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Polstar

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Posts posted by Polstar

  1. Mine was a contract bug to explore Duna. Some how, according to the game, I flew a probe to Duna, entered the SOI, landed on the surface (using parachutes and a small engine to soft land), transmitted data from the surface but I did not enter the atmosphere even though I was floating down and gathered data on the way.

    It only registered the atmospheric entry after I went into orbit and then into sub orbital. Originally I flew straight into the atmosphere and aerobraked. Not as elaborate as some of the others but a strange one.

  2. Scott Manley YouTube tutorial videos for most part, also a few websites for departure angles, DV maps and aerobraking altitudes.

    A lot of it was trial and error, funny because most of the issues I had real life agencies also had and unintentionally I did similar things to practice and over come them i.e. sending up a fuel tank with docking port as a target to practice docking.

  3. Most of the issues with part testing contracts have been fixed, I haven't seen a part testing contract requiring absurd testing conditions for a long time.

    From 1.0.5 release notes:

    Part Test contract generation logic has been modified. Each part now has a much more specific set of constraints before it generates, to give it much more consistent and realistic altitudes, speeds, and envelopes.

    From 1.0 release notes:

    Part Test contracts now request much saner flight parameters.

    I've got one to test the 3.75m fairing in a sub orbital trajectory over Duna between 220,000m to 230,000. I can understand some parts needing testing in certain environments but these should be ground tests or in space around Kerbin.

    The contract logic is better but still a bit flawed, when you get a 'perform flyby of Duna' followed by 'build outpost on Ike'. Surley it should offer flyby > explore > plant flag > station / outpost.

  4. I have been having this issue for a while now. I initially thought it was when jumping to a ship via Kerbal Alarm Clock, specially from the space center screen. It can also happen via the tracking station or even the map by right clicking on the ship and selecting it.

    Issue : Intermittent issue when swapping ships, the ship loads, the screen goes black with the exception of the altimeter and nav ball. On exiting to Space center again a black screen though the overlay appears and sounds can be heard in the background. Game has to be fully exited and re-loaded for space center to appear. The ship that was being swapped to no longer appears in the game and crew (if any) are missing. This can be any ship both large and small, with or without a kerbal on board. Usually when in space between planets. A work around of saving the game before swapping ships, then after the bug return to space center and load save game, quit game fully and reload. Ship still available. This crash may happen several times before ship loads normally.

    Mods Installed : Mechjeb 2.3.1.0-338 ; Kerbal Alarm Clock 3.0.0.4

    Game Version : 0.25.0.642 x32 Windows

    System DxDiag

    Ship Craft File

    Persistent File

    Output Log

  5. Doesn't fit the "Good players might not encounter it" statement, but I'd surely like it.

    I was talking to a friend about the new feature. One idea i came up with was instead of mechjeb as an auto pilot what if your kerbal was the auto pilot? Depending on courage and stupidity of the kerbal results in how good they fly the rocket / plane.

    Just a thought.

  6. Edit:

    Thinking about it even the 'plant a flag' missions can be exploited ... just maroon a kerbal on Mun, Minmus etc. who plants forrests of flags.

    I prefer the term "long term planetary flag mission" rather than maroon :) the Eve one is a very long term mission....

  7. I have 7.8m at the moment but haven't taken any contracts for a while.

    The main cash cow for me is a small satellite (yes they are useful now!!) thats made up from:

    Probadabadyne QBE x1

    Z-100 Battery Pack x2

    OX-4L 1x6 Solar pannels x1

    Commuotron 16 x1

    2Hot Thermometer x1

    I have them in orbit around Kerbin, Mün & Minmus. Just sent them to Duna & Ike and Eve & Gilly though the Gilly one was a pain as it has to be below 6km and the game deleted it when I swapped to another vessel.

    Take the contracts for transmit science, swap to satellite and I have the thermometer hot keyed. Click, then click again for lots of money for a craft already there. For the home systems it cost me 12k in total for launch vehicle and satellite, of which you get 12k advance and 30k, 60k & 78k for completion of Kerbin, Mün & Minmus.

    Currently have a fleet of the heading to Jool, not contracted to but once they're there I should get them. Considering sending one to eloo to see what that pays out :)

    Its the way NASA & ESA work (regular small contracts) so its good enough for Polstar Space too ;)

  8. The contract could be launch a satellite into an orbit & inclination range and after a period of time you can deorbit or keep it.

    Example:

    Ground mapping corp wants to map kerbin over a 3 year period.

    Launch a satellite to an alt 70-90km on an inclination of 80-100 degrees for 3 years.

    Once the 3 years are up if you want to keep it you can if not destroy it. All values are just examples.

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