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Author Topic: (KSP LP) Bay12 Space Program: Conical Difficulties  (Read 72359 times)

GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: I Have A Bad Day
« Reply #465 on: April 05, 2014, 08:49:08 pm »

I installed two new mods: Infernal Robotics and Vanguard Parachutes. I hope to use one of them and hope I don't need the other. Guess which is which.
Anyways, yay. We now have kerbal parachutes which I might be able to use, and will probably eventually get robot parts.


We can probably get to Minmus (or at least Minmal SoI), especially if MechJeb at least coughs up the Δv data. Let's try!

Well, first off, MechJeb is still silently useless. DAMMIT! What the hell, KSP? I need that Δv information!
Undeterred, I build a rocket. Sadly, Lightshot is working almost as well as MechJeb, so I can't show you a picture of it. On top is a Science Tower like we've used before, with a decoupler and a smallish rocket beneath. Around that are four rockets with over 600 units of fuel and one LV-T45 each, and beneath each of those is a Rockomax solid booster. The whole thing is disturbingly lacking in struts, because we don't have those. Piloting this mission is one Dudzer Kerman, a name you know you can trust to be competent.

At 5,000 meters, we drop the solid boosters. I push my apoapsis to 75 kilometers, set up a maneuver node that almost brings my periapsis out of the atmosphere, burn, and prepare to raise the periapsis. I burned early, expecting that acceleration would be lower on the upper stage. I was...technically right, but it was still an early burn. Well, the early burn catches the worm, right? Anyways, I overburn from distraction, and set up another node for a roughly-400-km-altitude orbit. After that, I need to correct my 6.5-degree inclination difference, which is coincidentally done with burns near the apoapsis and periapsis. After much fiddling, I bring the inclination difference down to 0.2 degrees. Fiddling with maneuver nodes gets me an easy Minmal encounter. Note to self: Eyeball-estimating rising positions really does help! Four days from now, we'll be close to Minmus. And it only took three-quarters of our upper-stage fuel! Did I mention I didn't intend to land?
As I warp ahead, I discover to my horror that the Minmus encounter vanishes! There's a Mun encounter ~39 days off, but no Minmus. What the hell? And why is everything shaking?

You know what? I'm stopping now and coming back when everything's less buggy.
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BigD145

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Re: (KSP LP) Bay12 Space Program: Friggin' Glitches
« Reply #466 on: April 05, 2014, 09:44:19 pm »

Infernal is useless for 23.5. It doesn't work.
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: Friggin' Glitches
« Reply #467 on: April 05, 2014, 11:08:03 pm »

Oh. ...I should figure out how to uninstall it. Which would involve remembering while files were added.
On that note, is MechJeb also borked, is there a new compatible update, or what?
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BigD145

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Re: (KSP LP) Bay12 Space Program: Friggin' Glitches
« Reply #468 on: April 05, 2014, 11:19:19 pm »

198 is semi okay. It functions about as well as the last dozen stable releases. It's just not ideal.
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: Friggin' Glitches
« Reply #469 on: April 06, 2014, 08:36:57 am »

"Not Ideal">"Not Working"
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BFEL

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Re: (KSP LP) Bay12 Space Program: Friggin' Glitches
« Reply #470 on: April 06, 2014, 08:54:09 am »

Oh. ...I should figure out how to uninstall it. Which would involve remembering while files were added.
On that note, is MechJeb also borked, is there a new compatible update, or what?

MechJeb has issues with modded in fuel types, such as those used by interstellar. It basically sees that and says "I unno'" and just calculates the shit it has the capacity to calculate.
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: Friggin' Glitches
« Reply #471 on: April 06, 2014, 09:21:51 am »

Oh. ...I should figure out how to uninstall it. Which would involve remembering while files were added.
On that note, is MechJeb also borked, is there a new compatible update, or what?
MechJeb has issues with modded in fuel types, such as those used by interstellar. It basically sees that and says "I unno'" and just calculates the shit it has the capacity to calculate.
1. I never had trouble with it before.
2. I was using liquid fuel.
3. NOTHING was showing up.

I installed MechKeb build 198, but evidently it didn't write over the old files because now I've got two kinds of MechJebs. Well, in theory. I tried to get the second in R&D, but the second still wouldn't show up, and clicking back to R&D reveals a third. I think I'll close the game and remove all MechJeb files...
EDIT: Goddammit, that didn't do a thing!
« Last Edit: April 06, 2014, 09:38:05 am by GreatWyrmGold »
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BigD145

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Re: (KSP LP) Bay12 Space Program: Friggin' Glitches
« Reply #472 on: April 06, 2014, 09:53:04 am »

Never ever overwrite. NEVER. Mods change too much. Delete mechjeb folder in gamedata. Check ksp root plugin and parts folder. I think thrre are configs or something in your save folder. Not at regular computer at the moment.
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: Friggin' Glitches
« Reply #473 on: April 06, 2014, 10:14:31 am »

Yeah, I figured out the problem: I put the second MechJeb in a different place than the first. A bit embarrassing, really.
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: Friggin' Glitches
« Reply #474 on: April 06, 2014, 11:24:39 am »

Alright. MechJeb is again working, yay. Let's get a proper update done.


We do some high-Kerbal-space science, enter Minmal influence, and gather more science. We get a Mysterious Goo, Material Science, and EVA Report from each, and a Crew Report from Minmal influence. Now to get home. Apoapsis is at 83 megameters and over 16 days away; let's see if we can't return faster. MechJeb says we have a bit over 560 m/s of Δv left. Less than half of our Δv gets us to Kerbin in about half that time, so we do it. Despite being over 46 megameters from Kerbin, we're on a suborbital trajectory.

(In case you care, it took a bit more than four days to get out there.)

I accidentally warp through Kerbin, goddammit, and am out of electric charge. I'm pointing more or less retrograde, so I try burning, but I start spinning. I manage to trim down the orbit some. I briefly get an encounter with...something as I try to reduce periapsis, but it goes away. While screwing around some, I somehow end up switching focus from my craft to the Sun, which...isn't helpful. Eventually, I burn all my fuel, bringing the apoapsis down to eleven megameters. I wait, warping slower so I don't fly through Kerbin again. Eventually, we get there, falling at over three kilometers per second. Naturally, we start getting very hot very fast, which is good because it means I can see the frikkin' spaceship since we naturally landed in the dead of night. We splash down near shore, possibly not to far from KSC. I can't tell because, until I figure out what part of my failed alt-tab sent map view to the Sun, I can't bring it back to figure out where we are.

Our 16-day voyage nets us 250 Science. Time to make some decisions; I'd like to do another mission, but that would involve me making tech decisions, and that's something I'd rather let the Council do.

Available Technologies:
  • Advanced Flight Control: Newer, slightly fancier versions of reaction wheels, winglets, plane cockpits, and probes. Also a few neat MechJeb tools. (90 Science)
  • Aerodynamics: Airplanes and, if you so desire, air-breathing boosters. (90 Science)
  • Electrics: Inline batteries, lights, and most importantly solar panels. (90 Science)
  • Fuel Systems: RCS, fuel lines, a little Rockomax engine, a big solid booster. (90 Science)
  • General Construction: Launch Stability Enhancers, struts, tri-couplers, and a couple new kinds of decouplers. The only unresearched tech in its tier. (45 Science)
  • Heavy Rocketry: Bigger rockets (solid and liquid) and 2.5 meter fuel tanks. (90 Science)
  • Landing: Gear bay and struts. (90 Science)
  • Space Exploration: Ladders, Mobile Processing Labs, thermometers. (90 Science)
Jeb notes that Fuel Systems, General Construction, and above all Heavy Rocketry would let us build bigger rockets than ever before. Bill points out that solar panels would mean we don't have to worry about losing control like Dudzer did, and also supports airplane development. Bob recommends Aerodynamics, Landing, and then gathering 11 Science for Space Exploration so we can make Science Planes to explore Kerbal biomes. Archibald recommends Electrics and Fuel Systems so we can go on longer voyages. Meleny wants Fuel Systems and Space Exploration, hoping that these make for better spacecraft or whatever.
Director GreatWyrmGold heavily advises Electrics, to avoid snafus like what just happened. He would also like to work on planes to get all the science he can from Kerbin, and wonders if Squad could add an option to gather all available Science from all Kerbal biomes so we don't have to do these silly landbound missions in Kerbal Space Program unless we want to.
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BigD145

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Re: (KSP LP) Bay12 Space Program: Finished Mission, Need New One
« Reply #475 on: April 06, 2014, 11:43:20 am »

Struts are going to be a must, even with the new advanced engineering practices being used between parts. Electrics and Fuel Systems also get my vote. We need solar panels and more advanced staging techniques.
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: Finished Mission, Need New One
« Reply #476 on: April 07, 2014, 08:57:41 am »

As those of you who read the general KSP thread may know, I had some problems with the game not wanting to load any saves. I fixed this...but only by deleting all my saves.

So. We're starting from scratch.

Again.

...I'm kinda tired of this. Anyone mind if I hack our way to having as much Science as we did before the game broke?
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BigD145

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Re: (KSP LP) Bay12 Space Program: I Hate Bugs
« Reply #477 on: April 07, 2014, 09:26:30 am »

No problem. Kerbin exploded, reformed, and the goo placed the knowledge into the heads of the Kerbals.
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: I Hate Bugs
« Reply #478 on: April 07, 2014, 07:58:37 pm »

Um. Technical issues. I'll come back later with an update. Tomorrow, maybe.
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GreatWyrmGold

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Re: (KSP LP) Bay12 Space Program: I Hate Bugs
« Reply #479 on: April 07, 2014, 09:45:24 pm »

Alright. I deleted and reinstalled the whole game, and then added on my mods. Interstellar and MechJeb, like before, plus Kerbal Attachment System, Kerbal Alarm Clock, Kethane, Deadly Re-Entry, and a little mod which adds neat shuttle parts. I'm hoping this will be interesting. And now we prepare to begin. I do a quick launch to make sure nothing screwy happens from lack of data, then heck the file to add Archibald and Meleny, plus our well-deserved Science.

And now we will start. Again. (Technically.) Tomorrow, because it is late now. But hey, we're ready now!
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