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buhochileno

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  1. Hi guys, I successfully doing a lot of welding and getting a big reduce in part count, I love this mod!!...my only issue is that I have to move back and forth between KSP 1.4.2 and 1.5.2 versions... But I also notice some strange behavior in some internal lights, like with the Mk1 Crew cabin, no matter what I do, after welding their lights are always On, the right click menu don't do anything on them and I already check that they are in fact On, when physics kick in they actually illuminate the surroundings, so it mean they are consuming resources...at least in my computer lights are a huge draw back in performance, so if this is the case I gaining on the part reduction but increasing load due the lights... There is anyway to force those internal lights to be Off?, even is permanently Off will be Ok...hopefully I don't have to make again all my welding and I can do something with the cfg files... Thanks!! Mauricio
  2. I can connect several regular ports of one ship into other ship, can't connect several construction ports of one ship into another...
  3. Hi guys, I playing around with the construction ports that came with USI and I only able to dock one per ship and do the welding, I trying with a design of a space station ring where I need to dock 2 sides in each section using this ports that I want to weld together... Also notice that if I have more of this docking ports perfectly aligned when the physics start only 1 is "connected" and allow the "welding", the others can show "undock" but they are really not connected, if I undock the only one connected the others are not holding anything...Not like normal docking ports where you know that only 1 will be connected during desing on the VAB but latter when physics start all other correctly aligned docking ports will get dock,...I try the same design with regular ports and that's the behaviour. I using KSP 1.5.1 with USI Konstruction that came with Constellation 2018.11.22.01 for KSP 1.5.x So is that a behaviour of the konstuction ports or an issue? thanks Mauricio
  4. can you help me to test your duna lander?, I was trying to separate that craft from the rocket but then I was not sure which one was the root to control the lander...also I get confuse with the action key, for some reason is not able to lift off not even a little bit from the ground until I make some of the shell to be separated...Action key 7 dosn't seems to cut the drag parachutes or even deploy the regular oes...but I'm probably doing something wrong...any tips to test the duna lander alone from kerbal surface and orbit?.... Thanks! ...also can't get the ascent vehicle to separate...
  5. it will be great Majorjim !!...that's why I waiting for your parts, but I would need more than the crafts, I looking to show the complete mission hopefully including resources, can we speak more directly by mail or something?...how would be the best way to get in contact? ..sorry but I can't go into much details in such a public way, but more than willing to share the intentions with people that gets interesting...
  6. man looks great!!, do the dune lander can actually land on duna?...I looking for cool constellation crafts for a NASA presentation in September...I work on the AAQ project of NASA and I have some cool ideas to present using KSP but not time to fully implement from scratch all the ships...contact me if you are interesting... sure I understand, are you planning to release a package later?, ...anyone interest into participate/collaborate on a presentation of a potential mars mission using constellation or architecture reference 5 of NASA for september please let me know, I work in the AAQ of NASA
  7. sure I understand, are you planning to release a package later?,
  8. I find an old package on mediafire and at least it loads ok on the last ksp, i was kind of able to flight the rocket also... Yes!,..I also like the horizontal landers as also the earth->mars transfer vehicle (sorry still in the process of learning the names, still reading the architecture reference..)
  9. me too! Thanks, don't worry very high end computer, already find a package file on mediafire since the link here is broken, any other place to get the most updated version? Hey, nop I don't want to make my whole pack, so I would be happy to help I do have some experience with design and ksp ...My intention is not to reproduce the entire mission but key aspects...
  10. Little help to start guys!!..I'm a little confuse, on the first page there is a link to original "Majorjim's original mission pack" but it seems from 2014 and you have posts from this year with a Duna pack, what is the location for the most updated version?, I desperetly want to test this and help in anything that is needed since I pretend to use it for a Mars mission talk at the end of the year.. Have a fresh ksp install and some experience installing plugins, etc..so please point me in the right direction.. Best regards! Mauricio
  11. Thank you very much!!,I will take a look since my goal is also be able to control it using kos as a learning example...Great that there is a way...!
  12. best place to ask about infernal robotics rework and joint control using action groups and/or kos ? .... After watching the "Atlhete" legged robot of the IR rework video (Amazing by the way!!, amazing job guys!, I love it!), I'm doing some experiments with a spider, if I'm able to fix the swinging issues I can share the .craft file. Currently is able to move using the alternate tripod gait method alternating prev/next preset in groups with action keys....can of a mess to set!...and is of course very limited, next idea was to use kOS of course, but from a kos script I can't see any way to call to a specif position, just next/prev presets, basically the same as with action groups, perhaps a little more fluid if I made a good program, so not sure what will be the benefit using kos... Any way to call to a specific joint position from kos? I was thinking to kind of trick to rich a specific position controlling how many time to call to next or prev preset, or even use some form of stop (lock maybe?) in between the calls to kind of "skip" the unwanted presets...probably very bad idea....Other perhaps is to set a LOT of preset, actually one per minimum amount of wanted movement (let say 10º), so for instance define presets from -90 to 90 in 10 increments -90, -80, -70....60, 80, 90...and then call in loops to next or previous presets as wanted...mmm, not sure... Any suggestions?
  13. Hi guys, I finally made something that I thunk it could be interesting....After I made a big lander with all the science, on board lab and even able to carrier a couple of mini probes to drop in place (nothing too new there just taking ideas from many places), I realize that I was needing a rover to have more movement capabilities on place, but very little space to add one....so, I decide to build the smallest rover possible (for me at least), with all functionality and even able to be drive it by a Kerbal or in a remote way... Here some pictures...The base is a octo-something-flat, all stock parts, no clipping cheat (except the little clipping that the editor itself allow with patience, but nothing that it could't be done). it have 4 legs for two purposes: 1) to help to recover from a tip-over and, 2) to re-couple to the lander in case of need to re-fill the RCS tank or if you want to take it with you in your way back. It works electrically but it also have a small RCS tank to help maneuverability in low gravity environments. Is too light for minmus, but I successfully tested on kerbin, mun and moho, right now is on a travel to jool. If someone find it interesting I can share the .craft file or more pictures... Cheers!! P.S: I know is weird with a kerbin on it, it have a seat for them and a octo-shape-sometthing and a docking port jr on top of it, but the kerbals have a tooo big head!!! :-)
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