Mystique
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Everything posted by Mystique
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Quickload is broken
Mystique replied to Not a Cylon's topic in KSP1 Suggestions & Development Discussion
Yup, could be also cool to have it adjustable in options. Like: "warn me if I'm trying to load quicksave that's more than X hours old; otherwise load as usual". That way it'll work as safety warning and also won't turn quickload into severalbuttonsslowload. -
Planetary Intercepts - coming in too fast
Mystique replied to Fizbanger's topic in KSP1 Gameplay Questions and Tutorials
1. Most likely delta-v map uses "ideal" delta-v, based on assumpltion that you will wait till best transfer window, which means that your orbit will be quite similar to target's, which means you're heading almost same direction at almost same speed (in space scale, you know), so you won't need much "braking" to lose excess kinetic energy and remain in target's are of influence, i.e. in orbit. 2. Like said in previous post, you can use only transfer planner if you feel like having enough time (well, it's worth doing several times on your own at least to get the idea of how it works, which will make things much easier in future) or you may use corresponding mods. MechJeb, for example, has interplanetary transfer planner with graphical interface, which will allow you to see when it's best transfer window, how much time you need to wait for it and how much time flight itself will take (it's important, because waiting time+transfer time is generally your mission's time, sometimes it's possible to spend 500-1000 more delta-v and greatly reduce this time). Even if you don't want to use this mod, it's useful to try at least in order to see how optimal and bad transfer orbit will look like and how much delta-v you'll need to spend to circularize in target's orbit in both cases. Then you'll be much closer to doing this stuff intuitively, even without using planning tools (not so precise and efficient, but c'mon, at least it's fast in real-time terms). -
[old thread] Trajectories : atmospheric predictions
Mystique replied to Youen's topic in KSP1 Mod Releases
Yep, seems like that did the trick, thanks -
[old thread] Trajectories : atmospheric predictions
Mystique replied to Youen's topic in KSP1 Mod Releases
Trajectory prediction is not showing up (at least not on Kerbin). Also log is spammed with "[Exception]: MissingMethodException: Method not found: 'DragCubeList.ForceUpdate'." (taking into account that error counter in Trajectories windows keeps going up, I think it's the cause). Any ideas where to look? I'm using stock aero, 1.0.5. Looks pretty similar to this post, though without exception detector stuff. -
Is there any chance to also release "full" version of mod which supports all planets by default?
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Changing Viewpoint while flying
Mystique replied to Jaeleth's topic in KSP1 Gameplay Questions and Tutorials
Err.. Have you ever tried pressing that scroll wheel?) -
I believe that NF mod(s) include some stuff from Interstellar and Community resource pack, which makes stock ISRU generate LH2 too. At least that's what ISRU description says in my game install and I didn't modify it manually.
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Docking with Heavy/Massive Payloads
Mystique replied to wolfman29's topic in KSP1 Gameplay Questions and Tutorials
Does this count as a massive ships for docking? I found out that I forgot to put RCS thrusters only when I started docking. It was even more interesting taking into account just a regular docking port (not Sr) that was buried deep enough withing that rocket monstrosity, so any deviation from course would have caused a collision. Also it was really slow to turn, reaction wheels were not actually enough. Main idea was to get around 200-300 m, kill all relative speed with engines, switch to target ship, rotate it towards piloted ship (and kill all rotation), then point really precise at docking port and gently push with main engines. Took just 1 try, but those were quite intense moments)) For all further docking of heavy things I designed small remotely controlled tugboat (tank+engine+RCS tank+whole bunch of RCS thrusters), it's really nice thing, especially taking into account that it's located and the end of object for docking which makes rotation with RCS really efficient. -
I made return from Minmus to ~40 km Kerbin periapsis and it went totally ok (I had 2,5 m heatshield with about 60 or 70 units of ablator). Main idea is to keep heatshield strictly in front (pointing at surface prograde marker) and it should be wide enough to cover all other parts (could be easily visually checked in VAB). The only downside was that after this aerobraking I was at altitude of about 10 km and speed of about 500-600 m/s (mostly vertical, i.e. going down fast), which isn't best cause for chute deployment. But anyway I had enough time to aerobrake below 300 m/s, deploy chutes and even decouple propulsion module of craft for separate landing (I tend to build fuel tank+heatshield (without engine) as separate module for missions that require landing on other bodies and use landing module's engine as main propulsion).
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Grindy phase won't bother you much, even if you don't use difficulty option to give yourself some extra funds, if you choose your contract wisely. I usually pick 5-7 contract that I can perform in 1 mission, for example: explore Mun (stock landing mission) + orbital observations of Mun + put sat or two in Mun orbit + rescue few guys (usually I send unmanned crafts and pick them by the way), etc. Also don't waste your time on stupid contracts with low cash output like testing parts on launchpads, unless you just want to do it. Fishy (cash efficient) contracts are mostly regarding building orbital and ground bases, they don't require too expensive crafts and usually produces good profit. Again, combine those building contracts with sat deployment, sats are small and you can attached them to almost any mission to deploy during transit. And consider using stage recovery mod to be able to salvage expensive lifter stages (it's usually not worth to waste time and delta-v to recover each SRB, but if you're hauling a ready-to-use orbital dock up there, lifter itself will surely cost more than a regular manned mission). Generally, good choice of contract will save you lot of time on grind - I usually do several science+cash grind mission in beginning of career, upgrade most important buildings and then start exploring other planets - it's much more interesting than those Mun and Minmus (which i can't look at for a year already ) and also can generate considerable profit, especially when your exploration missions can count as orbital bases for some contracts I also suggest to use policy to convert 50-70% of reputation into funds. Who cares what they think about your cute little space program business if you have cash, blackjack and Valentinas?
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Gigantors for a distant ion-powered flight
Mystique replied to Sharpy's topic in KSP1 Gameplay Questions and Tutorials
What is wrong with solar panels in Jool's orbit? IIRC, stock KSP doesn't calculate amount of electric charge based on distance from the Sun.. Is it? -
How to take ONLY SOME data?
Mystique replied to Hunk of Cheese's topic in KSP1 Gameplay Questions and Tutorials
If you're ok with mods, Ship Manifest will help you to transfer science data within vessel without those constant EVA voyages (they get really boring after a few dozens of missions). -
I'm just curious - if I feed a tugboat with asteroid in tow into recycler, will result be different from a tugboat without asteroid?)
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Crew that don't have enough stars and/or is too stupid to produce anything except Kerbal science? Shows same for me when pod is manned by 0-star engineers.
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Yes, exactly. Generally, staying focused on orbital dock is the only way to complete build persistent.sfs and output_log.txt. Ship is called "The Kraken's Bay orbital dock". Strangely enough, in newly created sandbox build was going ok (on launchpad though, didn't test it in orbit).
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[old thread] Trajectories : atmospheric predictions
Mystique replied to Youen's topic in KSP1 Mod Releases
At least for Duna seems like things got MUCH better! Thanks, I'll keep testing. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mystique replied to Ven's topic in KSP1 Mod Development
Works pretty fine on mine. I haven't check all renamed files, but at least first from the list are renamed correctly. Maybe bat fail is it wrong location? -
So is there any chance of fixing background build or I'm the only one with this issue?
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mystique replied to Ven's topic in KSP1 Mod Development
Seems like it's ok, at least for vessel just undocked from space station. Update: also tested on ground test rig, seems to work ok now! And I just found another issue that wasn't there before last update (valid for both fixed and 1.7.1 Sr ports) - when I undock vessel from station, it doesn't drift away as it should. Also can't move it with RCS thrusters - docking port is attracting vessel back as if when trying to dock, but with much grater force. If I time warp to make undocked vessel drift away a bit and then turn warf off - docking ports get pulled towards each other at great rate. At least it happens to vessels that are already in orbit (they worked fine before 1.7.1 - I was building that station back then). Update: seems like undock bug goes to joint reinforcement, nevermind. P.S. Did mod become more memory-hungry since update? I'm started to crash very often, especially when have to switch vessels or save/load/switch to KSC several times in a row. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Mystique replied to Ven's topic in KSP1 Mod Development
Is it all ok with docking port (Sr, to be specific)? I was docking 2 vessels with Sr after 1.7.1 update and MJ has gone crazy, like if target's port was inverted or rotated - it couldn't position my vessel's port parallel to target, instead it was turning some other direction. I docked them manually, so technically ports seem to work fine. Also there was no such problem with regular clampotron, only Sr one, so I guess MJ itself is not related to this issue. And also in Sr situation docking port alignment indicator gone crazy - it was showing that I was moving like inverted related to target. So I guess it has something to do with Sr port's settings, which cause MJ and alignment indicator to work incorrect. Visually both ports are positioned ok, I was targeting correct port and controlling vessel from its port. And they finally connected (darn, connecting 300 ton vessel to 150 ton vessel like this is a bit nervous), so ports are definitely attached by correct sides. -
I'm not using mining-melting stuff part of the mod (I tried to use kethane a while ago, but just proved to myself that I'm too lazy to perform so many actions just to refuel a ship ), so I just have about 26-30k of RocketParts in storage, which is more than enough for this specific ship (it required 15k, IIRC). P.S. Just a wild guess - can dock's orbit altitude affect things somehow? Like it's on 80 km LKO, which doesn't allow much of time warp, but when I warp from KSC or other vessel on much higher altitude - I'm using high warp values. I know that in this case dock is on rails and shouldn't be affected by altitude limit, but you know, just a guess =\
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I have 6 2-star engineers in workshop, all of minimal or zero stupidity. Workshops shows something like 53 productivity. They already built few vessels, don't know if it affects build rate. Anyway, issue is that build progresses at correct speed only when I'm controlling the dock, otherwise it's slowed down to almost a complete stop (at least for ships that require like 15k rocket parts, which is not so small).
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[old thread] Trajectories : atmospheric predictions
Mystique replied to Youen's topic in KSP1 Mod Releases
Is there any difference between 180 and -180 degree slider in entry orientation settings? And is it related to surface or orbital prograde marker? Still trying to figure out why I never hit initial red X (using NEAR) It almost worked for spaceplane (reentry heat didn't let me to follow trajectory navball marker, so I missed), but for regular backwards reentry ships it's total mess, also instead of planned aerobraking it may end up with unplanned landing. -
Something is wrong with background build. I started building a ship, switched to another mission and spent like 2 weeks flying, then switched back to dock. Build progressed to barely 1.3%. Then I just warped a bit (can't do it much - it's on LKO) for maybe less than an hour and build progressed to 2.8%. Any ideas where to dig? Previous ships that were built in dock were small like probes, so I may have not noticed this issue. Same after update to 5.01.1 - I have 45 min countdown in EL window, then I switch to KSC, warp to +45 min, switch back to dock - build did progress only for a few seconds.