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Pirke

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Everything posted by Pirke

  1. I recently got this DLC, and I do like the missions. It's been a long while since I played KSP (before 1.0), and I really enjoyed the Acapello-13. It makes the game more unexpected when stuff actually goes wrong, and they try to add a little story to it all, instead of just another "go here, make this orbit, grind science, etc". Changing objectives, like during launch at 10k altitude "yeah, abort and land, we forgot something" is fun to me. I do wish they added many more interesting missions, most of them feel like an enhanced tutorial though...
  2. When I restart the mission and do it a second time, it results in the same deformed rockets being loaded...
  3. So after completing the "crash into minmus" part, I'm brought back to the launch pad for the mun part of the mission. This is the craft that spawns: https://i.imgur.com/N5UNp1X.jpg It's a fresh clean install, no mods, just the two expansions.
  4. Just to let you know, real chute and kerbal inventory system don't work properly together:
  5. ksp.log https://drive.google.com/open?id=0B6OjJwPwNBdBWDNGdW1VSGdsWm8
  6. I have a problem: - I'm in EVA with the goal to add more parachutes to a command pod - I equip the wrench or screwdriver - I use X or H to attach a parachute to the command pod, but it doesn't appear - When I go to the space center and back to the ship, then the added chutes are visible as stages, but I don't see them on the command module itself - When I try enter the atmosphere and try to deploy them at a safe altitude they fail to deploy because they are inside a fairing (I don't have fairings) So I think they are added to the inside of the pod? I also tried attaching them to a crew hitchhikers module, but that has the same problem. I tried both 0.5.8 and 0.5.9.
  7. Hmm, I already done several, and accepted the Jool mission some time ago I think. Will uninstalling it makes me loose progress?
  8. https://drive.google.com/file/d/0B6OjJwPwNBdBTVAzd3c4Z0lQbE0/view?usp=sharing
  9. I'm at the latest KSP and contract config mod. Most contracts don't seem to recognize completion anymore, and when I have to wait 2 minutes (e.g. space station repair, or at the UFO with K files) the timer doesn't update and the wait time is not registered. Only when switching to space center does the timer start running, after 2 minutes (time warp) at the space center I go back to the Kerbal and then the contract can continue...
  10. Thanks, I just deleted that part of the contract from the save file and now the contract is completed properly. I'll probably have this issue some more as there are many outposts on their way to other planets on which I did the same...
  11. I have a contract which requires me to build an output on Minmus, it should have several module, 6000 liquid fuel, a docking port, power and antenna. It has all the required modules and fuel, it has a docking port, solar panels, and I added the antenna using KIS after launch so I wouldn't need fairings just for the antenna. This was the first time I tried using KIS. Antenna works, so I'm fine I think... I land on Minmus, but the part that says "docking port, power and antenna" doesn't have a green checkmark and the mission doesn't complete. In the save file: PARAM { name = VesselSystemsParameter state = Incomplete disableOnStateChange = False values = 0,0,0,0,0 typeString = outpost mannedStatus = 2 requireNew = True checkModuleTypes = Antenna|Power|Dock checkModuleDescriptions = has an antenna|has a docking port|can generate power launchID = 119 } I do have contract configurator, so maybe that interferes, but I think this is a stock contract (it required me to have 6000 liquid fuel in my base??? no contract pack would be so stupid...) so I suspect the Antenna placed with KIS isn't recognized... all the other requirements have "state = Complete"
  12. [quote name='fosborb']I think R-2A.cfg needs ReachState instead of an Orbital parameter. Not sure how to hit 150000 min altitude with SUB_ORBITAL otherwise.[/QUOTE] Yes, I found the same issue... first I tried suborbital with 150k alt, didn't work. Orbital at 150k also doesn't work cause you're not suborbital...
  13. I don't think you have real lift, you're simply in a very low orbit as if there was no atmosphere. I had a similar issue: 3 MK1 pods stacked on top of each other, during reentry they didn't slow down. As I had some tourist issues after that I made a bugreport with a link to logging here: http://forum.kerbalspaceprogram.com/threads/121042-Unable-to-resume-a-flight-with-tourists-from-space-center. Note that the logging is made after restarting KSP again and being unable to resume the flight. After some save game hacks i managed to resume the flight but the issue didn't occur the second time.
  14. KSP: 1.0.2.842 windows 32 bit Mods installed: FAR, DeadlyReentry, Firespitter, FogOfTech, KAX, KerbalConstructionTime, KerbalEngineer, KSP-AVC, ModlarflightIntegrator, FinalFrontier, ProceduralFairings, RealChute, RemoteTech, ScanSat, StageRecovery, TAC Life Support, KerbalAlarmClock All the above mods were released for 1.0.2, I did a full clean mod install. Problem: During career mode, I have a flight on a suborbital trajectory with 1 pilot and 2 tourists. I'm unable to continue that flight. Reproduction steps: This is how I got to this problem: - Launch a rocket with 3 command pod MK1s on top of each other - Jeb as pilot, and 2 tourists (Shelbro and Cermy) from a contract that want an orbital flight - Once in orbit, burn retro to start reentry - After burn, eject fuel tanks and engine, leaving only the 3 command pods on top of each other (and some chutes of course) - I noticed that these pods didn't have any drag, even at 5k altitude they didn't slow down. Probably a FAR bug (I used the latest "Fanno"), so I press Alt-F4 to try reentry again (I play on hard, no revert flight, but I make an exception with Alt-F4 for obvious bugs...) - I reload the game, go to space center to redo the reentry, hoping that the bug only occurred once In the space center I can't click the button with my flight (it's the only flight in progress). Nothing happens. Double clicking in the map also has no effect. When I look at the crew roster, I see Jeb is still an assigned pilot, but Shelbro and Cermy are available for a flight, even though they should be on board of that flight. In the output_log.txt I see an unhandled exception related to crew seating in the space center view: [Tracking Station]: SetVessel(Contract Orbiter) (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) [PlanetariumCamera]: Focus: Contract Orbiter (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) ArgumentOutOfRangeException: Argument is out of range. Parameter name: index at System.Collections.Generic.List`1[internalSeat].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at KnowledgeBase.CreateVesselCrewList (.Vessel v) [0x00000] in <filename unknown>:0 at KnowledgeBase.OnMapFocusChange (.MapObject target) [0x00000] in <filename unknown>:0 at EventData`1[MapObject].Fire (.MapObject data) [0x00000] in <filename unknown>:0 at PlanetariumCamera.SetTarget (.MapObject tgt) [0x00000] in <filename unknown>:0 at SpaceTracking.SetVessel (.Vessel v, Boolean keepFocus) [0x00000] in <filename unknown>:0 at SpaceTracking+ .MoveNext () [0x00000] in <filename unknown>:0 (Filename: Line: -1) NullReferenceException: Object reference not set to an instance of an object at KnowledgeBase.UpdateVesselInfoList (.Vessel v) [0x00000] in <filename unknown>:0 at KnowledgeBase.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) The log files and my save is available at https://drive.google.com/file/d/0B6OjJwPwNBdBcUdjLWYzS2RKNFE/view?usp=sharing - - - Updated - - - When looking at my save file, I notice that 5 other Kerbals are Assigned, instead of the ones I remember taking along. Also in the TAC Life Support logging I can see Shelbro and Cermy being on a flight, while the contract of Shelbro and Cermy is Active instead of offered for the others. Or are Kerbals Assigned when the contract hasn't been accepted yet? - - - Updated - - - Update: I did some editing of my save file: - update all 5 tourists from non-accepted contracts to "available" - update Shelbro and Cermy to "assigned" - update the idx of Shelbro and Cermy from -1 to 0 (the same as Jeb) Now I can resume the flight again. I don't know if I broke something else though... - - - Updated - - - And after retrying the reentry, no zero-drag bug occurred... but it still might be good to investigate the tourism issue
  15. I have the same issue, crash on reentry when things get hot. I will try F10 ! Edit: F10 solved the issue.
  16. If I'm flying 1000 m/s at 15 km altitude, and the vessel breaks apart and only the cockpit survives, is it then normal that on the way down to the ground at about -10 degrees pitch, the cockpit keeps accelerating? I would expect it to slow down due to increased drag in the lower atmosphere... but it just keeps accelerating all the way down.
  17. I'll try. Is the 1.5.2 build forward compatible with my current 1.6.0 installation (after uninstall of course), or will it break my career save? Edit: seems to work fine, bug no longer present!
  18. I found a bug as well during EVA. The following log part occurs 400 times every second in ksp.log, making EVA's a bit annoying to perform due to extreme stutter. [LOG 19:33:31.284] RemoteTech: Unexpected dish target: System.ArgumentException: Guid is neither a satellite nor a celestial body: Parameter name: targetable at RemoteTech.NetworkManager.GetPositionFromGuid (Guid targetable) [0x00000] in <filename unknown>:0 at RemoteTech.RangeModelExtensions.IsInFieldOfView (IAntenna dish, ISatellite target, ISatellite antennaSat) [0x00000] in <filename unknown>:0 The mods I have installed: FAR, DRE, RealChute, RemoteTech, ScanSat, Alarm Clock, Engineer. It also occurs in the map view or the tracking station as long as a Kerbal is on EVA.
  19. 0.90 already has a nice toolbar, so I didn't install the toolbar mod. However, I don't see scansat on the stock toolbar...
  20. Career on hard mode, with FAR and DRE can be hard indeed My latest test mission involved testing a parachute (I use RealChutes). It was a decent pay out, well worth the cost of building and launching. However, after getting to the required altitude and speed the chute didn't want to deploy (due to real chute mod). To be able to edit the deployment settings I needed the action group window, and for that I needed to upgrade the VAB. I had about 450k funds (only the launchpad was updated at that time), so I decided to upgrade the VAB. Yeah! Parachute specs changed, and the mission was a success. Until... landing. Almost no refunds as I jettisoned most stuff, and the first launch was a waste because the chute didn't deply. So I accept a recon mission and start designing a new jet. In the sandbox (and before 0.90), I could build some nice low altitude non-turbo jets, but this would be the first jet launch in career mode. Jeb feels confident, jet spools up and we start rolling on the runway. BUT WHAT IS THIS??? There are bumps in this level 1 dirt road... the grass next to runway is flatter than the runway itself. Jeb dies in a horrible crash To make things worse: that jet had cost me all of my money, which usually isn't bad for a jet as it returns for refunds. However, now I have the grand total of 96 credits left... I cancel the recon mission (you can't go negative due to the fine), but I can't cancel the other one (Mun mission that I accepted way too soon...). The highest up-front paying mission I could find was 9k for another recon. I built the cheapest jet that would still fly stable, put a parachute on it instead of landing gear as I couldn't afford 3 gears. Launched from the VAB with the launch stabilizer: spool up jet and release. Who needs gear anyway? So yeah, it's hard... need to grind for money now. I really want the new R&D, but that's over a million. Still, there's enough variety in the missions to keep it fun. Random exploring the galaxy is simply too expensive, but that's what the sandbox is for. Career mode should be hard, and seeing Jeb die permanently is heartbreaking, but he will be remembered. Unfortunately I also seem to be running out of pilots in general (I shouldn't drink & play hard career mode at the same time ), the new applicants are all scientist or engineer. But they can't keep the nose pointed retrograde during reentry, and with DRE heat is pretty damaging. Yeah, fun game!
  21. I haven't invented any docking ports or probes yet (and I'm still waiting for the remote tech 0.90 update before I do any unmanned flying) This mission outcome was the best experience I've ever had in KSP, took me over 3 hours, and it was a huge gamble to decide to go back into orbit and try to push. But it paid off! If this was sandbox and not hard mode career I would just have reloaded when the first attempt failed because of lack of fuel. I would have missed this joy though. It was extra challenging to do it without RCS. When I was lining up behind the stranded pod I could only do corrections by flipping over the whole rocket. I had several close calls as well during all the flipping where I almost smashed into the pod. Also the reentry burn was way too long, but I couldn't risk more throttle. The result was that the burn started retrograde, but ended almost burning straight down. At that moment I had 2 ships deorbiting, and could only control one. So the only conclusion was to nudge it just into a deorbit (from 115km) and then put the ship back into a orbit so I could handle them one by one. I think I had about 20 m/s dV of margin in the end. Too close for comfort
  22. So I'm playing on hard, with FAR, DRE and RealChutes. My tech level is very low: I only have 2 liquid engine types, no RCS, no buildings upgraded. I see this very lucrative (I need the cash) rescue mission of a Kerbal in a 115km orbit. I know this is going to be dangerous, but no risk no reward right? So I build my rescue rocket with 2 pods stacked on top of each other, some batteries, 2 parachutes (main + reserve, Jeb still lives thanks to the reserve), and the rest fuel, 2 liquid engines and an initial booster. Exactly 30 parts and just below the 18t limit. First launch to orbit actually failed. I started the gravity turn too soon and the whole thing became unstable. It also didn't help that I didn't have any thrust vectoring or winglets. I quickly decoupled the double pod, deployed the main chute, but the main chute always fails when you need it the most. Luckily the reserve chute opened, and the pods were slowly descending back to Kerbal. In the meantime the ground control crew was not happy to see all that cash, also called fuel and engines, go to waste. The second attempt went well, and orbit was achieved. Without maneuver nodes the rendezvous was a bit guess work, and some crucial mistakes were made that cost 500 dV, out of 550 available... Still, the target was now only 10km away and closing. With several adjustments I burned through all the fuel, he could see the target floating a mere 220 meters away, but I couldn't grab him. The EVA suit was not ready yet and I didn't know that I needed to use the [ ] keys........ Switching to from the Tracking Station didn't work so I was thinking 220 meters was still too far away. But without any fuel remaining, the rescuer needed to be rescued as well. I decided to stick with the same craft, first get the mission target back and when the EVA suits were finished I could always go back for the first rescuer. The launch to orbit went pretty well, and no mistakes were made during rendezvous. I had 200 dV remaining when I actually managed to bump into the target, but I still couldn't control him. A quick google found the answer: use [ ] keys. So maybe the first rescuer could have made it after all if I just knew the correct keys. Still, with a bit of luck I would break even on this mission and get some science / reputation / pilot experience, so just burn retrograde until periapsis is set to 40km. Then I see the first rescue vessel approach at about 20km. I still had some 170 dV left and I just couldn't resist it. I burned prograde again, 140 dV left and made a rendezvous with the first rescue vessel. 125 dV remaining. Vessel 1 quickly decoupled the empy fuel tanks and pointed it's nose towards the horizon. Without RCS I managed to put the second vessel directly behind it, and made contact at 0.1 m/s: main parachute against heat shield. With just a few percent thrust I started a combined de-orbital burn. I pushed for a long time and the orbit has declined to 66km. That had to be low enough. I put the second rescue vessel back into a 70km orbit and switched to the first one. Never had I done such a slow and shallow reentry. I could even have done this without a heat shield I think. Anyway, chutes deployed, safe landing. The second rescue vessel was a bit more steep at 40km periapsis, then I ran out of fuel. Decoupled, point heat shield in the right direction, slow down, deploy chutes, safe landing. So without any tech, RCS, no save reloading (hard mode) I managed to rescue 2 kerbals with only 1 spare seat and some good old fashioned pushing Unfortunately I also discovered PrtScr is not the screenshot button, another lesson for next time.
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