Fadamor
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Everything posted by Fadamor
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RP-1 Realistic Progression One for KSP 1.12.3
Fadamor replied to pap1723's topic in KSP1 Mod Releases
https://www.dropbox.com/t/cxXEcf5P2OH3YvUw I've messed up my budget. I cannot do anymore integrating because of this "NaN <0%>" thing. Can someone point me in the direction on how to get out of this status? SOLVED: Procedural Wings used as tail fins were causing the issue. Now ALL my procedural wings and control surfaces are bugged, but I was able to use stock Delta-Deluxe fins to get the rocket built. -
"Rescue Kerbonaut and Retrieve Debris"
Fadamor replied to Fadamor's topic in KSP1 Gameplay Questions and Tutorials
I see. Thanks for your answers! I'll give it a try. -
"Rescue Kerbonaut and Retrieve Debris"
Fadamor replied to Fadamor's topic in KSP1 Gameplay Questions and Tutorials
OK, so how do I keep it from burning up in Kerbin's atmosphere? It's too big to stow in a storage container, right? I don't have anything like a Space Shuttle ginned-up. -
I received this mission the other day. I'm not sure if it was a stock mission or added from a mod, but I am having issues. https://www.dropbox.com/s/7dqy8fzp7jvwx9f/Travis and Debris.png Rescuing the Travis isn't an issue, but recovering the debris is. The debris is the Mk. 1 Lander Can Travis is riding in. There's nothing else attached to the Lander Can. When I tried to get a docking port attached to the lander can in build mode with an Engineer, it wouldn't even try. Any suggestions on how to a.) grab the derelict lander can, and b.) make sure it doesn't burn up on re-entry back at Kerbin?
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I was trying to use Ascent Guidance (Primer Vector Guidance model) for a high-altitude probe mission around Kerbin and the following error popped up as soon as I enabled the autopilot and while Guidance Status was still INITIALIZING: LAST FAILURE: Uncaught exception (ArgumentOutOfRangeException): Index was out of range. Must be non-negative and less than the size of the collection. Parameter Name: Index. Here are my inputs: Periapsis: 46211.055 km Apoapsis: 56938.156 km Attach Altitude (checked): 90 km Orbit Inclination: 113° Booster Pitch Start: 100 m/s Force Roll (checked): Climb: 113° Turn: 113° Alt: 75m Stop at Stage #: 3 Auto-Deploy Solar Panels unchecked Auto-Deploy Antennas unchecked This mission had a LAN specification as well and I originally tried using a Launch to LAN setting of 229.2° when I got the error message above. I then tried the same settings without using Launch to LAN and the result was identical so I don't think Launch to LAN is involved with the error.
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- MechJeb 2.14.3.0
- Ascent Guidance
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I somehow regressed. At one time, I had no problems controlling unmanned craft out of visual sight of KSC because there were stations all around Kerbin for the probe to communicate with. I restarted and now I only can talk with KSC. "No problem," says I. "I'll set up a relay network around Kerbin." But I get blocked during launches, and when trying to circularize relay satellites because KSC has zipped around the other side of the planet. How do I get back all the comms stations around Kerbin?
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I had a weird one today. Contract Mission to "Explore Kerbin" but was actually a rendezvous mission over Kerbin. But that's not the weird part: Note: both ships had a boot file designated on their scriptable modules. I launch a satellite with a docking port and a scriptable module so that I can use my kOS script for launch/circularization. Launch goes as planned and once firmly established in a 120km circularized orbit, the kOS prints its little "script complete" message and I close the kOS terminal. I put the satellite in a retrograde attitude and... I jump back to the VAB and put together a second vehicle - manned this time - but also with a docking port and a scriptable module. Again launch perfectly follows the script (90km orbit this time) and I close the kOS terminal after the "script complete" message appears. Over what seemed like 100 hours later, I finally wrestle my active ship to within sight of the satellite, but the satellite's kOS terminal comes within range of my ship, pops up its terminal on my ship and tries to run its script on my vessel, and that's when things went to hell in a handbasket. When I approached the satellite to within 1km, the supposedly dormant satellite suddenly performs a full power retrograde burn, making me shoot so far past that by the time I realized what was happening the target was at 50km and opening. It seems that the satellite kOS reactivated the launch/circularize script when it detected my ship was in range. This would explain the full power retro burn. Was there some setting I missed that allowed the satellite kOS to rise from the dead and run again?
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For me, launches were handled quite ably by kOS. MechJeb was a godsend when I found out about it. As my dad likes to say when he sees me struggling with KSP, "REAL space programs have hundreds, if not thousands, of engineers working on the flight. It's unreasonable to expect one person to handle all the minutiae involved with putting a vehicle into space. The first patch for KSP2 has been distributed and while I'm not experiencing the Rapid Unplanned Disassembly I was running into prior to the patch, I find the lack of even manual maneuver tools to be discouraging.
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I'm wanting to launch a 3-satellite set in a single launch vehicle. I have a suitable satellite saved. I have a suitable platform figured out and saved. What I can't figure out is how to have 3 of the satellites and the platform in the VAB at the same time. It won't let me save the satellite as a sub-assembly because there's a command module (the Probodobodyne HECS) on the satellite. Is there a way to save a build that includes a command module as a sub-assembly? EDIT: I hate it when I find the answer shortly after asking the question. I changed the root to the stack separator and it now looks like I successfully saved the satellite as a sub-assembly.
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Got a weird problem. I had a lander with a rover drone slung underneath landing on Minmus. After landing, I tried dropping the drone and then making it the target so I could send it on it's merry way. Instead of the drone the target jumps to the last fuel tank/engine combo I had discarded prior to landing. The combo had landed (apparently it was moving slow enough not to destruct on impact) 1.7km from my touchdown point. But now I'm stuck. trying to re-designate either the lander or the drone as the target from the discarded hardware results in the message given in the topic. Jumping to map and trying to select either the lander or the rover, same message. I'm trapped at the discarded hulk. Any ideas? EDIT: Ugh. Just realized I put this in the wrong category. Sorry.
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Hmm... never have seen a target orbit when I change focus, but then again I don't get too many contracts with specified orbits. I'll give that a try when I next get one of these overly specific contracts. Many thanks! Ours does the same thing. Our vernal equinox (when it was first defined) put our 000 line in the Aries constellation. Now I believe it is in Scorpio due to the precession of the Earth in the intervening millennia.
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In Career Mode I received a contract for a satellite to orbit Mun with a specific apoapsis (no problem), periapsis (no problem), inclination (no problem) and longitude of ascending node (no... wait, what?!). The name is descriptive enough that I had an idea about what it was, but I hit Wiki to make sure. Basically, if you overlaid a 360° compass card on the plane of reference (usually the equatorial plane of the body being orbited) but reversed the numbers so that they run COUNTER-clockwise, and referenced 000° to a specified reference direction, you can determine the LAN by reading where on the imaginary compass card your orbit crosses from below the plane of reference to above it. Easy peezy, lemon squeezy, right? Except, what is the direction I should be using for 000°? In our real-world celestial navigation, 000 for the purposes of measuring a LAN is the ray created by drawing a line from the Sun out through the point in Earth's orbit at the vernal equinox. In KSP... where is the 000° reference for LAN?
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Decouplers not connecting to Rockets
Fadamor replied to Remag's topic in KSP1 Gameplay Questions and Tutorials
Interesting. I've been unnecessarily adding mass to my launch vehicles. I guess the question is then (say, for a long SRB attached to the main body) do both ends of the SRB need to be "strutted" or will one suffice? Logic says both ends, but there is still a lot to the sim that defies logic. -
Thanks for all the replies. I understand this is still very much in development and I have been having fun with it even in its current state. I've been avoiding the mods in order to get a feel for the "stock" game. The automated scripting mods are very tempting, but that would seem to remove some of the "hands-on" aspects of the game that I find so interesting. The enhanced flight ball also looks interesting and I may drop that one in when I feel I've wrung the stock game for all I can.
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Hi all. Been at the game for a week or so and have been concentrating on the Career mode. I've ran science experiments while in orbit of both Kerbin moons. Interesting choice of components you're initially given. As they finalize career mode, I certainly hope they re-arrange the components to reflect a more logical progression of science (manned rockets before satellites, probes, OR PLANES? ) I also just noticed today that once you jettison the fuel/engine in preparation for re-entry, the jettisoned components lose all ability to be acted-on by the atmosphere. I had an orbit that would give me a periopsis of only 15,000m, and just before entering the atmosphere I pointed my engine down and to the rear before jettison. I then watched the engine descend underneath and to the rear of me; shoot ahead as I started aerobraking; then head on back up and out into space. No aerobraking was performed at all on the debris.