everything along through the various stages from ore to metal to parts. It would only need to be small-scale as rocket parts don't take that long to manufacture, especially if it would all be done on-site as it is here. The mining/processing speed and efficiency could then be affected through different grade processing parts, like Kethane has with Medium and Heavy converters, etc. At the same time, building the rocket in place could take a certain amount of time, and then need to be manually fueled/balanced. All that of course, depends how difficult it is to do...
  18. Never actually tried to land on Laythe before, and wow is it hard... I think I need parachutes, it just keeps flipping over. Fuel is an issue indeed... I'm trying to land on about 700m/s, no chutes. I got lucky and found a Kethane and Ore patch together on an island, so woot all 3 converters going at once Mechjeb auto-land is dumb though, I don't think it takes aero-braking into account for your braking speed, it just burns for ages when it could suicide burn essentially? Trying that manually when even MJ flips the thing around in the atmosphere is too hard for me at the moment! Perhaps I need more RCS... Mod is too awesome, makes me try and get to other places, as there is now a reason to stay. Laythe is the most interesting body to visit I think, Spaceplanes launched there would be very other-worldly. Latest version of my pad complex thing: https://www.dropbox.com/s/g0r1wxnzg570u2p/SuperPad.craft
  19. Sure, its here: https://www.dropbox.com/s/g0r1wxnzg570u2p/SuperPad.craft It uses a LOT of mods... to name a few I know of: Mechjeb 2.0.8 KW Rocketry Bobcat HOME 1.0.3 Kethane 0.6.1 B9 Aerospace 3.2 KSPX 0.20.X Shout if it complains about other missing parts, but I scanned through the .craft and think thats all of them. I can most definitely get rid of a few of the required mods, I just prefer those parts to alternatives (B9 RCS blocks are awesome). *EDIT* To fly - first make a small correction, get some medium struts between the 2.5-3.5 converter plate and the main launchpad tank, I forgot them, and it oscillates rather wildly when the 4 2.5M side tanks are jettisoned. If you don't strut it up a bit more, it'll survive but shake like hell, I limited throttle to 10% max while on that stage (just before nuke) - usually circularizing/transferring to somewhere at that point. Before takeoff, right click the control tower and "control from here". For some reason the smelter seems to be in command at the start, even tho my root module was the tower. Then, mechjeb all the way. It turns like a whale in treacle when not under engine power. When on the final stage, it isn't PERFECTLY balanced, you'll need RCS from about 400m/s dV remaining, and it may start to veer off if you get as low as about 20m/s dV. I couldn't figure this out, only minimize it to this point. Turn on RCS when landing and you'll be fine. Lastly, the nuclear rocket is intended to be used until just after you've burned to land somewhere. Jettison it then, and any remaining fuel is used for the final descent stage engines, which have way better TWR for Duna etc. You must jettison the nuke before you land. The final 8 side fuel tanks are best gotten rid of before landing also (mechjeb should do this for you).
  20. OK, so I built it all in one thing and got it to Duna - Smelter, Launchpad, Tower, 2 Augers, 2 large Kethane Drills, 2 small Kethane converters, 2 HOME Admin modules (12 Kerbals), 2 HOME 3M Air Intakes. So even on Kethane-less Duna, or anywhere else, it can get fuel/ox from atmospheric mining And enough fuel capacity to launch some very large ships. Quite proud, it isnt shaky at all, just a tad laggy: https://www.dropbox.com/s/bl2mtw1hrg6q7th/Duna%20LaunchPad.jpg
  21. Hmm, little issue - the Launchpad doesn't see any fuel not on that ship. Docked ships' fuel/stuff isn't counted in the required materials list for building rockets. I tried flipping my fueltank ship 180 (that was a fiddle...) using the other docking port but no difference... Anyone else get this issue? Do I need fuel lines or something? *Edit* By the way, I don't seem to get much lag at all somehow. The whole docked complex is a little squirrely on load/coming out of warp but it seems to be fine, catches itself up and it's menacingly planted on all 16 landing gears, no motions. I can drive about fine on the surface, as fast as I need when hauling 80+ tons of cargo. The whole complex weighs 200.1 tons at the moment, weightiest combined ship I've had that hasn't shaken itself apart - the Kraken sleeps, for now... They seem to behave a lot better when in the "landed" state I think.
  22. True, but launching all these odd shaped and hard to land modules is... how can I put it, very Kerbal? For the moment I am just happy that it's do-able, I could config edit everything into an 8x8m panel and give it 1000000 breaking resistance, that'd make it stable and easy, but not very realistic... Having everything in the runway isn't either. We need better models for each component first before "realism" can be achieved - that isn't a bump/nod to do it, I know this is alpha grade stuff, modelling might not be skykooler's thing, and the mod is awesome as-is! Screens of my setup on Mun: https://www.dropbox.com/s/5n267gp35ktfuiy/Launch%20Base%20Zone.jpg https://www.dropbox.com/s/rd99sw0nw9kgg2g/Smelter.jpg
  23. After a day or so of trying to get these parts on Mun/Minmus in a legit way, I can finally say I've done it - some tips for all: The smelter indeed will not attach with the "top" node, only the sides. This was the most troublesome part to get up and down safely - I got it to work by getting a rocket take it straight into orbit and on to wherever, then have two smaller engines at either end of the smelter, the opposite side of the top node, pointing out the same way - I used Bobcat's radial aerospikes as they fit nicely, though are a little O/P. Put a second probe core on the "top" node which is now working (can't be primary attach point), orienting it properly so it isn't upside down or rotated incorrectly - took a few test launches to figure that out. Protip: rotate (Q/E) the smelter to begin with until its top node is facing you if looking out to the SpacePort launchpad, then with the Probe core press W once to match it up perfectly. Took me 2 hours! Land it sideways - disconnect rocket from smelter, right-click the top probe and "control from here" and it will descend "sideways" with or without mechjeb autoland. Along with all that, you have to balance it both ways, for launching and sideways landing, so have extra stuff on the top with the probe. Protip 2: turn the whole ship sideways in VAB like you would be using it when landed - disconnect the rocket to see weight distribution of what you are going to try and land. My end result is about 25 tons to land, probably overkill. It's a pain, but I've done it - I can put up the craft files on my dropbox and list of required mods if anyone wants them. My set of a Smelter, Launchpad and Miner rover can get to Minmus and Mun (I'm so happy!), and can then build Kethane miners/tanks parts to make up a full land base. Regardless of all that, I must say thankyou to skykooler and all involved for this wondrous addition to our kerbal adventuring!
  24. This is probably the mod I've enjoyed playing the most - I have to say thank you sir/madam for implementing a perfectly capable custom career mode generator! Eagerly awaiting your latest update so I can continue NT mission 22 Is it possible to have mission parameters for functions of other mods? Example, "Locate a Kethane deposit on the moon". Any plans for spaceplanes? Is there any way of actually definitively telling what is a rocket and what is a spaceplane? Loving it, can't wait for more!
  25. Yo dude, Thanks for the detailed guide - pretty much what I've been trying. I've followed it and still can't get either the Honeybee or crewshuttle past 17000m without the left-hand engines running out of air - the 4 left side intakes all seem to lose air before the right side, they are about 0.03 behind. Not sure why as they look symmetrical... You did mention the mods you have, but I just wanted to check, do you have FAR installed? I don't. Pretty obvious but I have no clue why it runs out on the left first unless the cargo is off-center and blocking it somehow (doesn't appear to be) or maybe if our aerodynamic models are different? I'm using KSP 0.20.2, MJ 2.0.8, B9 3.2, no FAR. Also other mods but they shouldn't be affecting anything unless you know of any other that do (Firespitter maybe)?
×
×
  • Create New...