biohazard15 Posted April 26, 2020 Share Posted April 26, 2020 9 hours ago, Morphisor said: Ranger Block 2 asks the player to successfully execute the intended mission of Ranger 3-5, performing science on approach of a moon and dropping off the rough lander probe. The existing Ranger mission must be completed first; some of the experiments from that mission have been moved to this new one, to properly differentiate between block 1 and block 2 parts and missions. Having SCANSat renders this contract impossible to complete, again (already reported on Github). 9 hours ago, Morphisor said: The Apollo mission should be fairly obvious in what's intended. Don't think it will be an easy 'land on x and return' mission though, you will be asked to follow the profile of the Apollo 15/16 missions, including a separate surface lander and return to main spacecraft and a separate sub-satellite launch. It looks a little daunting in mission control, but frankly so does the real thing! Speaking of manned contracts, how do I trigger Gemini contract? Both relevant tech tree nodes are unlocked, and I've made multiple manned flights (both simple orbit and back and rescue contracts, all at LKO). I see multiple satellite contracts, but no Gemini. Quote Link to comment Share on other sites More sharing options...
Morphisor Posted April 26, 2020 Share Posted April 26, 2020 2 hours ago, biohazard15 said: Having SCANSat renders this contract impossible to complete, again (already reported on Github). Speaking of manned contracts, how do I trigger Gemini contract? Both relevant tech tree nodes are unlocked, and I've made multiple manned flights (both simple orbit and back and rescue contracts, all at LKO). I see multiple satellite contracts, but no Gemini. You were right quick to spot that, I had already noticed it before and the fix was up shortly after you posted! As for Gemini, I went to double check it loading for the homeworld, and indeed found that I was unable to get to trigger for the homeworld - every other world was fine though. I swear it worked before, without changing the target syntax Anyhow, in order to be extra sure it will always work in the future, I just submitted an expanded target selection method for the Gemini contract; should be usable soon! Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted April 26, 2020 Share Posted April 26, 2020 (edited) 2 hours ago, Morphisor said: You were right quick to spot that, I had already noticed it before and the fix was up shortly after you posted! Doesn't seem to work, at least for me - I still get radar altimeter objective on the latest dev build, even after numerous declines and refreshes. FYI, I'm using the latest SCANsat dev version (19.3), although it doesn't seem to be a problem in this case (all other SCANSat-related MM patches work fine) got the bug, see github Also, still no Gemini contract, even with latest fixes. Maybe it gets flooded by other contract types? Edited April 26, 2020 by biohazard15 Quote Link to comment Share on other sites More sharing options...
AlphaMensae Posted April 27, 2020 Share Posted April 27, 2020 Boarding Mercury-Redstone the low-tech way.... Quote Link to comment Share on other sites More sharing options...
Morphisor Posted April 27, 2020 Share Posted April 27, 2020 13 hours ago, biohazard15 said: Doesn't seem to work, at least for me - I still get radar altimeter objective on the latest dev build, even after numerous declines and refreshes. FYI, I'm using the latest SCANsat dev version (19.3), although it doesn't seem to be a problem in this case (all other SCANSat-related MM patches work fine) got the bug, see github Also, still no Gemini contract, even with latest fixes. Maybe it gets flooded by other contract types? The fix is now fixed, sorry about that. As for getting offered a Gemini (or any other contract): be sure to check if all the contract requirements are green (satisfied); you can check this in mission control under the tab 'all'. It's also quite possible/likely it's not generating simply because you already got plenty of other BDB contracts in the list - I put a limit of 6 contracts for the whole group and 1 per type, so as to not spam mission control with these missions. If you satisfy all requirements and it's still not in, all you can do is decline some of the others to make room for it and/or fast forward the time with a number of days to allow 'natural' regen. Quote Link to comment Share on other sites More sharing options...
Echo11 Posted April 27, 2020 Share Posted April 27, 2020 Hi Cobalt, thank you for making THE best mod in KSP! Since you are currently doing a Gemini revamp, is there any plan for parts of the Gemini direct ascend concept, as well as a service module that would fit the small lander? Saw both direct ascend and the "Gemini EOR" concept with the small lander in BASPM, so I'm curious if BDB would have parts for those missions eventually. Thanks~ Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted April 27, 2020 Share Posted April 27, 2020 2 hours ago, Morphisor said: As for getting offered a Gemini (or any other contract): be sure to check if all the contract requirements are green (satisfied); you can check this in mission control under the tab 'all'. It's also quite possible/likely it's not generating simply because you already got plenty of other BDB contracts in the list - I put a limit of 6 contracts for the whole group and 1 per type, so as to not spam mission control with these missions. If you satisfy all requirements and it's still not in, all you can do is decline some of the others to make room for it and/or fast forward the time with a number of days to allow 'natural' regen. Hmm, it seems that "return from manned orbit" does not register properly - it's stuck at "unmet", while I've returned crews more than 10 times, including a Gemini I've launched, orbited for an in-game day and landed just to check if this requirement was reset after installing the newest dev build. There also may be a problem with Mariner contract - all requirements are green, but it never spawns. WRT Ranger missions - maybe put a hard cap on these instead of disabling them after returning from surface? All Ranger experiments give 100% science on the first run or require a more advanced experiment. Thus, after three or so runs it becomes a money exploit. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted April 27, 2020 Author Share Posted April 27, 2020 2 hours ago, Echo11 said: Hi Cobalt, thank you for making THE best mod in KSP! Since you are currently doing a Gemini revamp, is there any plan for parts of the Gemini direct ascend concept, as well as a service module that would fit the small lander? Saw both direct ascend and the "Gemini EOR" concept with the small lander in BASPM, so I'm curious if BDB would have parts for those missions eventually. Thanks~ As of right now I'm really just focusing on getting back up to where we were in terms of Gemini content; I'm not planning on adding entirely new mission profiles. I do know that the Gemini Direct Ascent would have to wait until the Saturn revamp since the diameter is tied to the S-IVB diameter. Same for the Big G '67 (conical SM). Apologies for the lack of progress/updates lately y'all. Made the mistake of buying Fallout 76 and have just been like... depression gaming for a week straight now. Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted April 27, 2020 Share Posted April 27, 2020 Small visual bug on HOSS tank raceways: Note that the lower end is capped properly. Quote Link to comment Share on other sites More sharing options...
Kerbal01 Posted April 27, 2020 Share Posted April 27, 2020 BDB Real Names config appears to be broken in the latest dev branch. None of the names are changed. Quote Link to comment Share on other sites More sharing options...
Morphisor Posted April 27, 2020 Share Posted April 27, 2020 2 hours ago, biohazard15 said: Hmm, it seems that "return from manned orbit" does not register properly - it's stuck at "unmet", while I've returned crews more than 10 times, including a Gemini I've launched, orbited for an in-game day and landed just to check if this requirement was reset after installing the newest dev build. There also may be a problem with Mariner contract - all requirements are green, but it never spawns. WRT Ranger missions - maybe put a hard cap on these instead of disabling them after returning from surface? All Ranger experiments give 100% science on the first run or require a more advanced experiment. Thus, after three or so runs it becomes a money exploit. Odd that you're having so much trouble getting contracts to spawn, might be cc or stock progression shenanigans, which is mostly out of my control other than changing the requirements. I will do some more testing later this week, make sure it's nothing on my end. As for Ranger, it's not really feasible to limit the amount of times it's offered, since that may prevent it being offered later in career for further exploration. Money is never really an issue for any career player who really wants to earn it, it's REALLY easy to rig/abuse the stock contracts for massive profit. I'm pretty sure we're at a point where we can expect users to use their own discretion to consider what's reasonable, balance is adjustable in this game anyhow. Quote Link to comment Share on other sites More sharing options...
Echo11 Posted April 27, 2020 Share Posted April 27, 2020 1 hour ago, CobaltWolf said: As of right now I'm really just focusing on getting back up to where we were in terms of Gemini content; I'm not planning on adding entirely new mission profiles. I do know that the Gemini Direct Ascent would have to wait until the Saturn revamp since the diameter is tied to the S-IVB diameter. Same for the Big G '67 (conical SM). Apologies for the lack of progress/updates lately y'all. Made the mistake of buying Fallout 76 and have just been like... depression gaming for a week straight now. Copy that, thanks for the update! I know first hand the "magic" of Fallout series (and other Bethesda title like TES series), and how time flies when playing those games, good luck~ Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted April 27, 2020 Share Posted April 27, 2020 Also - the new boiloff is indeed too harsh on default difficulty settings. The aforementioned HOSS lost around 1000 m/s dV after around 30 minutes of coasting at 120km, most of the time it was in the dark. This led to mission failure, since it had insufficient fuel to boost that Mariner towards Eve (granted, this was "launch ASAP" flight, with 2500 m/s required, but still...). For now, I've set difficulty to 20% - it still feels that it boils off faster than before, but it's way more manageable (and HOSS managed to hold barely enough LH2 for that 2500 m/s burn). Quote Link to comment Share on other sites More sharing options...
Zorg Posted April 27, 2020 Share Posted April 27, 2020 21 minutes ago, Kerbal01 said: BDB Real Names config appears to be broken in the latest dev branch. None of the names are changed. That config hasnt changed in months and is still working as far as I can see. Please make sure its installed correctly (there are no duplicates or an older version of the file kicking about). failing that would need to see MMPatch.log in Kerbal Space Program/Logs/ModuleManager Quote Link to comment Share on other sites More sharing options...
Zorg Posted April 27, 2020 Share Posted April 27, 2020 New generic spin decouplers in 0.9375m and 0.625m sizes in addition to the existing Vanguard 0.3125m one. Note that they dont need additional decouplers above or below. Staging will decouple the spin table from below and initiate the spin motors. Once the spin up is complete, jettison from the SRM by using the part action window or an action group for the Jettison command. The sidewalls are an autoshroud that appears as soon as you place something below it. Quote Link to comment Share on other sites More sharing options...
Pappystein Posted April 27, 2020 Share Posted April 27, 2020 On 4/25/2020 at 2:03 PM, biohazard15 said: Wait what? All my life I thought that 1.5-stage Atlases flew with boosters arranged horizontally, like any other rocket with two side-mounted boosters, because that's what aerodynamics suggest. Live and learn, I guess ACtually, and I admit I am guessing. Having the Boosters vertical will likely give the LR-101s more "power" on the pitch over (2 are pitching instead of 1 plus the other side sorta fighting it) 5 hours ago, CobaltWolf said: Apologies for the lack of progress/updates lately y'all. Made the mistake of buying Fallout 76 and have just been like... depression gaming for a week straight now. Hey, Battletech Advanced 3062 released their long awaited Clans update and I have been down that rabbit hole for the last two weeks. I get that Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted April 27, 2020 Share Posted April 27, 2020 Delta 1410, the last all-white Delta: 53 minutes ago, Pappystein said: ACtually, and I admit I am guessing. Having the Boosters vertical will likely give the LR-101s more "power" on the pitch over (2 are pitching instead of 1 plus the other side sorta fighting it) That makes sense. Although I guess that at this point sustainer's gimbal would play the "lead role". Quote Link to comment Share on other sites More sharing options...
Pappystein Posted April 27, 2020 Share Posted April 27, 2020 1 hour ago, biohazard15 said: That makes sense. Although I guess that at this point sustainer's gimbal would play the "lead role". While the LR89s had Gimble, The video I have showing Their movement, the LR-105 is seen to move... SLIGHTlY. Mostly when the LR89s hit their stops. That could just be a shockwave running through the structure (or an optical illusion.) I don't THINK the LR105 gimbals! I know the LR89 Gimbal was supposedly for "Roll Control" Making the LR101s PITCH control and or YAW control. But.. as we all know, none of us worked on the program so we are GUESSING Quote Link to comment Share on other sites More sharing options...
blowfish Posted April 28, 2020 Share Posted April 28, 2020 1 hour ago, Pappystein said: While the LR89s had Gimble, The video I have showing Their movement, the LR-105 is seen to move... SLIGHTlY. Mostly when the LR89s hit their stops. That could just be a shockwave running through the structure (or an optical illusion.) I don't THINK the LR105 gimbals! I know the LR89 Gimbal was supposedly for "Roll Control" Making the LR101s PITCH control and or YAW control. But.. as we all know, none of us worked on the program so we are GUESSING The LR-105 did gimbal (see: gimbal bearing), as did the booster engines. The verniers provided very little thrust and only provided roll control after the boosters were dropped, then full 3 axis control after the sustainer was cut off. Quote Link to comment Share on other sites More sharing options...
biohazard15 Posted April 28, 2020 Share Posted April 28, 2020 1 hour ago, Pappystein said: While the LR89s had Gimble, The video I have showing Their movement, the LR-105 is seen to move... SLIGHTlY. Mostly when the LR89s hit their stops. That could just be a shockwave running through the structure (or an optical illusion.) I don't THINK the LR105 gimbals! I know the LR89 Gimbal was supposedly for "Roll Control" Making the LR101s PITCH control and or YAW control. But.. as we all know, none of us worked on the program so we are GUESSING 16 minutes ago, blowfish said: The LR-105 did gimbal (see: gimbal bearing), as did the booster engines. The verniers provided very little thrust and only provided roll control after the boosters were dropped, then full 3 axis control after the sustainer was cut off. One thing: Atlas II, which had no verniers and used cold gas thrusters for roll control. This disproves the theory that verniers were essential for pitch\yaw control. Quote Link to comment Share on other sites More sharing options...
cxg2827 Posted April 28, 2020 Share Posted April 28, 2020 Recently finished a mission roving around the Mun to hit 7 biomes. Came in with Apollo Direct Ascent Landers and used the Sina descent stage for the Shelter/Habs and MOLAB. Spoiler Full Album Quote Link to comment Share on other sites More sharing options...
PhantomC3PO Posted April 28, 2020 Share Posted April 28, 2020 (edited) 6 hours ago, cxg2827 said: Recently finished a mission roving around the Mun to hit 7 biomes. Came in with Apollo Direct Ascent Landers and used the Sina descent stage for the Shelter/Habs and MOLAB. Hide contents Full Album That’s so awesome. Do you have craft files available for those ships? Edited April 28, 2020 by PhantomC3PO Quote Link to comment Share on other sites More sharing options...
Pappystein Posted April 28, 2020 Share Posted April 28, 2020 (edited) 8 hours ago, cxg2827 said: Recently finished a mission roving around the Mun to hit 7 biomes. Came in with Apollo Direct Ascent Landers and used the Sina descent stage for the Shelter/Habs and MOLAB. Reveal hidden contents Full Album Nice, REAL NICE, Could you list what parts are in the Apollo Decent stage, I recognize the TR201/LM Decent engine, but not the tanks or engine mount. Edited April 28, 2020 by Pappystein Quote Link to comment Share on other sites More sharing options...
cxg2827 Posted April 28, 2020 Share Posted April 28, 2020 1 hour ago, Pappystein said: Could you list what parts are in the Apollo Decent stage, I recognize the TR201/LM Decent engine, but not the tanks or engine mount. SIV-3125 Fairing Base (Not staged) SIV-3200 Tank Herakles-S2MFYE Engine Mount Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted April 28, 2020 Share Posted April 28, 2020 11 hours ago, cxg2827 said: Recently finished a mission roving around the Mun... That rover deployment was a thing of beauty. Quote Link to comment Share on other sites More sharing options...
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