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Raptor9

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Everything posted by Raptor9

  1. On that note, an interesting design aspect of the F-16 was the CoM is slightly behind the CoL. This allows for the tailplanes to produce a small contribution to the total lift since they are holding the tail up slightly, instead of pushing it down to keep the nose up. This also allows the F-16 to "fall" into a turn more easily than other fighters. Unfortunately, as KSP players would have guessed, this creates a natural instability which is one of the reasons why the F-16 is a fly-by-wire aircraft with a flight computer (or more than one) in the loop.
  2. Yeah, I hear you. I had a spaceplane that was powered by 4 RAPIERS but had 3 Basic Jet Engines for VTOL. Mainly designed for Laythe where there were no runways, but still able to operate fine around Kerbin. After 1.0 came out with the first nerfing of the BJE, 6 BJE's were barely able to lift it. Now, not even close. And it's not just the BJE-powered VTOL's that got axed, other designs had to be thrown out too. Further, since the fuel quantity was increased to 400units of LF in the Mk1 Fuel Tank, I have to redesign all of my SPH aircraft and spaceplanes to account for the drastic changes in both the dry and wet Center-of-Mass changes. I understand why the fuel quantity was increased, but rebuilding SPH craft files to get them to fly right is already tedious; redesigning them to fly stably and adequately is long and frustrating.
  3. I've noticed what seems to be an overheating bug caused by closing a fairing at the "Rockomax Brand Adapter 02". When closed at the adapter, it begins to rapidly heat up to the point of exploding in less than a minute. To test this, I unzipped a brand new KSP 1.0.4.864 install folder, initialized the game, made no changes to the settings, started a new save game, loaded my two test craft files into the save folder, and tested them sitting idle on the launch pad to observe the overheat. This can be observed using the Temp Overlay as depicted in the photo below. The first photo is the same craft file, however I routed the fairing around the bottom part of the crew capsule and closed the fairing at a different location. Kerbal Space Program - 1.0.4.861 (WindowsPlayer) OS: Windows 7 Service Pack 1 (6.1.7601) 64bit CPU: Intel® Core i7-3820 CPU @ 3.60GHz (8) RAM: 16307 GPU: NVIDIA GeForce GTX 680M (3072MB) SM: 30 (Direct3D 9.0c [nvd3dum.dll 9.18.13.2702]) RT Formats: ARGB32, Depth, ARGBHalf, RGB565, Default, DefaultHDR, ARGBFloat, RGFloat, RGHalf, RFloat, RHalf, R8 Log started: Tue, Jun 30, 2015 19:50:28 ...snipped to shorten the loading screen entries..... [WRN 19:50:42.547] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== [LOG 19:50:45.145] Launcher here(in write): False [LOG 19:50:57.764] ExperienceSystem: Found 0 trait types [LOG 19:50:57.768] ExperienceSystem: Found 9 effect types [LOG 19:50:57.773] Game State Created. [LOG 19:50:57.784] ScenarioTypes: List Created 12 scenario types loaded from 1 loaded assemblies. [LOG 19:50:57.793] Game State Saved to saves/Fairings Test Save/persistent [WRN 19:50:57.807] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) ===================== [LOG 19:50:58.813] AddonLoader: Instantiating addon 'AddScenarioModules' from assembly 'KSP' [LOG 19:50:58.814] AddonLoader: Instantiating addon 'ContractDefs' from assembly 'KSP' [LOG 19:51:00.118] [scenarioDestructibles]: Loading... 0 objects registered [LOG 19:51:00.135] [AsteroidSpawner]: New object found near Kerbin: Ast. HSJ-227! [LOG 19:51:03.117] Flight State Captured [LOG 19:51:03.120] Saving Achievements Tree... [LOG 19:51:03.127] Game State Saved to saves/Fairings Test Save/persistent [LOG 19:51:03.128] SpaceCenterMain: Cannot find gameObject of url localSpace/Kerbin/Kerbin/KSC/DestructionCollider [LOG 19:51:03.332] Flight State Captured [LOG 19:51:03.333] Saving Achievements Tree... [LOG 19:51:03.336] Game State Saved to saves/Fairings Test Save/persistent [LOG 19:51:11.178] Flight State Captured [LOG 19:51:11.179] Saving Achievements Tree... [LOG 19:51:11.182] Game State Saved to saves/Fairings Test Save/persistent [WRN 19:51:11.199] [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) ===================== [LOG 19:51:12.496] No Input Locks in effect right now [LOG 19:51:12.676] ------------------- initializing editor mode... ------------------ [LOG 19:51:12.677] editor started [LOG 19:51:12.731] IconLoader awake [WRN 19:51:12.827] [RDTechTree]: No tech node found called [WRN 19:51:12.828] [RDTechTree]: No tech node found called [WRN 19:51:12.828] [RDTechTree]: No tech node found called [WRN 19:51:12.830] [RDTechTree]: No tech node found called [WRN 19:51:12.830] [RDTechTree]: No tech node found called [WRN 19:51:12.831] [RDTechTree]: No tech node found called [WRN 19:51:12.832] [RDTechTree]: No tech node found called [WRN 19:51:12.833] [RDTechTree]: No tech node found called [WRN 19:51:12.833] [RDTechTree]: No tech node found called [WRN 19:51:12.835] [RDTechTree]: No tech node found called [WRN 19:51:12.835] [RDTechTree]: No tech node found called [WRN 19:51:12.836] [RDTechTree]: No tech node found called [WRN 19:51:12.837] [RDTechTree]: No tech node found called [WRN 19:51:12.837] [RDTechTree]: No tech node found called [WRN 19:51:12.838] [RDTechTree]: No tech node found called [WRN 19:51:12.839] [RDTechTree]: No tech node found called [WRN 19:51:12.840] [RDTechTree]: No tech node found called [WRN 19:51:12.840] [RDTechTree]: No tech node found called [WRN 19:51:12.842] [RDTechTree]: No tech node found called [WRN 19:51:12.842] [RDTechTree]: No tech node found called [WRN 19:51:12.843] [RDTechTree]: No tech node found called [WRN 19:51:12.844] [RDTechTree]: No tech node found called [WRN 19:51:12.845] [RDTechTree]: No tech node found called [WRN 19:51:12.845] [RDTechTree]: No tech node found called [WRN 19:51:12.846] [RDTechTree]: No tech node found called [WRN 19:51:12.847] [RDTechTree]: No tech node found called [WRN 19:51:12.847] [RDTechTree]: No tech node found called [WRN 19:51:12.892] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. [LOG 19:51:13.409] [scenarioDestructibles]: Loading... 0 objects registered [LOG 19:51:13.410] Loading Depletion Nodes [LOG 19:51:13.410] DepNodeCount: 0 [LOG 19:51:13.411] Loading Biome Nodes [LOG 19:51:13.412] BiomeNodeCount: 0 [LOG 19:51:13.412] Loading Planet Nodes [LOG 19:51:13.413] PlanetNodeCount: 0 [LOG 19:51:14.546] Game State Saved to saves/Fairings Test Save/persistent [WRN 19:51:15.610] [shipConstruction]: No thumbnail image exists for thumbs/Fairings Test Save_VAB_Fairing Test - Bypass [WRN 19:51:15.628] [shipConstruction]: No thumbnail image exists for thumbs/Fairings Test Save_VAB_Fairing Test - Streamlined [WRN 19:51:18.727] [Part]: PartModule indexing mismatch at Mark1-2Pod, index 6. Node 'TrajectoriesVesselSettings' found in loaded data, but 'ModuleTripLogger' is defined in prefab. Looking for TrajectoriesVesselSettings in other indices... [ERR 19:51:18.729] ...no TrajectoriesVesselSettings module found on part definition. Skipping... [WRN 19:51:18.882] [Part]: PartModule indexing mismatch at probeCoreOcto2, index 2. Node 'TrajectoriesVesselSettings' found in loaded data, but 'ModuleTripLogger' is defined in prefab. Looking for TrajectoriesVesselSettings in other indices... [ERR 19:51:18.884] ...no TrajectoriesVesselSettings module found on part definition. Skipping... [WRN 19:51:18.890] [Part]: PartModule ModuleDockingNodeNamed at dockingPort2, index 1: index exceeds module count as defined in cfg. Looking for ModuleDockingNodeNamed in other indices... [ERR 19:51:18.891] ...no ModuleDockingNodeNamed module found on part definition. Skipping... [LOG 19:51:19.170] Fairing Test - Bypass loaded! [LOG 19:51:19.434] DragCubeSystem: Rendering procedural drag for fairingSize2 [LOG 19:51:19.763] ---DockingAsDecoupler : 2 [LOG 19:51:19.775] Autogen thumbnail for C:/Users/Raptor/Downloads/KSP_win/KSP_Data/../thumbs/Fairings Test Save_VAB_Fairing Test - Bypass.png from C:\Users\Raptor\Downloads\KSP_win\saves\Fairings Test Save\Ships\VAB\Fairing Test - Bypass.craft [LOG 19:51:19.799] ---DockingAsDecoupler : 2 [LOG 19:51:20.829] [Pre-Flight Check]: Checking for CraftWithinPartCountLimit: PASS! [LOG 19:51:20.830] [Pre-Flight Check]: Checking for CraftWithinSizeLimits: PASS! [LOG 19:51:20.831] [Pre-Flight Check]: Checking for CraftWithinMassLimits: PASS! [LOG 19:51:20.831] [Pre-Flight Check]: Checking for ExperimentalPartsAvailable: PASS! [LOG 19:51:20.832] [Pre-Flight Check]: Checking for CanAffordLaunchTest: PASS! [LOG 19:51:20.833] [Pre-Flight Check]: Checking for FacilityOperational: PASS! [LOG 19:51:20.833] [Pre-Flight Check]: Checking for NoControlSources: PASS! [LOG 19:51:20.834] [Pre-Flight Check]: Checking for LaunchSiteClear: PASS! [LOG 19:51:20.835] [Pre-Flight Check]: All Checks Complete. Go for Launch! [LOG 19:51:20.845] Launching vessel from LaunchPad. Craft file: C:/Users/Raptor/Downloads/KSP_win/KSP_Data/../saves/Fairings Test Save/Ships/VAB/Auto-Saved Ship.craft [LOG 19:51:20.848] Game State Saved to saves/Fairings Test Save/persistent [WRN 19:51:20.857] [HighLogic]: =========================== Scene Change : From EDITOR to FLIGHT (Async) ===================== [WRN 19:51:22.055] ApplicationLauncher already exist, destroying this instance [LOG 19:51:22.059] AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP' [LOG 19:51:22.085] ------------------- initializing flight mode... ------------------ [LOG 19:51:22.090] Loading ship from file: C:/Users/Raptor/Downloads/KSP_win/KSP_Data/../saves/Fairings Test Save/Ships/VAB/Auto-Saved Ship.craft [LOG 19:51:22.499] Fairing Test - Bypass loaded! [LOG 19:51:23.943] putting ship to ground: 0 [LOG 19:51:23.949] [Fairing Test - Bypass]: Ready to Launch - waiting to start physics... [LOG 19:51:23.962] Crewmember Jebediah Kerman assigned to Mk1-2 Command Pod, seat # 0 (crew seat index: 0) [LOG 19:51:23.962] Crewmember Bill Kerman assigned to Mk1-2 Command Pod, seat # 1 (crew seat index: 1) [LOG 19:51:23.963] Crewmember Bob Kerman assigned to Mk1-2 Command Pod, seat # 2 (crew seat index: 2) [LOG 19:51:23.964] [FLIGHT GLOBALS]: Switching To Vessel Fairing Test - Bypass ---------------------- [LOG 19:51:23.966] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 19:51:23.967] Reference Frame: Rotating [LOG 19:51:23.988] stage manager resuming... [LOG 19:51:23.989] Vessel assembly complete! [LOG 19:51:23.990] stage manager starting... [LOG 19:51:23.990] all systems started [LOG 19:51:24.146] DragCubeSystem: Rendering procedural drag for fairingSize2 [LOG 19:51:24.451] [scenarioDestructibles]: Loading... 0 objects registered [LOG 19:51:24.452] Loading Depletion Nodes [LOG 19:51:24.453] DepNodeCount: 0 [LOG 19:51:24.453] Loading Biome Nodes [LOG 19:51:24.454] BiomeNodeCount: 0 [LOG 19:51:24.454] Loading Planet Nodes [LOG 19:51:24.454] PlanetNodeCount: 0 [LOG 19:51:26.778] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 19:51:26.791] DragCubeSystem: Rendering procedural drag for mediumDishAntenna [LOG 19:51:26.833] [Progress Node Reached]: RecordsAltitude [LOG 19:51:26.834] [Progress Node Reached]: RecordsSpeed [LOG 19:51:26.835] [Progress Node Reached]: RecordsDistance [LOG 19:51:26.888] [PlanetariumCamera]: Focus: Fairing Test - Bypass [WRN 19:51:26.941] [CurrencyWidgetsApp]: No live widgets to Despawn! [LOG 19:51:27.088] Flight State Captured [LOG 19:51:27.089] Saving Achievements Tree... [LOG 19:51:27.111] Game State Saved as persistent [LOG 19:51:28.120] [Fairing Test - Bypass]: ground contact! - error: 0.038m [LOG 19:51:28.122] Unpacking Fairing Test - Bypass [LOG 19:51:41.915] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 19:51:57.012] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 19:52:12.104] [AsteroidSpawner]: New object found near Kerbin: Ast. IIJ-069! [LOG 19:52:16.359] SCREENSHOT!! [LOG 19:52:17.204] Game Paused! [LOG 19:52:21.637] [FlightDriver]: Flight State Reverted to Prelaunch. [LOG 19:52:21.639] Game State Saved as persistent [WRN 19:52:21.649] [HighLogic]: =========================== Scene Change : From FLIGHT to EDITOR ===================== [LOG 19:52:22.449] [PlanetariumCamera]: Focus: Kerbin [LOG 19:52:22.502] No Input Locks in effect right now [LOG 19:52:23.107] ------------------- initializing editor mode... ------------------ [LOG 19:52:23.107] editor started [LOG 19:52:23.534] Fairing Test - Bypass loaded! [LOG 19:52:23.547] IconLoader awake [WRN 19:52:23.630] [RDTechTree]: No tech node found called [WRN 19:52:23.631] [RDTechTree]: No tech node found called [WRN 19:52:23.631] [RDTechTree]: No tech node found called [WRN 19:52:23.633] [RDTechTree]: No tech node found called [WRN 19:52:23.633] [RDTechTree]: No tech node found called [WRN 19:52:23.634] [RDTechTree]: No tech node found called [WRN 19:52:23.635] [RDTechTree]: No tech node found called [WRN 19:52:23.636] [RDTechTree]: No tech node found called [WRN 19:52:23.636] [RDTechTree]: No tech node found called [WRN 19:52:23.637] [RDTechTree]: No tech node found called [WRN 19:52:23.638] [RDTechTree]: No tech node found called [WRN 19:52:23.638] [RDTechTree]: No tech node found called [WRN 19:52:23.640] [RDTechTree]: No tech node found called [WRN 19:52:23.640] [RDTechTree]: No tech node found called [WRN 19:52:23.641] [RDTechTree]: No tech node found called [WRN 19:52:23.642] [RDTechTree]: No tech node found called [WRN 19:52:23.643] [RDTechTree]: No tech node found called [WRN 19:52:23.643] [RDTechTree]: No tech node found called [WRN 19:52:23.644] [RDTechTree]: No tech node found called [WRN 19:52:23.645] [RDTechTree]: No tech node found called [WRN 19:52:23.646] [RDTechTree]: No tech node found called [WRN 19:52:23.647] [RDTechTree]: No tech node found called [WRN 19:52:23.647] [RDTechTree]: No tech node found called [WRN 19:52:23.648] [RDTechTree]: No tech node found called [WRN 19:52:23.649] [RDTechTree]: No tech node found called [WRN 19:52:23.650] [RDTechTree]: No tech node found called [WRN 19:52:23.650] [RDTechTree]: No tech node found called [LOG 19:52:24.051] DragCubeSystem: Rendering procedural drag for fairingSize2 [WRN 19:52:24.338] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. [LOG 19:52:24.352] [scenarioDestructibles]: Loading... 0 objects registered [LOG 19:52:24.353] Loading Depletion Nodes [LOG 19:52:24.354] DepNodeCount: 0 [LOG 19:52:24.354] Loading Biome Nodes [LOG 19:52:24.355] BiomeNodeCount: 0 [LOG 19:52:24.355] Loading Planet Nodes [LOG 19:52:24.356] PlanetNodeCount: 0 [LOG 19:52:24.718] ---DockingAsDecoupler : 2 [WRN 19:52:26.037] [shipConstruction]: No thumbnail image exists for thumbs/Fairings Test Save_VAB_Fairing Test - Streamlined [WRN 19:52:28.135] [Part]: PartModule indexing mismatch at Mark1-2Pod, index 6. Node 'TrajectoriesVesselSettings' found in loaded data, but 'ModuleTripLogger' is defined in prefab. Looking for TrajectoriesVesselSettings in other indices... [ERR 19:52:28.136] ...no TrajectoriesVesselSettings module found on part definition. Skipping... [WRN 19:52:28.327] [Part]: PartModule indexing mismatch at probeCoreOcto2, index 2. Node 'TrajectoriesVesselSettings' found in loaded data, but 'ModuleTripLogger' is defined in prefab. Looking for TrajectoriesVesselSettings in other indices... [ERR 19:52:28.328] ...no TrajectoriesVesselSettings module found on part definition. Skipping... [WRN 19:52:28.334] [Part]: PartModule ModuleDockingNodeNamed at dockingPort2, index 1: index exceeds module count as defined in cfg. Looking for ModuleDockingNodeNamed in other indices... [ERR 19:52:28.335] ...no ModuleDockingNodeNamed module found on part definition. Skipping... [LOG 19:52:28.609] Fairing Test - Streamlined loaded! [LOG 19:52:28.754] DragCubeSystem: Rendering procedural drag for fairingSize2 [LOG 19:52:28.966] ---DockingAsDecoupler : 2 [LOG 19:52:28.970] Autogen thumbnail for C:/Users/Raptor/Downloads/KSP_win/KSP_Data/../thumbs/Fairings Test Save_VAB_Fairing Test - Streamlined.png from C:\Users\Raptor\Downloads\KSP_win\saves\Fairings Test Save\Ships\VAB\Fairing Test - Streamlined.craft [LOG 19:52:28.995] ---DockingAsDecoupler : 2 [LOG 19:52:30.292] [Pre-Flight Check]: Checking for CraftWithinPartCountLimit: PASS! [LOG 19:52:30.293] [Pre-Flight Check]: Checking for CraftWithinSizeLimits: PASS! [LOG 19:52:30.293] [Pre-Flight Check]: Checking for CraftWithinMassLimits: PASS! [LOG 19:52:30.294] [Pre-Flight Check]: Checking for ExperimentalPartsAvailable: PASS! [LOG 19:52:30.295] [Pre-Flight Check]: Checking for CanAffordLaunchTest: PASS! [LOG 19:52:30.295] [Pre-Flight Check]: Checking for FacilityOperational: PASS! [LOG 19:52:30.296] [Pre-Flight Check]: Checking for NoControlSources: PASS! [LOG 19:52:30.296] [Pre-Flight Check]: Checking for LaunchSiteClear: PASS! [LOG 19:52:30.297] [Pre-Flight Check]: All Checks Complete. Go for Launch! [LOG 19:52:30.306] Launching vessel from LaunchPad. Craft file: C:/Users/Raptor/Downloads/KSP_win/KSP_Data/../saves/Fairings Test Save/Ships/VAB/Auto-Saved Ship.craft [LOG 19:52:30.309] Game State Saved to saves/Fairings Test Save/persistent [WRN 19:52:30.318] [HighLogic]: =========================== Scene Change : From EDITOR to FLIGHT (Async) ===================== [WRN 19:52:31.618] ApplicationLauncher already exist, destroying this instance [LOG 19:52:31.622] AddonLoader: Instantiating addon 'NavWaypoint' from assembly 'KSP' [LOG 19:52:31.644] ------------------- initializing flight mode... ------------------ [LOG 19:52:31.649] Loading ship from file: C:/Users/Raptor/Downloads/KSP_win/KSP_Data/../saves/Fairings Test Save/Ships/VAB/Auto-Saved Ship.craft [LOG 19:52:32.060] Fairing Test - Streamlined loaded! [LOG 19:52:33.441] putting ship to ground: 0 [LOG 19:52:33.444] [Fairing Test - Streamlined]: Ready to Launch - waiting to start physics... [LOG 19:52:33.452] Crewmember Jebediah Kerman assigned to Mk1-2 Command Pod, seat # 0 (crew seat index: 0) [LOG 19:52:33.453] Crewmember Bill Kerman assigned to Mk1-2 Command Pod, seat # 1 (crew seat index: 1) [LOG 19:52:33.453] Crewmember Bob Kerman assigned to Mk1-2 Command Pod, seat # 2 (crew seat index: 2) [LOG 19:52:33.454] [FLIGHT GLOBALS]: Switching To Vessel Fairing Test - Streamlined ---------------------- [LOG 19:52:33.455] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 19:52:33.455] Reference Frame: Rotating [LOG 19:52:33.469] stage manager resuming... [LOG 19:52:33.470] Vessel assembly complete! [LOG 19:52:33.470] stage manager starting... [LOG 19:52:33.471] all systems started [LOG 19:52:33.510] DragCubeSystem: Rendering procedural drag for fairingSize2 [LOG 19:52:33.761] [scenarioDestructibles]: Loading... 0 objects registered [LOG 19:52:33.763] Loading Depletion Nodes [LOG 19:52:33.763] DepNodeCount: 0 [LOG 19:52:33.763] Loading Biome Nodes [LOG 19:52:33.764] BiomeNodeCount: 0 [LOG 19:52:33.764] Loading Planet Nodes [LOG 19:52:33.765] PlanetNodeCount: 0 [LOG 19:52:36.150] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 19:52:36.157] DragCubeSystem: Rendering procedural drag for mediumDishAntenna [LOG 19:52:36.191] [Progress Node Reached]: RecordsAltitude [LOG 19:52:36.191] [Progress Node Reached]: RecordsSpeed [LOG 19:52:36.192] [Progress Node Reached]: RecordsDistance [LOG 19:52:36.235] [PlanetariumCamera]: Focus: Fairing Test - Streamlined [WRN 19:52:36.276] [CurrencyWidgetsApp]: No live widgets to Despawn! [LOG 19:52:36.410] Flight State Captured [LOG 19:52:36.410] Saving Achievements Tree... [LOG 19:52:36.511] Game State Saved as persistent [LOG 19:52:37.495] [Fairing Test - Streamlined]: ground contact! - error: 0.038m [LOG 19:52:37.496] Unpacking Fairing Test - Streamlined [LOG 19:52:51.241] [AsteroidSpawner]: New object found near Kerbin: Ast. PEW-596! [LOG 19:52:55.854] SCREENSHOT!! [LOG 19:53:06.354] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 19:53:10.614] SCREENSHOT!! [LOG 19:53:15.886] SCREENSHOT!! [LOG 19:53:21.468] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 19:53:22.679] [00:00:00]: Rockomax Brand Adapter 02 exploded due to overheating. [LOG 19:53:22.680] largeAdapter2 Exploded!! - blast awesomeness: 0.5 [LOG 19:53:22.684] [linearRcs]: Deactivated [LOG 19:53:22.693] [linearRcs]: Deactivated [LOG 19:53:22.698] [linearRcs]: Deactivated [LOG 19:53:22.702] [linearRcs]: Deactivated [LOG 19:53:22.707] [linearRcs]: Deactivated [LOG 19:53:22.712] [linearRcs]: Deactivated [LOG 19:53:22.716] [linearRcs]: Deactivated [LOG 19:53:22.721] [linearRcs]: Deactivated [LOG 19:53:22.726] [linearRcs]: Deactivated [LOG 19:53:22.730] [linearRcs]: Deactivated [LOG 19:53:22.735] Cargo Doors moving... (from 0, to 1) [LOG 19:53:22.739] Cargo Doors Stopped, Not Closed (1) [LOG 19:53:22.740] [linearRcs]: Deactivated [LOG 19:53:22.745] [linearRcs]: Deactivated [LOG 19:53:22.784] [strutConnector]: Deactivated [LOG 19:53:22.788] [strutConnector]: Deactivated [LOG 19:53:22.791] [strutConnector]: Deactivated [LOG 19:53:22.795] [strutConnector]: Deactivated [LOG 19:53:22.798] [largeAdapter2]: Deactivated [LOG 19:53:22.826] 1 explosions created. [LOG 19:53:22.855] [Progress Node Reached]: Landing [LOG 19:53:22.856] [Progress Node Reached]: Kerbin [LOG 19:53:22.857] [Progress Node Complete]: Landing [LOG 19:53:24.167] SCREENSHOT!! [LOG 19:53:25.394] Game Paused! [LOG 19:53:28.428] SCREENSHOT!! [LOG 19:53:30.244] Game Unpaused! [WRN 19:53:30.245] Can not play a disabled audio source [LOG 19:53:32.213] fuelTank4-2 collided into Launch Pad - relative velocity: 19.27188 - no impact momentum (no RB) [LOG 19:53:32.215] fuelTank4-2 Exploded!! - blast awesomeness: 0.5 [LOG 19:53:32.221] [fuelTank4-2]: Deactivated [LOG 19:53:32.224] [00:00:04]: Rockomax X200-8 Fuel Tank collided into Launch Pad. [LOG 19:53:32.233] 1 explosions created. [LOG 19:53:32.259] mediumDishAntenna collided into Launch Pad - relative velocity: 10.45519 - no impact momentum (no RB) [LOG 19:53:32.260] mediumDishAntenna Exploded!! - blast awesomeness: 0.5 [LOG 19:53:32.262] [mediumDishAntenna]: Deactivated [LOG 19:53:32.264] [00:00:04]: Comms DTS-M1 collided into Launch Pad. [LOG 19:53:32.269] 1 explosions created. [LOG 19:53:32.313] stackSeparatorBig collided into Launch Pad - relative velocity: 12.71157 - no impact momentum (no RB) [LOG 19:53:32.315] stackSeparatorBig Exploded!! - blast awesomeness: 0.5 [LOG 19:53:32.316] [stackSeparatorBig]: Deactivated [LOG 19:53:32.319] [00:00:04]: TR-XL Stack Separator collided into Launch Pad. [LOG 19:53:32.329] 1 explosions created. [LOG 19:53:32.543] Game Paused! [LOG 19:53:32.544] Active Vessel is moving (sqrVel = 9.28681833808336). Cannot save. [LOG 19:53:33.826] [FlightDriver]: Flight State Reverted to Prelaunch. [LOG 19:53:33.828] Game State Saved as persistent [WRN 19:53:33.839] [HighLogic]: =========================== Scene Change : From FLIGHT to EDITOR ===================== [LOG 19:53:34.668] [PlanetariumCamera]: Focus: Kerbin [LOG 19:53:34.707] No Input Locks in effect right now [LOG 19:53:35.321] ------------------- initializing editor mode... ------------------ [LOG 19:53:35.322] editor started [LOG 19:53:35.749] Fairing Test - Streamlined loaded! [LOG 19:53:35.762] IconLoader awake [WRN 19:53:35.848] [RDTechTree]: No tech node found called [WRN 19:53:35.849] [RDTechTree]: No tech node found called [WRN 19:53:35.850] [RDTechTree]: No tech node found called [WRN 19:53:35.851] [RDTechTree]: No tech node found called [WRN 19:53:35.852] [RDTechTree]: No tech node found called [WRN 19:53:35.853] [RDTechTree]: No tech node found called [WRN 19:53:35.855] [RDTechTree]: No tech node found called [WRN 19:53:35.856] [RDTechTree]: No tech node found called [WRN 19:53:35.857] [RDTechTree]: No tech node found called [WRN 19:53:35.859] [RDTechTree]: No tech node found called [WRN 19:53:35.860] [RDTechTree]: No tech node found called [WRN 19:53:35.861] [RDTechTree]: No tech node found called [WRN 19:53:35.863] [RDTechTree]: No tech node found called [WRN 19:53:35.864] [RDTechTree]: No tech node found called [WRN 19:53:35.865] [RDTechTree]: No tech node found called [WRN 19:53:35.866] [RDTechTree]: No tech node found called [WRN 19:53:35.867] [RDTechTree]: No tech node found called [WRN 19:53:35.868] [RDTechTree]: No tech node found called [WRN 19:53:35.870] [RDTechTree]: No tech node found called [WRN 19:53:35.871] [RDTechTree]: No tech node found called [WRN 19:53:35.872] [RDTechTree]: No tech node found called [WRN 19:53:35.874] [RDTechTree]: No tech node found called [WRN 19:53:35.875] [RDTechTree]: No tech node found called [WRN 19:53:35.876] [RDTechTree]: No tech node found called [WRN 19:53:35.878] [RDTechTree]: No tech node found called [WRN 19:53:35.879] [RDTechTree]: No tech node found called [WRN 19:53:35.880] [RDTechTree]: No tech node found called [LOG 19:53:36.172] DragCubeSystem: Rendering procedural drag for fairingSize2 [WRN 19:53:36.538] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. [LOG 19:53:36.553] [scenarioDestructibles]: Loading... 0 objects registered [LOG 19:53:36.555] Loading Depletion Nodes [LOG 19:53:36.555] DepNodeCount: 0 [LOG 19:53:36.556] Loading Biome Nodes [LOG 19:53:36.557] BiomeNodeCount: 0 [LOG 19:53:36.558] Loading Planet Nodes [LOG 19:53:36.559] PlanetNodeCount: 0 [LOG 19:53:36.907] ---DockingAsDecoupler : 2 [LOG 19:53:38.330] [Progress Tracking]: Posted anonymous data to server successfully. Server Reply: KSP PROGRESS DATA OBTAINED [LOG 19:53:43.046] ---DockingAsDecoupler : 2 [LOG 19:53:45.312] ---DockingAsDecoupler : 2 [LOG 19:53:45.326] ---DockingAsDecoupler : 2 [LOG 19:53:58.924] Cargo Doors moving... (from 0, to 1) [LOG 19:54:00.139] Cargo Doors Stopped, Not Closed (1) [LOG 19:54:03.312] ---DockingAsDecoupler : 2 [LOG 19:54:06.323] deleting part sepMotor1 [LOG 19:54:06.324] deleting part sepMotor1 [LOG 19:54:06.325] deleting part liquidEngine1-2 [LOG 19:54:06.326] deleting part basicFin [LOG 19:54:06.327] deleting part basicFin [LOG 19:54:06.328] deleting part basicFin [LOG 19:54:06.329] deleting part basicFin [LOG 19:54:06.330] deleting part launchClamp1 [LOG 19:54:06.331] deleting part launchClamp1 [LOG 19:54:06.332] deleting part fuelTank2-2 [LOG 19:54:06.333] deleting part sepMotor1 [LOG 19:54:06.334] deleting part sepMotor1 [LOG 19:54:06.335] deleting part strutConnector [LOG 19:54:06.336] deleting part strutConnector [LOG 19:54:06.337] deleting part pointyNoseConeA [LOG 19:54:06.338] deleting part solidBooster1-1 [LOG 19:54:06.339] deleting part radialDecoupler [LOG 19:54:06.339] deleting part sepMotor1 [LOG 19:54:06.340] deleting part sepMotor1 [LOG 19:54:06.341] deleting part strutConnector [LOG 19:54:06.342] deleting part strutConnector [LOG 19:54:06.343] deleting part pointyNoseConeA [LOG 19:54:06.344] deleting part solidBooster1-1 [LOG 19:54:06.345] deleting part radialDecoupler [LOG 19:54:06.346] deleting part fuelTank3-2 [LOG 19:54:06.347] deleting part fuelTank1-2 [LOG 19:54:06.348] deleting part fairingSize2 [LOG 19:54:06.349] deleting part stackDecoupler [LOG 19:54:08.923] Cargo Doors moving... (from 1, to 0) [LOG 19:54:10.154] Cargo Doors Closed. (0) [LOG 19:54:29.784] SCREENSHOT!! [LOG 19:54:29.785] SCREENSHOT!! [LOG 19:54:46.864] Game State Saved to saves/Fairings Test Save/persistent [WRN 19:54:46.877] [HighLogic]: =========================== Scene Change : From EDITOR to SPACECENTER ===================== [LOG 19:54:47.486] AddonLoader: Instantiating addon 'AddScenarioModules' from assembly 'KSP' [LOG 19:54:51.370] [scenarioDestructibles]: Loading... 0 objects registered [LOG 19:54:51.372] Loading Depletion Nodes [LOG 19:54:51.373] DepNodeCount: 0 [LOG 19:54:51.374] Loading Biome Nodes [LOG 19:54:51.374] BiomeNodeCount: 0 [LOG 19:54:51.375] Loading Planet Nodes [LOG 19:54:51.376] PlanetNodeCount: 0 [LOG 19:54:51.379] [AsteroidSpawner]: No new objects this time. (Odds are 1:2) [LOG 19:54:53.566] Flight State Captured [LOG 19:54:53.567] Saving Achievements Tree... [LOG 19:54:53.571] Game State Saved to saves/Fairings Test Save/persistent [WRN 19:54:53.583] [HighLogic]: =========================== Scene Change : From SPACECENTER to MAINMENU (Async) ===================== This was a repost in the "Unmodded section" after a glitch in my brain caused me to post it in the modded area...
  4. Please remove this post. Reposted in the correct sub-section. Thank you, and my apologies. Raptor9 Repost location
  5. Now Nertea is just showing off That service bay looks really cool.
  6. A good watch for anyone interested in how the SR-71 turbo-ramjets worked :
  7. Really depends on several factors: where is the destination (planetary body and orbit/surface), how much are you carrying at once, you're individual design style, and player proficiency. One person might be really good at spaceplane SSTO's, but if he can't carry the cargo in a payload bay due to size, than he might have to change his strategy. If there is no atmosphere, than planes are out anyway. If you're going to a small moon, you might be able to push/pull/carry more cargo due to lower gravity. If it's a high gravity moon, you may need to pack more fuel and less cargo per trip to maintain adequate TWR. Some people might want to launch an interplanetary resupply ship in one launch, others may need to dock several pieces together. Ultimately, I keep a list of all strategies and design techniques and brainstorm which one(s) are appropriate based on my mission and destination.
  8. There are rare times I feel compelled to push the rep button more than once...this is one of those times. That B-52 picture dropping the X-15 is glorious
  9. I usually give any spacecraft/aircraft a designation if I use it repeatedly. And the designation is based on mission or what type of vehicle it is. Example, EV-2 is my mainstream Apollo/Orion style crew vehicle (EV=Exploration Vehicle) and it was the 2nd generation EV-series (The EV-1 was the early career one-kerbal pod). From there, I'll give them models based on further improvements. The EV-2Awas an Apollo-analogue for going to the Mun and such, but later I had a more conservative EV-2B for LKO operations for going to space stations, tourist contracts, etc. The EV-2B had slightly different equipment, didn't require the fuel reserves or communications capability of the A-model, and was cheaper. If I give craft nicknames, I usually stick with bird names for aircraft, ship/naval names for spacecraft, mythical creatures (ex Griffin, Phoenix) for SSTO spaceplanes, and general animal names for landers, miners and other misc utility vehicles whatever they look like (my Mono-powered Minmus lander reminded me of a "Grasshopper"). Others: LV-? (Lander Vehicles) SR-? (Spaceplane, Reusable) SSTO spaceplanes EVR-? (Exploration Vehicle, Reusable) shuttle-type non-SSTO spaceplanes that launch on a rocket SV-? (Support Vehicle) these are usually unmanned resupply/logistics craft UV-? (Utility Vehicle) skycranes, assembly drones, tugs, etc SM-? (Station Module) SM-U Utilites Module, SM-N Node Module, SM-S Science Module, etc BM-? (Base Module) same scheme as the Station Modules
  10. I must spread some rep around before giving you more...that picture of the F-14 moving out towards the mountains is a beauty.
  11. Raptor Aerospace has delivered the most advanced aerospace design to date to the KSA: the SVR-16 'Ranger' vertical launch spaceplane The SVR-16X prototype on the pad (below). A better, more refined launch stack on the final version (above). To fully evaluate what the 'Ranger' was capable of, I ran a series of payload tests. The max payload I was able to deliver safely to a 500x500 km orbit was 20 tons. Any more than that and the spacecraft would not have enough fuel to return to Kerbin, without entering at a suicidal reentry angle. Max payload weight it can land with however is 9 tons, centered on the cargo bay. Any more weight or shifting it forward would result in controllability issues during final approach to the KSC. For the OCD people out there, obvious differences from the real-life Shuttle: 1) Liquid fuel boosters, not solid...the Mainsail-powered boosters were easier to control and predict, not to mention they burned a lot longer. 2) Airbrakes on the side. We don't exactly have split control surfaces in KSP now do we? 3) RCS thruster locations are different, especially on the nose. Trying to match real-life locations and orientations was problematic with the single linear RCS port available. The straightforward design favors controllability versus replication. Meh. 4) Small radiator mounted to either side of the vertical tail fin. Don't have deployable cargo bay radiators like the real-life shuttle. (Those might have been what kept my nose landing gear from going ) 5) No Remote Manipulator System (RMS).
  12. I think this thread has become sarcasm central
  13. All I did was give some rep instead of posting....oh wait. DOH!
  14. Unfortunately, with the nerfing of the J-33 'Wheesley' engine thrust, which powers all the XV-series craft, most of them are severely underpowered now. The XV-H can't even get off the ground even with no payload, and the XV-L and XV-A are maxing out thrust just to fly. The XV-M isn't in too bad of shape, but I'm still trying to see about overhauling all the craft files to make them a little more usable. If you want the XV-M now in it's pre-1.0.3/4 state, send me a PM with your email address. I removed the XV craft from KerbalX until I can get them sorted.
  15. I would say B1 as well. You never know, Squad may want to move the stock system in line with yours, kinda how they moved the other heating characteristics in line with how Deadly Reentry works. You put a lot of work into Heat Control, I wouldn't toss it out.
  16. I really think it's just a "new gameplay mechanic fresh out of the gate" type issue. Each time Squad has added a new mechanic (science/tech tree unlocking, career funds/rep, contracts, etc) they've gone back a few times to rework and tweak it to make it better. Not saying they don't know what they're doing, but they're human. And sometimes people, no matter how skilled in their profession, may overlook things that they hadn't anticipated. With so much "stuff" in KSP that interacts with each other since v1.0, I'm not surprised that things are still being patched, tweaked and balanced. When you look at the products that the heavyweight modders like Nertea and Roverdude are putting out now versus a while ago, there are a lot of refinements and improvements that have been done (not saying the early ones were bad, mind you). No reason to think that Squad (or Roverdude) might not revisit the stock radiator system to refine it as well...Maybe they'll even ping Nertea for assistance.
  17. With the new aero model of 1.0, and other balancing tweaks, I posted a comment on May 4th that I thought a small gap existed between the Basic Jet Engine and the Turbo-Ramjet: In the "thrust" realm I find the gap between the two a little wider now with the reduced engine thrust of the J-33 BJE. However, this is offset it seems by the tweaked drag characteristics of v1.0.3. I'm not finding any noticeable changes in performance, speed or acceleration in most of my "conventional" J-33 powered aircraft, but then again, those are all fairly light craft files. What does become noticeable are J-33 powered VTOL's or anything else that requires the Basic Jet Engine for vertical thrust. The obvious answer would be: "just put the more powerful J-X4 on it". However from certain design points-of-view, the J-X4 is almost twice as long as the J-33 and is a little more challenging to fit in certain areas for said purpose. I know, this seems like sharpshooting or whining, but it's not. I'm very pleased with the 1.0.3 update so far, including the aero and jet engine updates (although some of my planes don't have quite the range now due to the increased fuel flow ) Anyway, SPH engineers out there, feel free to weigh in on this; how have your craft designs needed to change or be tweaked? Have you needed to upgrade your jet engines on your aircraft?
  18. Ah, you're trying to make me reveal the magic behind the curtain...check your PM's.
  19. Something new is coming... ...the latest in advanced aerospace design.
  20. Very cool. I like how you used the airbrake like the real-life F-35B's dorsal intake door.
  21. Really nice rocket, I like how you created your own interstage fairings. A tip for ya, (regarding the first photo) if you want the transition between the capsule docking port to the LES to be a little smoother, you can ditch the decoupler. You can set the ABORT action group (for example) to simultaneously "Activate Engine" on the LES and "Decouple" on the Rockomax decoupler that mates the capsule to the service module. This will activate the LES correctly in an ABORT situation. Then set another action group to "Activate Engine" on the LES and "Decouple" on the docking port to jettison the LES if not needed after making orbit. Lastly, you can use the offset tool to drag the LES base down slightly to cover the docking port ring, until the base is flush with the base of the docking port. The LES still jettisons with no problem, causing no damage to the docking port. In this photo you can see the LES base just about to cover the yellow/black stripes of the docking port, but not quite. (The protrusion is a Mk16-XL parachute)
  22. All the engineering and conceptual points aside, an Earth Orbit Rendezvous is what I have found to be the cheapest in my career mode. Obviously costs will vary based on a players design technique, how much scientific equipment he puts on board, and other factors based on play style. An all in one shot Apollo-style rocket I started with cost me ~156,000 funds. Doing two separate launches with the upper stage of the lander rocket providing the Munar transfer burn, cost me ~115,000 funds total. But I also have a lot of redundancy in the capsule and lander, I could drive the costs down further if I wanted to get to barebones what is needed. (removing the LES tower, getting a cheaper less capable probe core on the lander's launcher, more solid-fuel propulsion/less LFO engines, etc.)
  23. Yep, that's where I got the idea from. If you really want the craft files, you can send me a PM with your email. Not a fan of posting files on Curse or Kerbalstuff, the low demand isn't worth the frustration.
  24. Hi Cupcake, your dropships are definitely impressive. A flavor for every mission. Figured I'd throw my chips in while I'm here The most recent concept from the R.A.C. Cell: All atmo, but looking forward to using these on Laythe.
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