Kerbal Space Program

Author
Discussion

RizzoTheRat

25,140 posts

192 months

Tuesday 26th April 2016
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Ah, I've only downloaded and installed it so far, not actually tried any remote tech mission yet as due to the profusion of Kerbin survey missions I've decided to spend some time on aircraft before getting in to space. Only done one sub orbital shot so far, but now have a pretty stable twin Juno powered tail dragger with a Science Junior and Goo canister to go and do some local surveying and science missions before I carry on with the space race.

I usually start with tourist missions for cash and a Mun shot as soon as I can to get the science, leaving all the aero research until much later in the game, so this is a bit of alternative progression for me.

Kerbal Engineer seems to be working ok though, I assume you have definitely downloaded the latest version of RemoteTech, I think it said it was updated 6 days ago when I downloaded it last night.

MartG

20,666 posts

204 months

Tuesday 26th April 2016
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Latest tweet from the developers

"An FYI prior to devnotes, we're currently working on 1.1.1 to resolve a handful of outstanding issues in 1.1.0. Will be out within the week."

RizzoTheRat

25,140 posts

192 months

Wednesday 27th April 2016
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Rather stupidly accepted a contract to test a decoupler at an altitude of 3,000-9,000m, and a speed of 1,440-1,910m/s last night. It appears that speed/altitude is pretty much impossible at my current tech level (first tier on the tech tree). Test craft ended up blowing up at 12km and less than 1400m/s. Think I need to wait until I've got some decent probe cores and can fit a heat shield on the front.

Not launched anything big enough to test the performance yet though.

callmedave

2,686 posts

145 months

Wednesday 27th April 2016
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Im still getting crashes in the game frown

4 times last night, including once going to the VAB and there being no floor!

I use CKAN to install the mods. Il try again once this patch/update is out. the fact that its coming out quick would imply its fairly serious issue.



RizzoTheRat

25,140 posts

192 months

Wednesday 27th April 2016
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Have you tried with no mods at all to see if it's a particular mod causing the trouble?

callmedave

2,686 posts

145 months

Wednesday 27th April 2016
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RizzoTheRat said:
Have you tried with no mods at all to see if it's a particular mod causing the trouble?
not yet, that will be next. I was trying to get Remote tech working.

Its difficult to replicate the crash, seems to happen sometimes when entering or leaving a building.

RizzoTheRat

25,140 posts

192 months

Wednesday 27th April 2016
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It always seemed to be scene changes like that that caused me crashes in 1.05 which I think were due to too many mods eating all my memory. Have you tried both 32 and 64 bit to see if there's a difference?

Just noticed your post on the KSP forum about doing contracts resulting in more of that type of contract. Wasn't aware of that one so will also be doing rescue contracts. I tend to do part test contracts early on but then ignore them later so that might get annoying if it means I keep getting loads of them.

callmedave

2,686 posts

145 months

Wednesday 27th April 2016
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Im using 64 bit version (which should handle more mods better)

The problem with CKAN is it add extra 'supporting' mods.

I found Firespitter mod installed, that mod doesn't interest me one bit. i think CKAN has installed a supporting mod that is causing the issues.


contracts, yeah i remember reading it remembers what you accept and what you decline and give you more of the same. Tourist or crew recovery missions can be made quite efficient (4 tourists in one launch for example) and can be a nice earner.



RizzoTheRat

25,140 posts

192 months

Wednesday 27th April 2016
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I have a vague memory that firespitter adds something to do with rotation or movement so is needed by Infernal Robotics or other mods that have moving parts. You should be able to delete all the parts but there's a plugin you still need.

RicharDC5

3,923 posts

127 months

Wednesday 27th April 2016
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I've never installed any mods and after a while my first two career saves turned into a buggy mess. It's a shame these problems are ruining what is a brilliant game.

Hoping for third time lucky with this new 64 bit version.


callmedave

2,686 posts

145 months

Thursday 28th April 2016
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This guy recovers 1st 2nd stage and payload via powered descent. Using only stock parts.

Based on space x. Very well done.

http://youtu.be/GYH8VOLCL6c

MartG

20,666 posts

204 months

Friday 29th April 2016
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1.1.1 is now available

callmedave

2,686 posts

145 months

Friday 29th April 2016
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MartG said:
1.1.1 is now available
Installed this morning and ive not had any crashes, except for my rockets and planes, its like Micheal Bay movie when i play.


RizzoTheRat

25,140 posts

192 months

Friday 29th April 2016
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callmedave said:
This guy recovers 1st 2nd stage and payload via powered descent. Using only stock parts.

Based on space x. Very well done.

http://youtu.be/GYH8VOLCL6c
There's a video around somewhere of someone doing a SpaceX style recoverable first stage all with kOS, ie he programmed a fully automated launch, separation and landing. I couldn't even get a gravity turn to work properly when experimenting with kOS biggrin

I've been playing with early game planes, doing several Kerbin based missions before even reaching orbit, and either I'm getting better, or planes are easier in 1.1. I took a couple of contracts last night to test a wheesley and stack separator, so I built this.



Front wheel exploded almost instantly so I taxied on the grass and took of from there instead. I then realised I'd forgotten to fit aelerons, so as I'd deliberately not fitted a rudder (lack of sensible parts) it meant the only controls I had were the canards and reaction wheel. Controls were understandably not very independent, but it flew surprisingly well, and the only problem I had landing was the lack of drag meaning I needed a very long shallow approach...and the nosewheel exploded on landing but didn't damage anything else.

I'm hoping 1.1.1 will fix the landing gear issues.

callmedave

2,686 posts

145 months

Friday 29th April 2016
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RizzoTheRat said:
There's a video around somewhere of someone doing a SpaceX style recoverable first stage all with kOS, ie he programmed a fully automated launch, separation and landing. I couldn't even get a gravity turn to work properly when experimenting with kOS biggrin

I've been playing with early game planes, doing several Kerbin based missions before even reaching orbit, and either I'm getting better, or planes are easier in 1.1. I took a couple of contracts last night to test a wheesley and stack separator, so I built this.



Front wheel exploded almost instantly so I taxied on the grass and took of from there instead. I then realised I'd forgotten to fit aelerons, so as I'd deliberately not fitted a rudder (lack of sensible parts) it meant the only controls I had were the canards and reaction wheel. Controls were understandably not very independent, but it flew surprisingly well, and the only problem I had landing was the lack of drag meaning I needed a very long shallow approach...and the nosewheel exploded on landing but didn't damage anything else.

I'm hoping 1.1.1 will fix the landing gear issues.
Have a read here:
http://forum.kerbalspaceprogram.com/index.php?/top...

I made a very similar plane and it flew really well (after a few bad takeoffs and some trial and error)

Ive made a little science plane that i use for the 'get a crew report here' type contracts.

callmedave

2,686 posts

145 months

Friday 29th April 2016
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ash73 said:
Cheers for the heads-up. Everything looks a bit slicker, and I like the big nav-ball.
I saw in the patch notes, you can idividually scale UI items, how is this done? I only the UI Slider, but this scales everything.

I play in 1366 x 760, the nav ball is huge and text is tiny.

callmedave

2,686 posts

145 months

Saturday 30th April 2016
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ash73 said:
Another patch released
Latest is 1.1.1 which came out yesterday I think?

RizzoTheRat

25,140 posts

192 months

Saturday 30th April 2016
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1.1.2 showing on Squad's website

eta: and it seems to have fixed the landing gear issues, just done a few test takeoffs and landings in a plane I was struggling to land before without the gear exploding and it seems to be working fine.

Edited by RizzoTheRat on Saturday 30th April 13:28

DIW35

4,145 posts

200 months

Saturday 30th April 2016
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I thought that was fixed in 1.1.1. I certainly don't have the same problems now that I was having in 1.1.

RizzoTheRat

25,140 posts

192 months

Saturday 30th April 2016
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I hadn't tried 1.1.1. seems not to have fixed everything though, just had the steerable nose wheels explode on a tail dragger.