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Kerbal Space Program

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Ulminati

Kamelåså!
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One of the tier 3 or 4 research nodes (you should be able to research it with the current tech on that rocket) has struts. Get those next. They're basically space duct tape, that'll keep your ship from wobbling or engines bending apart like on that screenshot.

If you're in sandbox mode, look under the "structural" tab. Click the two parts you want to connect in sequence. Strutts can take a lot of stress before they break.
 
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Drax

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Man i suck at rocket building


fKZOyRu.png
Man, that's a lot of dV, where are you trying to go?
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Can someone give me a how-to on how to intercept targets, and do rescue contracts?

I can get within a couple of kilometeres, but after that I can't figure out what to do. The interface gets a bit finicky when trying to make adjustments that small. When you choose a target like this, 2 new navball markers appear? What are they?
 

Hellraiser

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Asbestos parachutes seem to be a bug, so Hellraisers method should be patched soon. They're meant to be highly flammable. That said, I like having a disposable spare parachute that deploys early. It functions as a drogue parachute until it burns up in the atmo, bleeding off excess speed. The second-stage parachutes then help me land.

I do the same, mostly because of the physicless heatshield bug. Though I edited the heatshields to have normal physics simulation.

BTW they did something sane about those physicsless parts and now they add to the mass and CoM offset of the parent part. So no more silly battery stacking for ion engine planes.

Also I just noticed KAC has built-in career-mode limitations as does KER. You need building upgrades (tracking center for KAC) to be able to use some of the alarms. KER is only accesible in flight with the part or with a sufficiently high level engineer.
 
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jcd

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Self-Ejected

Ulminati

Kamelåså!
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Can someone give me a how-to on how to intercept targets, and do rescue contracts?

I can get within a couple of kilometeres, but after that I can't figure out what to do. The interface gets a bit finicky when trying to make adjustments that small. When you choose a target like this, 2 new navball markers appear? What are they?

You need to upgrade tracking station to get access to maneuver nodes or you will have A Bad Time.

Rendezvous starts about 17 minutes in


Close approach and docking


I'll be doing a text explanation on it at some point in my KSP tutorial thread. But this weekend is booked solid for me.
 
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Hellraiser

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Danzig, Potato-Hitman Commonwealth
Fixing the heatshield part cfg certainly worked. No more flipping return capsules without abusing the asbesthos parachutes.

Also my Munar orbit return probe worked, although I eneded up with a second munar encounter resulting in nearly slingshoting the probe into solar obit. Return from this silly trajectory was fun.

choson2%202.png~original


choson2%201.png~original


Used up about 1/3 of the heatshield though. I think these things can safely be used for aerocapture without stacking, as long as you do not pull some very silly velocities (read: anything when doing aerocapture around Laythe directly from Kerbin). Since heat builds up and dissipates over time your best bet is probably to go in deep into atmo to reduce thermal exposure time, although not sure if aerodynamic stress won't gib your craft.

chosonrnd%203.png~original


Managed to build a nice under 30 parts Munar Orbital Recon manned pod. Did an orbital survey contract, realising only as I approached the first waypoint that I forgot to install waypoint manager, the second mandatory mod after KAC. Luckily it is also updated to 1.0.

The smaller to bigger tanks progression in the tech tree is nice. Creates more interesting choices between upgrading the VAB.

Also I am not sure if the funds to science strat is worth anything anymore. Too high commitment fees for too low of a payout. Regreting spending 70k on it.

EDIT: My assumptions on heatshields seem to be correct. I had a munar orbit return capsule (kerbal rescue contract) return from the Mun at 25 km aerobraking altitude. Burned up 75% of the heatshield.

Also lulz, Stalin Kerman is a valid random female kerbal name :M
 
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Hellraiser

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Danzig, Potato-Hitman Commonwealth
1.01 1.02 Hotfix got released. They fixed the heatshields being physicless bug, asbesthos parachutes, added heat gauges (overlay can be toggled with F11), a new tier 0 rocket fin part, fixed some bug with Laythe's atmo and other thingies:

Bug Fixes and Tweaks:

Thermal:
* Temperature gauge system.
* Vessels which are splashed will now have much higher convective coefficients making them cool to ambient temperature faster.
* Removed node size from being taken into account for stack occlusion. Added custom drag cubes for remaining hollow parts.
* Parachute heating/burning.
* Fix for bug in FI dealing with unpacking vessels at analytic warp (>=1000) rates.
* Fixed conduction on service bays. Added Module Conduction Modifier to help service bays not incinerate their contents & configs updated
* Updated emissivity for spaceplane configs.
* Lowered heat production on LV-N.

Resources:
* Replaced overheat mechanic of the ISRU and drills with a skill-based mechanic.
* Removed Overheat Throttle mechanic.
* Increased mass of Ore tanks to match wet/dry ratio of stock tanks.
* Aerodynamics
* New values for physics global drag and lift multipliers.
* Added a CoP offset calculation to procedural fairings
* Fix for the aero debug drag arrows switching directions. Added body lift arrows (cyan)
* Fixed occlusion on mk2 docking port.
* Fix for Laythe's atmosphere.

Solar Panels:
* Solar panels now use the proper inv square from FI's solar flux.
* Removed obsolete power curves from solar panels.
* Rebalanced solar panels against each other.

Career:
* Doing science at the flagPOLe, the north POLe, or the south POLe, will no longer mark Pol as visited with the progress tracker.
* Science contracts and science World Firsts can no longer be triggered with science gained by reverse engineering recovered vessels. You have to transmit or recover an actual experiment.
* Ensured that if a grand tour contract includes Kerbin, that Kerbin is chosen as the final stop on the tour.
* Capped amount of recovery contracts that can generate, but increased caps on station and base to increase contract variety.
* Fixed "On Wheels" optional side objective not triggering on outposts when utilizing the new fixed landing gears.
* ISRU contracts round their capacities up, to handle cases where the player brings exactly enough resource capacity.
* Use the word "spaceflight" instead of "flight" when appropriate, to prevent player mistaking certain things for atmospheric flight.
* If the game cannot find an agent listed in the save file, it will pick a random agent.
* Remove some debug information from survey waypoint generation.

Parts:
* Added Tier 0 rocket fin.
* Added RescaleFactor to the RT-5 (preventing a potential regression bug).
* Removed the allowstack option from the NBS and orbital scanners to fix a bug if they were used as the root part.
* Fixed an issue where the physicsSignificance flag was set to 1 for heat shields.
* Added an option to clamp the lower bound of the deploy pressure of parachutes.
* Adjusted parachutes to open at a slightly higher atmospheric pressure.
* Fixed fairings not initializing their masses in flight properly.
* Added module info section for fairings.
* Rebalanced engine entry costs.

Miscellaneous:
* Moved all Part Loader part info code into a separate method which is run after drag cubes are loaded/created. Thus modules can access the part’s drag cube information in their info.
* MapSO and CBAttributeMapSO methods made virtual and member variables protected.
* Made physics-less part mass effect KB mass value.
* Zero part count vessels will not be run through Flight Integrator.
* Increased mass on some wings.
* Fixed a nullref being caused when clicking between vessels and empty space in map view.
* Vessels that blow up in atmosphere properly kill off their crew members.
* Added Part temperature gauges/highlighting (toggle with F10).
* Part temperature overlay can now be toggled with F11
* Part aerodynamic forces overlay can now be toggled with F12

Also FYI I am 100% certain duna's atmo is twice as dense as it used to be. Pressuremat at 3km altitude registered 14 units compared to Kerbin's 100 ASL. Aerobraking and re-entry observed also confirmed this. 12km is too low for Duna aerocapture.

Oh and never do aerocapture with the fairing aeroshell in the front, it overheats fast as hell.
 
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Makabb

Arcane
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Messages
11,753
I got a weird problem, in tutorial sometimes i cannot steer my ship at all, when i re-launch the mission i don't see the ship and the game is fuked up and have to re-start the whole game.
 

Makabb

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and now it crashed when i was exiting the shuttle on kerbin, goddamnit, 1.0 my ass, this is worse than early access.
 

Drax

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Silver City, Southern Lands
Weird, game didn't crash for me since 1.0...
I did have some weird shit, like being in orbit and seeing a couple of launch clamps flying by, tagged as "debris" (wtf?)
 

Makabb

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So much for 'release' guess have to wait for 10-20 patches again.
 

Data4

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Over there.
So much for 'release' guess have to wait for 10-20 patches again.

What mods, if any, are you using? I've pretty much been glued to the KSP forums since the 1.0 release, and haven't seen anything about random crashes without it being a conflict of some sort. You've either got incompatible mods, a corrupt installation, or something apart from KSP itself causing problems.
 

Hellraiser

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Danzig, Potato-Hitman Commonwealth
Reinstall the whole thing. Either your installation is fucked or the save file. It seems nobody else has similar issues.

In other news I neglected to download 1.0.2 as the fixs were minor, but I got reminded why it would be a good idea to download it when I landed a probe in Eve's ocean. Which exploded from overheating when I was timewarping to get some sunlight for data transmissions.

Aerocapture around Eve is quite light on the heatshields it seems. No re-entry flames or anything when at 78km. When dropping the probe capsule the ablator got only moderately depleted, kind of like when returning from LKO. I figure this is because the atmosphere is so thick there there's more heat exchanging going on so it is easier to cool down, even if it is hotter than on Kerbin. Eve's ASL pressure is slightly higher than it used to similar to Duna.

Static solar panels got a ridiculous nerf in 1.0.1, be warned. They're hardly good for anything other than probes or rovers now.

I like the way the new science lab station module works, however you really need to feed it 500 data and it is a bit slow. But I parked one around the Mun so it keeps generating precious science. Also gives scientists something to do, in addition to resetting experiment modules. I think higher skilled scientists generate science faster from it, but I am not sure. Also it really needs medium or large solar panels.

With the poor man's scraps of science you get from contracts now, the lab is a worthwhile investment.
 
Last edited:

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
I have turned off the 64-bit in (was ON by default) launcher and so far working normal.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,353
Location
Danzig, Potato-Hitman Commonwealth
My favourite should be stock mod(s) ever since Spess Plane Plus got integrated into stock are getting updated. Near Future Solar, Spacecraft and Construction all got updated. Near future NUCULAR and propulsion still need updating. But by the time I actually progresses in career mode to unlock their parts they probably will be updated. I'll just need to mod in ore to argon conversion on the ISRU or make air scoops gather argon from intake air :M
 

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