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S4qFBxkFFg

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Everything posted by S4qFBxkFFg

  1. I'd guess the F22, but as others have said, how do you define "best"? One-on-one it could probably knock anything else out of the sky, but it would cost the same as 2-and-a-bit F16s.
  2. BSc in Engineering (Ord), Aeronautical Engineering, University of Glasgow, 2004 BSc (Hons) in Software Engineering, University of Glasgow, 2004 Private pilot licence, wanted to take it further, but, life...
  3. Hopper 1 Our primary goal for the first mission is merely to achieve a successful launch and recovery of the vehicle - i.e. to go up and then back down again; the extremely simple construction (solid fuel rocket engine, capsule, parachute) should ensure a minimum of variables and failure modes. Based on extensive simulation, we have discovered: Varying the engine’s thrust significantly influences the vehicle’s stability and maximum altitude (see graphs). 25% thrust appears to be the optimum, allowing the vehicle to reach altitudes of over 8km. Thrust levels above 50% result in the vehicle losing stability; adding three fins to the vehicle’s base prevented this effect, but also reduced maximum altitude. The capsule’s reaction wheels provide sufficient control authority for the purposes of the mission (avoiding land/buildings). The parachute does not produce a low enough descent speed to consistently protect the engine from damage/destruction on landing. Based on the above, the engine was set to 25% thrust, with a mission profile to ascend vertically to burnout, maintain that attitude while coasting to maximum altitude, manoeuvre into a controlled descent to splash down in the sea, deploying parachutes at approximately 2.5km. MISSION REPORT Crew: Jebediah Kerman Result: Success Status: Recovered Details: A complete success for the space programme’s inaugural mission! The vehicle ascended above an altitude of 8km within seconds and basic scientific observations were made (albeit only from the launch pad). As expected, basic attitude control was possible, and was used during descent to direct the vehicle to a safe splashdown. Also, two contracts have been completed - the astronaut complex has been upgraded with some of the proceeds, and our crews have now received training which should allow them to bale out in case of emergencies - we should probably have thought of this sooner... Finally, Jeb’s picture of the space centre from above has been blown up and now adorns the mission control lobby. All Systems Go for Take-Off Accelerating... Just after burnout KSC from several kilometres up, glimpsed through the capsule window. about to splash down A Safe Splashdown
  4. New Career Game! Given the ominous glimpses of asteroids in telescopes, and the potential habitability of Laythe compared to every other extrakerbinal body in the system, the kerbals have decided to start a space programme. The eventual goal is to get a viable off-Kerbin colony, but that's a long way ahead. Extracts from Wernher von Kerman’s notes… “Success! - even though the space programme has had approval for months, it wasn’t until our staff started populating the space centre that we could be sure anything would come of it. The facilities are basic, but adequate, and planning for our first mission has already commenced…” “...initial work has been productive - so far, design and development of (what we believe to be) a space-capable capsule, a basic solid fuel engine, and descent parachutes is sufficiently advanced that flight tests should be imminent.” “Gene introduced me to the kerbonauts today - the engineer is an idiot, the pilots are possibly competent but don’t act like it, and the scientist may actually be of some use. More research into unkerballed control systems is obviously required.”
  5. I added an issue for this on CKAN's github - hoping they can fix the metadata: https://github.com/KSP-CKAN/NetKAN/issues/5680
  6. Hello - I found what may (I don't know enough about CKAN to say for sure) be an issue - the KAX mod ([url]https://kerbalstuff.com/mod/391[/url]) is showing as 1.0.5 on kerbalstuff, but max version is only 1.0.4 on CKAN. I was unable to update, unless doing an uninstall/reinstall of KAX. This appears to have worked, but the max version still shows 1.0.4... My understanding was that anything added to kerbalstuff gets its metadata automatically generated from what the mod author submits to kerbalstuff - is there something going wrong here?
  7. O lawd; I just tried this out and I can see I'll have to start thinking more about my rocket designs - everything is now sub-orbital! (Seriously - this is some great work - I was impressed it actually worked with all the mods I've installed.)
  8. Ooh! This mod looks like a must-have for my next career game (I know about RSS, but I like the Kerbolar system, just not its size). Are there any plans to add it to CKAN once the overhaul is complete?
  9. This may be CKAN's fault, but it won't install Real Fuels, giving the following error: Oh no! We tried to overwrite a file owned by another mod! Please try a `ckan update` and try again. If this problem re-occurs, then it maybe a packaging bug. Please report it at: [url]https://github.com/KSP-CKAN/CKAN-meta/issues/new[/url] Please including the following information in your report: File : GameData/SolverEngines/SolverEngines.version Installing Mod : ModuleAnimateEmissive v1.5 Owning Mod : SolverEngines CKAN Version : v1.10.0-0-gb447380 (beta) Your GameData has been returned to its original state.
  10. Given the exit-from-beta, I've decided to retire this game - the Kerbals involved can be satisfied with several notable achievements: orbiting the Mün rendezvousing with, and refuelling/rescuing a spacecraft stranded in Münar orbit landing on Minmus (with sample return) maintaining a satellite communication network successfully deorbiting space junk atmospheric flight Stay tuned for more though, I have a feeling my next game will be starting with these: http://forum.kerbalspaceprogram.com/threads/102502-1-0-2-Sounding-Rockets!-Start-small-Dream-big!-0-2-1-2015-05-15
  11. For anyone else who was having problems with the SDHI service module failing to decouple, this fixed everything. Thanks ferram4!
  12. Do you have the Tweakable Everything mod installed? That does things like add/remove items from staging, so if it is installed try right-clicking on the docking port in the VAB to see if there's an "enable staging" button (or something similar).
  13. "Er, are you sure we've put this together right? We had to stretch the umbilicals a bit, and the umbilical cover isn't flush with the pod." "Of course! What other way could it go together? 'Pointy bits up, bells down, black sides down.' We're not making those mistakes again." "I don't know... Maybe if we had a thicker heat shield..." "Nonsense! - It says 'Heat Shield for Mk 1-2 Pod' - look at the label!" "I guess you're right - let's call Gene and Wernher and tell them it's ready." Huh. I did a stupid. The heat shield was the problem - when I use the SDHI shield the SM decoupling works fine, regardless of what other mods I use. Thanks!
  14. OK, I found out this problem with the heat shield and docking ring falling off stops happening after removing all mods except SDHI. Time to do the reinstall-some,-check,-reinstall-some-more dance.
  15. This is pretty much what happened: 1 everything OK 2 about to decouple 3 after decoupling 4 F3 screen (Tried with Kerbal Joint Reinforcement as well, same result.) No - I don't think this is a problem - I run 64 bit KSP (on Linux) so originally used the 64 bit version of Animated Decouplers - I was just surprised that using the 32 bit version instead didn't seem to result in any detectable differences. I was trying a lot of random things to fix the decoupling "jolt" problem, this was just one of them.
  16. Is there any way to reduce the SM decoupler force? As soon as I activate it, the heat shield and parachute / docking port blow off from the jolt. edit: tried using tweakable everything, but that didn't work another edit: I was messing around with some mods, and decided to try the 32 bit version of Animated Decouplers instead - and couldn't see any difference (umbilical cover animates correctly in both cases) - do they really need to be separate mods?
  17. Another person here getting problems when going to the map screen - I'm getting errors beginning "FAR Error: Aerodynamic force = NaN" in the game, followed by KSP hanging (no inputs having any effect) and spamming the log with: getObtAtUT result is NaN! UT: NaN (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) The log is linked below, I had to truncate because it had grown to about 0.5GB by the time I killed KSP. (The only text removed was multiple copies of the "Code:" block above.) link: https://drive.google.com/file/d/0B513MM_oKJuSbjlYX1hNREJUbGc/view?usp=sharing
  18. Complete log below - it's not the same session of KSP, but the same sinking behaviour was shown before I recovered Jeb. https://drive.google.com/file/d/0B513MM_oKJuSWmJhc2JaYUlNRjQ/view?usp=sharing
  19. There were some subfolders (for about 5 launch sites), but they were all empty after the uninstall. I've never tried any of the texture converting mods (at least, none that are specifically for that purpose; for all I know some others might do that).
  20. Never used ATM. I tried uninstalling/reinstalling, but the white bits are still there. I got the following message while uninstalling though, is it relevant?
  21. Another one suffering from sinking Jeb here. Sequence of events: notice sinking uninstall BB restart KSP Jeb goes EVA - swims on surface happily reinstall BB go back to Jeb - still swimming on surface, everything's fine board capsule go EVA sink Log extract is below, not sure how useful it is: [00:10:40]: Jebediah Kerman from Untitled Space Craft went on EVA. (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Tac.LifeSupportModule[FFFA3574][93.62]: OnStart: Flying (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Tac.LifeSupportController[FFFA54CA][93.66]: New vessel: Jebediah Kerman (cab9a133-1e0f-4172-9750-9378f23442d8) (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [FLIGHT GLOBALS]: Switching To Vessel Jebediah Kerman ---------------------- (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) stage manager resuming... (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [IR GUI] vessel kerbalEVA (Jebediah Kerman) (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) [IR GUI] 0 groups (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) *DRE* No FAR module found for part kerbalEVA (Jebediah Kerman) (Filename: /BuildAgent/work/d63dfc6385190b60/artifacts/LinuxStandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
  22. For some reason, I'm seeing the floating launch platform (and the KK icon) as untextured white - I think this only started happening with the last update, but can't be sure. I searched the log for anything that might be a problem, I think the red lines are relevant. grep 'WRN' -B 2 KSP_linux/KSP.log [WRN 14:42:12.748] Config in file '/usr/share/KSP_linux/GameData/KAX/Agencies/Agents.cfg' contains an unnamed node. Skipping. -- [LOG 14:42:13.197] AddonLoader: Instantiating addon 'DRToolbar' from assembly 'DeadlyReentry' [LOG 14:42:13.199] AddonLoader: Instantiating addon 'SettingsGui' from assembly 'DistantObject' [WRN 14:42:13.201] File '/usr/share/KSP_linux/KSP_Data/../GameData/DistantObject/Settings.cfg' does not exist -- [LOG 14:42:13.314] AddonLoader: Instantiating addon 'TweakScaleRegister' from assembly 'Scale' [LOG 14:42:13.315] AddonLoader: Instantiating addon 'Logger' from assembly 'VesselSimulator' [WRN 14:42:13.373] Config in file '/usr/share/KSP_linux/GameData/KAX/Agencies/Agents.cfg' contains an unnamed node. Skipping. -- [COLOR="#FF0000"][LOG 14:42:20.567] Load(Texture): KerbinSide/Parts/Static/KermanControl/Control_Hull [LOG 14:42:20.600] Cannot create texture: No header created [WRN 14:42:20.600] Texture load error in '/usr/share/KSP_linux/GameData/KerbinSide/Parts/Static/KermanControl/Control_Hull.tga'[/COLOR] -- [LOG 14:43:00.327] AgentList: 30 agents parsed and loaded. [LOG 14:43:00.602] [CelestialBody]: Kerbin's solar day length is 1d, 0h, 0m long. sidereal day length is 5h, 59m, 59s long [WRN 14:43:00.626] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. [WRN 14:43:00.679] [HighLogic]: =========================== Scene Change : From LOADING to MAINMENU ===================== -- [LOG 14:43:01.111] AddonLoader: Instantiating addon 'KerbalKonstructs' from assembly 'KerbalKonstructs' [LOG 14:43:01.118] KK: Awake [WRN 14:43:01.120] File '/usr/share/KSP_linux/GameData/KerbalKonstructs/PluginData/KerbalKonstructs\KerbalKonstructs.cfg' does not exist -- [LOG 14:43:11.614] [Game]: ScenarioModule VesselRecovery already exists in save, but saved target scenes do not match module definition. Updating... [LOG 14:43:11.615] [Game]: ScenarioModule ScenarioDestructibles already exists in save, but saved target scenes do not match module definition. Updating... [WRN 14:43:11.625] [HighLogic]: =========================== Scene Change : From MAINMENU to SPACECENTER (Async) ===================== -- [LOG 14:43:33.721] KK: SaveState [LOG 14:43:33.731] Game State Saved to saves/SIM/persistent [WRN 14:43:33.745] [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) ===================== -- [LOG 14:43:35.632] editor started [LOG 14:43:35.639] KK: LoadState [WRN 14:43:35.699] [RDTechTree]: No tech node found called [WRN 14:43:35.699] [RDTechTree]: No tech node found called [WRN 14:43:35.699] [RDTechTree]: No tech node found called [WRN 14:43:35.699] [RDTechTree]: No tech node found called [WRN 14:43:35.701] [RDTechTree]: No tech node found called [WRN 14:43:35.701] [RDTechTree]: No tech node found called [WRN 14:43:35.702] [RDTechTree]: No tech node found called [WRN 14:43:35.702] [RDTechTree]: No tech node found called [WRN 14:43:35.703] [RDTechTree]: No tech node found called [WRN 14:43:35.703] [RDTechTree]: No tech node found called [WRN 14:43:35.704] [RDTechTree]: No tech node found called [WRN 14:43:35.704] [RDTechTree]: No tech node found called [WRN 14:43:35.705] [RDTechTree]: No tech node found called [WRN 14:43:35.705] [RDTechTree]: No tech node found called [WRN 14:43:35.705] [RDTechTree]: No tech node found called [WRN 14:43:35.705] [RDTechTree]: No tech node found called [WRN 14:43:35.706] [RDTechTree]: No tech node found called [WRN 14:43:35.706] [RDTechTree]: No tech node found called [WRN 14:43:35.716] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched! [WRN 14:43:35.716] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched! -- Pol Eeloo [WRN 14:43:35.825] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. -- [LOG 14:44:02.083] KK: SaveState [LOG 14:44:02.086] Game State Saved to saves/SIM/persistent [WRN 14:44:02.096] [HighLogic]: =========================== Scene Change : From EDITOR to SPACECENTER ===================== -- [LOG 14:44:13.359] KK: SaveState [LOG 14:44:13.363] Game State Saved to saves/SIM/persistent [WRN 14:44:13.377] [HighLogic]: =========================== Scene Change : From SPACECENTER to EDITOR (Async) ===================== -- [LOG 14:44:15.269] KK: LoadState [LOG 14:44:15.275] Untitled Space Craft loaded! [WRN 14:44:15.316] [RDTechTree]: No tech node found called [WRN 14:44:15.316] [RDTechTree]: No tech node found called [WRN 14:44:15.316] [RDTechTree]: No tech node found called [WRN 14:44:15.316] [RDTechTree]: No tech node found called [WRN 14:44:15.317] [RDTechTree]: No tech node found called [WRN 14:44:15.317] [RDTechTree]: No tech node found called [WRN 14:44:15.318] [RDTechTree]: No tech node found called [WRN 14:44:15.318] [RDTechTree]: No tech node found called [WRN 14:44:15.319] [RDTechTree]: No tech node found called [WRN 14:44:15.319] [RDTechTree]: No tech node found called [WRN 14:44:15.320] [RDTechTree]: No tech node found called [WRN 14:44:15.320] [RDTechTree]: No tech node found called [WRN 14:44:15.321] [RDTechTree]: No tech node found called [WRN 14:44:15.321] [RDTechTree]: No tech node found called [WRN 14:44:15.321] [RDTechTree]: No tech node found called [WRN 14:44:15.321] [RDTechTree]: No tech node found called [WRN 14:44:15.322] [RDTechTree]: No tech node found called [WRN 14:44:15.322] [RDTechTree]: No tech node found called [WRN 14:44:15.329] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched! [WRN 14:44:15.330] BorderedTilingSpriteMesh: Mesh has 300 or more vertices and might not be dynamically batched! [WRN 14:44:15.397] HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled. -- [LOG 14:45:00.129] KK: SaveState [LOG 14:45:00.134] Game State Saved to saves/SIM/persistent [WRN 14:45:00.146] [HighLogic]: =========================== Scene Change : From EDITOR to SPACECENTER ===================== -- [LOG 14:45:38.075] KK: SaveState [LOG 14:45:38.079] Game State Saved to saves/SIM/persistent [WRN 14:45:38.102] [HighLogic]: =========================== Scene Change : From SPACECENTER to MAINMENU (Async) ===================== (Screenshot below).
  23. I encountered this too; there may be a sensible way of fixing it, but what I did was remove anything that required MM (via CKAN), then manually removed MM, then installed the ones I removed earlier (using CKAN).
  24. This might be the single best non-Squad bit of code ever for KSP, a serious improvement on the previous manual way of doing things. I just tried making a .netkan file for one of the mods on Kerbal Stuff (which I think the licence allows); does the following look OK if I name it "SatBatts.netkan"? { "spec_version" : 1, "identifier" : "SatBatts", "$kref" : "#/ckan/kerbalstuff/290", "x_netkan_license_ok": true } edit - looks like this wouldn't work, due to the licence in the mod.
  25. Sorry for the delay - for the last few months my weekends have been taken up with mixing baby formula, changing nappies, you get the idea... Anyway, it's quite a large collection, so I'll just copy/paste the directory listings: Aviation-Lights-v3.6.zip FASA_Launch_Clamps_and_Towers-4.96.zip KSP-AVC-1.1.5.0.zip Trajectories-v1.0.0.zip Connected_Living_Space-1.0.11.0.zip Ferram_Aerospace_Research-v0.14.4.zip DeadlyReentry_v6.2.zip Kerbal_Joint_Reinforcement-v2.4.4.zip AnimatedDecouplers.x64.zip FloorIt.zip Chatterer-0.7.1.zip RealChute_Parachute_Systems-1.2.6.zip TacLifeSupport_0.10.1.13.zip VOID-0.15.zip KerbalGPS (v1.0.23.5.01).zip SatBatts-v1.zip TweakScale_-_Rescale_Everything-1.47.zip 6S_Service_Tubes_1.2.zip KW_Rocketry-2.6d2.zip B9_Aerospace_Pack-R5.2.6.zip Magic_Smoke_Industries_Infernal_Robotics-0.19.2.zip Bahamuto_Dynamics_Parts_pack_v1.1-v1.1.1a.zip More_Fuel_Types_aka._NEARFuels-1.3.zip DistantObject_1.3.1.zip NavUtilites-0.4.3.zip DockingPortAlignment_4.0.zip PersistentMomentum-1.0.0.0.zip EnhancedNavBall_1_3_2.zip PreciseNode-1.1.1.zip EnvironmentalVisualEnhancements-7-4.zip Procedural_Wings-0.9.1.zip Firespitter-6.3.5.zip ProcFairings_3.09.zip Flight_Manager_for_Reusable_Stages_FMRS-v0.3.00.zip RasterPropMonitor 0.18.3.zip HawkspeedAirstairs_v0.6.zip RemoteTech-v1.5.1.zip HGR_V1.0.zip ResearchThemAll.dll HullCameraVDS.V0.3.zip Rotate.zip KAS_0.4.8.zip SCANsat-v8.0.zip KAX_v2.2.2_0.24_HOTFIX.zip SensiblePumps.1.1.zip kdex_1.02.zip ShipManifest.24.2_3.3.2_09282014.zip KerbalAlarmClock_2.7.8.2.zip SH-MK2Cockpit_1.0.24.zip Kerbal_Konstructs-0.6.zip Stock_ReBalance-1.4.zip KerbinSide-0.39.1.zip StripSymmetry_1.4.zip Kerbonov_7-29-14.zip TacFuelBalancer_2.4.1.5.zip Klockheed_Martian_2.1.zip The_Colliders_Strike_Back-v1.0.1.zip Klockheed_Martian_Special_2.1.zip TMS_TAC_Life_Support_Retexture-2.1.zip Klockheed_Martian_SSE_2.1.zip Toolbar-1.7.7.zip KSI Aerospace Parts.zip TurboNisuPartsPack1.02.rar KSI MFD v1_2.zip TweakableEverything-1.5.zip KSP-0.23.5-EditorPartHighlighter.zip VNG_EVALoading.zip KSPInterstellar-v0.13.zip VNG-Parachute_1.2.zip VNG-Plugin_0.7.2.zip VVRPM.zip KSP-Plugin-24.0-SelectRoot-Jul18.zip XTLandertron07c.zip ksp_sdhi_sms_v2_3.zip (I'm in the middle of making sure everything is 0.25 compatible, then I'll go back to the story.)
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