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Mystique

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Everything posted by Mystique

  1. Arm would be cool Even without IR bin can be mounted on i-beams or similar stuff and you may use station rotation to can nearby space trash =)
  2. Is it safe to drive controlled ship directly into recycling bin? Kinda afraid of Kraken attack so I usually set it to go there and then switch to dock itself, just in case.
  3. Is it normal that when I build stage like [upper stage engine>interstage fairing adapter (holds engine with its "floating" node) + fuselage fairings] interstage's decoupler shows in staging sequence as usual, but when I press space it doesn't decouple (though other parts in same stage start ok)? If I right-click that interstage adapter and decouple it from menu, it decouples from upper engine just fine, so it's somehow related to staging option, not to inability to decouple.
  4. My interplanetary explorer/lander on which I visited almost all Kerbin system bodies that allowed get back into space (Eve was off the list, as usual) with biomass resupply station/pusher. Lost 1/3 of engines by the way - middle atomic engine and some of hybrid ones were torn away by Kraken during burns. After all that long journey it was dumped on Jool. With stats: And that's my "The Kraken's Bay" orbital shipyard: Not so big yet, about 230 tons, but I also plan to add some Davon supply mod thingies to optimize resupply process.
  5. My.. Err.. Return mission to Eve. Thing with lots of cone chutes is a lander and other thing with biomass reactors is my old mobile resupply base. I was trying to resupply that tine lander in LKO after launch, but it never got to Eve, because resupply was taking eternity and I also forgot to put RCS block on both monstrocities (that initial docking was performed using some of main engines only) and even a tiny movement was causing making whole assembly wobble too much around the docking ports. So after spending about real life hour waiting on time warp for growing enough fuel I entered enraged Jeb state and smash all that into KSC =\ Approximately the same happened to my first biomass growth station because I used too much parts (especially solar panels and other tiny things) so it became home for physics Kraken and made it almost impossible to dock with bigger ships. Too bad I wasn't using Deadly reentry back then so it just went down to ocean's bottom.
  6. I have same thing with NEAR, as written above, seems like it's actually FAR/NEAR related.
  7. DRE is setting default predeployment time of Realchutes to 6, which causes error when editing chute in VAB (RC requires to set it to 5), please include that minor correction in DeadlyReentry-RealChutes.cfg for next update.
  8. Thanks Chris! BTW, why sometimes chute editor in VAB is complaining about predeployment speed which is set to 6 by default? Setting it to 5 fixes issue, but it's strange that default setting are found to be incorrect
  9. In the meanwhile I'll check if revamp has anything to do with this anyway, it modified some stuff related to stock cockpits that, as I recall, causes invalid drag calculation by FAR/NEAR for them (I guess because of added intakes), though my test ship used only stock landing pod+tank+engine, so it had no aerodynamics/SPH related parts. Update: seems like revamp had nothing to do with this, same error spam happens after it has been removed.
  10. Did anyone experience Trajectories mod not working with revamp? RCS BA seems to be working fine with stock RCS ports. No SXT installed.
  11. After 1.1.1 no trajectory prediction is shown, error counter in Trajectories window is going crazy and log is filled with this: [Exception]: Exception: Failed to GetMethod RunDragCalculation on type NEAR.FARBasicDragModel with types System.Type[]: method not found at Trajectories.Util.GetMethodEx (System.Type type, System.String methodName, System.Type[] types) [0x00000] in <filename unknown>:0 Using NEAR 1.3.1. P.S. I recently installed stock revamp mod, but its changes are mostly visual. Don't have any other ideas on what can cause this=\
  12. Now it only remains to fix weight of solar panels according to their EC production I'm really looking forward to this, because mod was found out to be so cool that I even deleted whole lot of parts from other mods to free up some memory and keep Krash Kraken at bay
  13. KSP log is filled with spam of: [LOG xx:xx:xx.xxx] Keyset 1 repeated MANY times. Is that normal?
  14. Is it possible to make default mode of maneuver planner anything but advanced transfer to planets? Reason is, that when ship in Sun's orbit is being loaded, somehow this thing glitches so much that I even have lost a ship (game froze and only option available was to return to KSC and then exit the game, because KSC was all black screen, upon next load that poor craft was gone from list of ships), most often it causes FPS drop and manplan window being expanded and frozen on 1-2% of transfer calculation. Turning it off or switching to different mode solves problem, soo.. P.S. Is it also normal that surface info window containing surface speed, current biome and few other parameters becomes completely blank when in Sun's SOI? KER seems to show same info without problems.
  15. Don't want to be annoying, but am I the only one having different solar panels (by power output) with the same mass?
  16. Perhaps topic name should be updated to share that news with everyone interested?
  17. Yeah, I know. I'll surely provide them as soon as they occur. I even saved log and deleted it because thought that Science Alert caused the issue, so I gladly updated it and thought that logs are no longer needed=)) Anyway, launching test vessel without pilot saved in it solved problem for now, though I guessed for some reason that upon vessel creation a pilot should've been transferred from "mothership" to spawned vessel, don't know what gave me that idea=)
  18. There is such exploit, but it works if you accept several base/satellite contracts and only then launch a vessel - it counts only towards contracts accepted before launch. Good advice, thanks!
  19. I usually combine contracts that aim for specific body, like: expore Duna + land base on Duna + set 1-2 satellites around Duna + make some Orbital Science stuff around Duna. Total value of these contracts allows to make expensive and cool looking ships and still earn good profit, while making that flight more complext - I have to plan transfer and aerocapture to get in best position to launch satellites from mothership in order to minimize their correction burns, then I have to plan maneuvers around Duna and Ike to get max science and fulfill and science contract terms and then I also have to land what still remains of a ship as a base. Really, it's much better than regular single goal missions. If anyone cares, I'd say that part test contracts in their current state suck, no more no less. They're just as stupid as "get this part on launchpad and press space, then recover" or "stick SRB to this part, then get this part on launchpad and press space, space again, then recover". Contracts that include testing on escape trajectory from Kerbin are a tiny bit more challenging, but still don't make much sense or fun. Really, I'd appreciate if there would've been an option to just get some free money from Kerbal underground government instead of these contracts and save some time for pointless clicking that won't give player any fun, satisfaction, design ideas or flight skills. Or, if it can be done from coding point of view, part test contracts could be expanded to be more realistic and interesting, like: A. Test engine X on sea level, on altitude Y and Z, while running it at least for XX seconds at full thrust. B. Test set of parts attached to one craft in same or different conditions. Like testing basic jet, mk1 cockpit, air intake and a chute while landed, then in flight for XX seconds at set altitude, then splashed or landed. C. Test parts under different conditions, like under certain temperature (would require DRE, unless they gonna finally implement reentry heat in stock, which would be nice for a space sim, I guess), that will require going fast enough while still in atmosphere to heat things up (or build kind of heating stand using an engine). At least such limitations will reduce or remove possibility of stacking bunch of test parts together and activating them as a single stage to get bunch of money without any effort and will also require at least minimal craft design.
  20. For a long time I thought that suicide burn is thing like one described in OP, but only with retrograde burn timed precisely to get both vertical and horizontal speed to 0 right before touching ground. So I used MJ's suicide burn timer to do it, and, well, after some FUBAR landings I corrected method as written above
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