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Astraph

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Everything posted by Astraph

  1. For some reason the mod does not work in career mode for me... I have no setup screen when I first enter the KSC and the rockets are built instantly the moment I click "launch" in VAB/SPH. Curiously enough, research takes time to complete, so this part is working as designed... Sandbox works totally fine, was devastated to see my first rocket take 170 days to build I'm running a 32-bit game (finally made it work) with a rather large pack of mods installed. Are there any compatibility issues I should be aware of?
  2. OK, I'm gonna cause a load of hate, but could someone tell me how to apply the 64bit .dll? I've replaced the regular one with it, but the reentry is still safe as always - even if I plunge into the atmosphere head on...
  3. Does lack of 64-bit support mean the mod deactivates in 64-bit build (like FAR), or it should work, but I should expect regular 64-bit bugs & oddities?
  4. OK, I'm officially too dumb for Logistics Hub... I've put a Karbonite-filled craft on the airstrip (to simulate the refinery) and a Logistics Hub with a control unit and an empty Karbonite tank on the launchpad... But when I click on the Hub and try to create a transfer, nothing happens :/ Do I have to put the Hub into orbit first? My guess was that it's be kinda illogical, to ship capsules of Karbonite into Eve orbit and then drop them back to a target ship several clicks away from the refinery ^^'
  5. Thanks for the tip. Although I do admit I've never tried the logistics hub before... Will make an experimental installation and see how it works Just to confirm my understanding - I need the logistics hub only on the source vehicle, or on the receiving one as well?
  6. I've searched the thread but couldn't find a foolproof answer, so pardon me for asking this... But how on earth do you use Hover Throttle mechanic? I've tried building VTOL planes, but as soon as I hit the "Hover Mode" action group, the engines keeping me in the air seemed to suddenly get their thrust reduced. They didn't slam to the ground straight away, but started losing altitude, and no matter what I did with the throttle, there seemed to be of no avail. Could anyone give me a couple of "hovering for dummies" hints, as I'm missing this completely? ^^'
  7. OK, good to be sure where to strike Thanks RoverDude, I really appreciate the effort you put into your mods. I'm currently preparing my Honeybadger-based refinery for Eve sortie and just dunno how would I fare without your parts. Even though the realisation Eve's crust is devoid of Karbonite made me cringe ^^'
  8. Just a quick question - how exactly does "Hover Throttle" work? I remember experimenting with this is B9, but couldn't make this thing work - I thought it'd automatically keep sufficient throttle to maintain current altitude, but instead it reduced throttle so much my VTOL crashed into ground straight away.
  9. Oh. Now this makes perfect sense Once I get back to KSP in the evening I'll test the updated code - many thanks again!
  10. OK, will try this, thanks My only doubt: I understand why the code terminates at "when"; but why doesn't the lock throttle command fire up?
  11. Ok, I'm at a loss. I've been trying to write a short program that'd basically allow my probe to get down to Eve with its antennas retracted, but I just can't get a hold of the throttle command: clearscreen. Print "Initiating landing procedure". Print "Step 1: Retrograde thrust". lock steering to retrograde. wait 10. lock throttle to 1.0. when ship:altitude < 100 then { Print "Step 2: Atmospherical reentry". lock throttle to 0.0. lock steering to prograde. toggle AG2. }. when ship:altitude < 10000 then { Print "Step 3: Deploying chutes". Stage. wait 2. lock steering to up. toggle legs. }. when ship:surfacespeed = 0 then { Print "Landed safetly". toggle AG2. }. The first three lines fire smoothly - I get the message, the craft turns retrograde, waits 10 secs... And I get a "program ended" message, with no burn performed. When I tried typing "loch throttle" command manually, it worked well... :/ I'm using a 64-bit build - could this be causing some issues?
  12. 1.3. The Conqueror Expedition Experience gained by operating MRC, AMOCR and Aurora flights led to the natural next step of the Kerbal Space Program - a kerbed flight to the Mun. Following the failrue of Aurora VI lander program, a new project was conceived - quite different, although still following the "recover as much as possible" principle. Initially an orbital module-lander tandem was proposed; this idea, while in the begining heavily supported by Werner Kerman and the majority of KSP directors, was ultimately discarded in favour of an even more ambitious design; a single ship, acting as both the lander and return vehicle. The craft itself, dubbed Conqueror, was merely one part of the whole expedition; Kedud Design Bureau came up with a robotic support lander, as well as an orbital relay satellite to communicate with the expedition en route. In the meantime, a new branch of rocket lifters was perfected, making the old Starbolt obsolete. The so-called ZAU family consisted of Zenith (10 tons), Apogee (25 tons) and Ultima (50 tons). Designed for mass production and simplicity, they have soon proven to be an even more successful design than the Starbolt. The Conqueror mission was the first to require more than a single launch. First, a Zenith rocket carried two Orbital Relay Satellites (ORS) to a transition orbit to the Mun. Upon arrival, the devices were put on a circular orbit, establishing a communication channel with the dark side of Kerbin's larger satellite. The Conqueror complex was launched atop the Ultima rocket soon after. Consisting of a 40-ton ship and two robotic landers, the craft followed the ORS satellites. The first few orbits were spent to pick suitable landing spots - and soon the robotic landers descended to the surface, making munfall in two selected craters along the equator. Finally, the massive lander touched the surface in the area known as Twin Craters - whre (not) surprisingly, two craters overlaped one another, forming a curious snowman shape. Three kerbonauts perfomed a relatively long EVA, with Bob getting as far as half a kilometer from the lander. After returning to the orbit, the Conqueror oversaw the launch of both robotic landers - which took surface samples and collected surface condition data during their short stay on the Mun. The landers took off retrograde to the satellite's rotation - allowing enough light for their weak solar panels to power the devices during their flight into return trajectory. With both samples safe on Kerbin, the Conqueror itself powered its engine, returning without any complications for a soft splashdown in Kerbin's ocean, not far away from the KSC.
  13. Oh... Sorry ^^' To be honest, I've never noticed this XD Will be aware from now on. Thanks for pointing this out
  14. Karbonite mod offers engines that do not need breathing air - and are usually around 2-3 times more powerful than oxygen-breathing, so I think this solves your problem There are both turbojets and turbofans to be used. Alternatively, electric propelers work in every pressure above 0
  15. 1.2. Expanding the Boundaries Expanding the area of operations to Mun orbit and beyond required two main enterprises: a communications network capable of reaching any given point on munar surface and a new generation of spacecraft, powerful enough to deliver payloads beyond LKO. The communications network was the easier part; a simple network of three relay satellites was devised, with maximum communications range reaching 90,000 km - almost twice the orbit of Minimus. Delivery was performed by Aurora V - a separate branch of the family, designed as orbital haulers and utility vehicles. Piloted by Bob Kerman and nicknamed Ox, the vehicle performed three sorties - proving the solid basis of the project even further on. Using this newly established network - the Short Range Array (SRA) - the KSC directed the first munar probe. The Mun Reconnasiance Complex (MRC) achieved mixed results; even though it managed to establish stable munar orbit and send first scans of its surface, it had insufficient battery capacity to function with all its instruments constantly operational - and was ultimately crashed into the Mun. In the meantime, the Aurora project met its first setback; following Aurora III and V success, the Kedud attempted to adapt the design to a fully-fledged munar lander. This project, however, was discarded shortly before the prototype's maiden flight; resulting Aurora VI was too complicated and unreliable, and the Starbolt II lifter too weak to put it into orbit. Kerbed exploration of the Mun had to be postponed - at least for the time being. A successor to MRC - the Automated Mapping Orbiter & Communications Relay (AMOCR) had three basic objectives; first, it was to perform thorough mapping of both Kerbin satellites, in preparation for future landing. Second, it was to determine their surface composition. Third, it was to function as a communications relay for future missions on the far side of either satellite. However, an initially ambitious project of putting four permanent satellites on both moons' orbits had to be drastically cut down. With both Aurora VI and Starbolt II discontinued, resources needed to construct three probes had to be diverted to development of a new lifter rocket. The result, however, exceeded all expectations; during a 47-days long mission, the probe not only managed to map 98% of both Mun an Minimus surface, it also managed to confirm presence of valuable resources - mainly karbonite - on both satellites. However, misfortune struck once again; a sudden decompression of the Karbonite detector rendered the vessel inoperable, and the dead probe most likely crashed into Minimus surface soon after.* Wanting to determine the fate of the lost probe, Jebediah proposed sending his trusted Lucky on a flyby mission around Minimus. Seeing this as an excellent opportunity to test the refitted Aurora IV orbiter, the KSP saw no problem to agree. Not that Jebediah hadn't already started the blastoff countdown when the KSP directors began reading his mission proposal. The flight itself was generally speaking a repeated version of the previous Mun flyby - safe for the frantic plunge on the way back. Sadly, no signs of AMOCR have been found - but at least its findings have been confirmed, and the splashdown back on Kerbin allowed even more data to be collected. * - Due to my blunder while updating te Karbonite Mod, the game loaded up without the detector... And the probe got removed as containing invalid parts.
  16. 1. Beneath the Minimus 1.1. First steps of the Aurora MRO The first decisions about one's space program future are not questions "where?" - since options are pretty much limited anyway - or "why?" - because this has already been answered the moment you decided to start preparations for your first launch. Instead, the most important question is "how?". Taking into account the limited technology available during the first days of the Program, the only viable possibility to put payload into orbit was by using expendable lifter rockets. However, scare resources and funding forced the Kerbals to search for cost reduction wherever possible. Thus the idea of a Multipurpose Reusable Orbiter (MRO) craft was born. Its beginnings were humble; Aurora I lacked even the simplest winglets and failed to reach orbit. However, the capsule was recovered intact, refitted, expanded, and finally launched again. This time, the craft not only manged to reach a stable orbit, but also returned unscathed, landing softly just a few kilometres from the launchpad. Post-flight estimates determined that around 90% of orbiter's cost was recoverable, with 30% of lifter's worth salvaged from parachuted debris. Using the experience and data collected, the Kedud Design Bureau designed a prototype version for a serial Aurora MRO. The primitive capsule has been replaced by aviation cockpit, the winglets extended and the scientific instruments optimised towards maximum performance. The mission's objective - munar flyby - was ambitious enough to match the challenging design - and promised significant reward should the concept be proven feasible. The first phase of the mission was accomplished without complications - lifted by Starbolt I rocket, Aurora III entered the munar transfer orbit. The initial idea to use a free return trajectory, however, had to be scrapped pretty quickly... A hastly orbital correction had to be made, sending Aurora III plunging the shortest way towards Kerbin - racing against time and dwindling supplies. As the result, the orbiter entered atmosphere at astonishing speed of over 3 km/s. Jebediah did his best to reduce speed - but small winglets quickly lost lift, stalling the spaceplane. Luckily, the parachutes worked flawlessly - giving Jebediah over 9g of deceleration, but at least slowing Aurora III to a relatively harmless splashdown. (Not)suprisingly enough, Jebediah thought little of his miraculous survival - and upon his recovery, he excitedly proclaimed Aurora III "the luckiest ship ever" and declared this ship to be his personal orbiter for future missions. A last moment landing, literally... Ultimately, the first flights of the Aurora program resulted in development of two very successful designs, the second being the Starbolt lifter rocket. Capable of putting 10 tons into LKO, the Starbolt rocket became an invaluable asset of the second phase of the Kerbal Space Program.
  17. Hello chaps! With new patch comes new urge to play KSP, and with it - an urge to share my exploits with other fellow kerbonauts This time, I decided to try out the career mode, as well as give the 64-bit version of the game a shot. Actually, with the ability to utilise my laptop's RAM more effectively, I was finally able to install more than three mods! To be more precise: KW B9 Remote Control TAC Life Support Karbonite MKS/OKS Infernal Robotics Firespitter Near Future Electric & Solar ScanSat EVE + Astronomer's Visual Pak Sever minor mods (Chatterer, Final Fronteer, Kerbal Engineer, Kerbal Alarm Clock and so on) I don't really like setting house rules, so I'll list my projected objectives instead: -> Establish a permanent colony in Kerbin subsystem (Mun or Minimus) -> Establish karbonite mining & refueling outpust -> Return samples from all planets of the Kerbin system -> Establish a permanent outpost on Laythe, Duna or Eve, either orbital or surface -> Create a family of reusable craft as the backbone of the whole program Enjoy the read! Table of contents: 1. Beneath the Minimus 1.1. First steps of the Aurora MRO 1.2. Expanding the Boundaries [ulr=http://forum.kerbalspaceprogram.com/threads/91749-Step-By-Step-0-24-2-career-mode-with-a-bunch-of-mods?p=1386731&viewfull=1#post1386731]1.3. The Conqueror Expedition Achievements
  18. I'm encountering a bug that effectively stalls my career at LKO; for some reason my relay satellites disappear the moment I switch back to KSC, leaving only a bugged engine and bugging Kerbin as well... I've already made a post about this bug here - I've posted screenshots and output log for some more literate KSP players to check. I'd greatly appreciate any help available...
  19. OK, thanks Sent the creator a PM regarding potential update & compatibility issues... I really want to get my project rolling, without risking the game getting wrecked by a surprise patch being released XD
  20. Hi, I'm looking for a mod that'd add some high-output generators and reactors. I've got some projects that can't really utilise Gigantors (due to their tendency to break up in think atmosphere) or stock RTGs (which produce maybe 1% of output I need for my design to run). I know that KSP Interstellar adds a bunch of really powerful devices - but I don't quite feel like installing a mod only to utilise a couple of parts and omit the rest - I don't really feel like playing Star Trek when I'm still to make a kerbed landing outside Minimus. I'm looking for an output of around 100-200 e/s - of course, doesn't have to be a single part, but the less, the better. Anyone has any suggestions?
  21. Latawiec Objectives: - Deploy Gilly probe ✖ - Conduct observations on Gilly's surface ✖ - Perform soft landing upon Eve ✆- Conduct observations on Eve's surface âœâ€[ Craft used: KE-010 + Gilly probe + Latawiec lander Crew: 0 Cost: 68,360 Total mass: 185,071 t Craft mass: 4,497 t (Latawiec), 1,804 t (Gilly) Science collected: 187 Economy: 10,849 / t & 366 / science The destination of the first interplanetary flight became the subject of a heated debate. Both Eve and Duna presented interesting options, being relatively close and easliy accessable. Ultimately, the violet planet was chosen as mission's destination. Kepanik and Kermaszewski's design bureau sat together, accompanied by a young aeronautics specialist Kyakovlev, to create the most sophisticated probe so far - Latawiec. Sitting on top of a KE-010 - a new launcher designed by Kepanik as a standard heavy lifter - the craft consisted of two separate devices; the Gilly probe, designed to perform a soft landing on the asteroid-like body, and Latawiec aeroplane, designed for atmospherical entry and gentle glide across Eve's thick atmosphere. However, the lack of interplanetary experience became evident; the transfer stage burnt out completely shortly after reaching Eve's orbit, even despite using aerobraking to reduce fuel consumption. Gilly's tiny fuel reserves were designed for landing, not orbital manouvers - so the Latawiec had to jettison the probe. Still, its scientific instruments, however, have not been wasted - the probe conducted several measurements of deep space, beaming first information about temperature, radiation levels and so on. Latawiec itself entered Eve's atmosphere in a very steep dive, its speed exceeding 4 km/s upon entry. Deploying aerobrakes and using its own engine, the probe managed to achieve a semi-stable gliding trajectory at around 10 km, and started gentle descent towards the surface. Beaming images and data, the probe gave Kerbals first impression of Kerbin's violet sister; a harsh and unfriendly world, yet beautiful world.
  22. Badacz Objectives: - Perform soft Minimus landing ✆- Collect surface samples during an EVA ✆- Collect temperature data from Minimus surface ✆- Collect Goo observation data from Minimus surface ✆- Collect Materials observation data from Minimus surface ✖ - Return all the data collected to Kerbin ✆Craft used: KE-X+ Badacz lander Crew: 1 Cost: 52,991 Total mass: 103,899 kg Craft mass: 6,594 kg Science collected: 369 Economy: 8,024 / t & 143 / science With POISK-II making a turning point in Klavic space exploration, a green light was given for a second kerbed mission attempt - this time aimed at Minimus. Since Jebediah was still stuck on the Mun (luckily, the constant supply of crosswords kept him busy enough not to think about turning the rocket on his own), Bill was chosen to pilot this spacebreaking flight. As Kepanik's trusted KE-003 turned out to be underpowered for such mission, a new carrier rocket had to be devised. A heavier and more powerful, the new craft was largely considered a prototype for a new generation of launchers - and therefore never received formal designation. Just as POISK-II was a largely updated version of the old lander, Badacz was a direct upgrade of Munshot craft. However, instead of a simple 'land and take off' scheme, the designers (among them the rising star of space engineering - Kermaszewski) decided to implement two novelties - a small, autonomous probe to be left on Minimus' surface, and radial engines to make the lander more compact and faciliate the probe's deployment. Take off, insertion and transfer were performed without any difficulties. Multiplied SAS and flight-control systems secured a steady touchdown, following the pattern set by POISK-II. Upon touching the alien surface, Bill performed some simple measurements and took surface samples, as well as investigated the Pioneer Rock - a boulder closest to landing site. Goo and Material Bay observations were also conducted, revealing Minimus to be indeed a cold world - but with temperatures slightly above water melting point, suggesting the icy surface was far from being pure water. Upon depoying the Czujnik probe, Bill climbed back into the capsule and blasted off Minimus' surface. The return trip has proven to be uneventful and calm - unfortunately, tragedy almost struck during reentry. Following the standard reentry procedure, the lander discarded its propulsion stage upon entering atmosphere - and, due to different drag factors, almost crashed directly into it. Even when the capsule only marginaly missed the engine compartment, the problems continued - the parachute provided to little drag for the capsule to slow down to safe speed and the craft made a semi-hard landing. The Material Bay compartment managed to absorb the shock - but the samples have been irreversably damaged, rendering almost 1/3 of all mission date irrecoverable. Still, the Badacz mission has proven to be a breakthrough the Klavs needed; with a Kerbal finally sent to an alien body and back, the mission provided the greatest amount of data up to the time. Additionally, the Czujnik probe beamed the frist data from interplanetary medium, as well as conducted observations of nightside Minimus surface. Budget cuts have been revoked, and Kermaszewski was given the most ambitious task so far - expanding the space program beyond the boundries of Minimus orbit...
  23. POISK II Objectives: - Perform soft Mun landing ✆- Collect surface samples ✆- Return samples to Kerbin ✆- Perform soft Minimus landing ✆- Collect surface samples ✆- Return samples to Kerbin ✆Craft used: 2*KE-003 + POISK II landers Crew: 0 Cost (per launch): 43,165 Total mass: 77,794 kg Craft mass: 3,363 kg Science collected: 326 (Minimus) & 287 (Mun) Economy: 12,835 / t & 141 / science The unsuccessful POISK and Munshot missions forced Klavic engineers to refine their approach towards spaceship design. The main reason of both missions' failrue- lack of stability during approach and landing - was solved by putting additional reaction wheels and SAS mechanisms in the hull. The probes themselves also received an overhaul, but retained their original shape and functionality. KE-003 was used to put both probes into transfer orbits to Mun and Minimus. The Mun part of the mission went smoothly and with no issues - the probe landed on the surface, took samples, blasted off and splashed down near KSC, bringing invaluable science back. The Minimus part of the mission however almost ended in tragedy, as, due to alignment, miscalculation, the probe's battery ran dry shortly before Kerbin reentry. Luckily, the drag managed to force the vessel into uncontrolled spin, turning the panels back towards the sun, allowing the parachutes to deploy. Ultimately, the second probe splashed down safely as well. POISK II's success was what saved the Klavic Space Program from a drastic funding cut -kerbed mission concepts were brought back to the table, with a mission to Minimus given top priority.
  24. And so does in Polish My idea was to keep the naming convention roughly associated with Slavic languages - poisk means "search" in Russia, MOL is an abbreviation based on a Polish name and so on.
  25. Oko-II Objective: - Establish stable radio contact with Munshot lander ✆Craft used: KE-003 + Oko II Crew: 0 Cost: 32,210 per launch Total mass: 60,778 kg per launch Craft mass: 1,172 kg per launch Science collected: 11,6 (total) Economy: 27,482 / t & 5,553 / science With Jebediah stranded on the Mun and no reasonable recovery plan avalible (Munshot rolled over to the front side, blocking the entry hatch and making it impossible for Jebediah to evacuate on his own), the Klavic Space Program was put in a very peculiar position. Even though the stranded kerbonaut had plenty of snacks to sustain himself on the Mun, the popular demand was that he was to return to Kerbin ASAP. Or else... Since Munshot crashed on the far side of the Mun, a communication system had to be established to ensure effective communication between Kerbin and Jebediah, as well as coordinate the recovery mission. Two backup probes from the Oko project have been recovered from storage and refitted with upgraded communication systems. Using KE-003, two launches into orbit have been made, with probes assuming stationary (Kerbin) and semistationary (Mun) orbits to ensure as stable line of communication between the unfortunate lander and KSC. Also, this allowed to help Jebediah cope with loneliness - by beaming a constant stream of crosswords to keep him occupied. Both probes also carried thermometres to conduct minor measurements in space - which only confirmed a pretty obvious fact that space is a cold place.
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