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Veskenapper

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    Bottle Rocketeer

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  1. I came looking for this. The mods you list are perhaps the most critically important bits in any KSP installation. Ferram's work more than anything, I would say, with MechJeb at a close second.
  2. The ground satellite connections I connect to in RO are part of RSS, right? If so, I think the one named "SG3 - KSAT Svalbard" is somewhat misplaced – it's appearing at the coordinates of Kongsberg Satellite Services' offices in Tromsø (roughly 69.66 N, 18.94 E), but wouldn't it make more sense if the connection was with the SvalSat ground station (incidentally located on Svalbard, at roughly 78.23 N, 15.40 E)?
  3. I don't know about that – quite a few of the people that own KSP are more than happy to engineer rockets, airplanes and helicopters from scratch Really happy to see this mod developing! Though I ended up using Laythe's large boat parts for the video I was piecing together earlier, that does not give anything near as much flexibility as this one does. What I do miss the most right now though, apart from the plate sizes I mentioned earlier, is actually just more detail on what parts are used for what purposes, and why
  4. I was thinking of doing the "OH excrements IT'S VIPER" dogfight, but figured a frame-by-frame intro replication would be more fun to start with Making it ended up eating away a chunk of time though, so now I've got a nice, long backlog of to-do stuff. And besides, after seeing this guy in action, I have a desperate need to move on from Top Gun to try recreating some Star Wars scene, even if I can't hope to match his skill level... https://www.youtube.com/watch?v=oOagXYSCPA4 Looking forward to seeing what you end up making, hope you can post it here as well!
  5. Thanks! I don't exactly know how many were in play, but at most I had about a dozen running around the runway, trying not to get hit by planes. Until I made this, I also had no idea how hard it is to land a plane when you're looking at it from a fixed position on the ground
  6. This is most likely related to the weapon manager refusing to fire a weapon that is pointing towards a piece of the craft, since internally stored missiles will always do this. Someone previously suggested putting the rack on an Infernal Robotics extender, so it can be hoisted down to "outside" the aircraft; maybe try that?
  7. Remake of the Top Gun intro, using a ton of wonderful mods. Now I just need a couple of years paid leave from work, and I'll finish up the rest of the film
  8. So @BahamutoD – I discovered your Camera Tools, and realized that they, too, are super awesome. However, after trying it out for a while, would it be possible to request the small addition to a "please land now"-function to the BD Armory autopilot? Turns out doing it manually is kinda hard when you're looking at a plane from below.
  9. In case you're not familiar with it, ISP tells you how much power (delta-V, if you're familiar with the extremely helpful MechJeb panel for that) you'll get for each unit of fuel the engine burns. That means you can go further while using less fuel, which also saves the weight of the extra fuel, meaning you don't need as much thrust. Thrust usually comes at the expense of ISP. An easy real-world example is cars – a Ferrari with a powerful V8 engine guzzles gasoline, while you can drive forever in a tiny little Ford Fiesta. As for your landers, thrust is not that important. As long as you have enough thrust to get the lander moving, delta-V is a much more important stat, so I'd suggest you try out the various engines you have access to with the DV-panel open, to see how far you'll get with each setup.
  10. So I think I figured it out – using a bunch of very light plates with the highest buoyancy is the way to get really huge ships to float! Would be great if we were able to use a single 1000 ton plates instead of 10x 100 ton plates, to reduce part count, but at least I'm getting somewhere
  11. I have no idea how you made something so big as light as that – I keep passing 200k tons before even starting to build a flight deck Buoyant plates helped a lot; I stick to the largest ones, which give b=20 each. Keep running into problems, though; so I must be doing something wrong. Would a bunch of smaller ones with b=30 be cumulative, and float my boat better? Because I'm trying to use as large parts as I can now, and any tips would be very much welcome (what I'm going for is replicating a Forrestal-class carrier, so 300 meters long, 18-20 meters from waterline to flight deck, a draft of 10 meters, and a 40 meter beam at the waterline.) The only design I've made which was buoyant enough to have a good and high draft ended up tipping over on every launch attempt; probably because I put a bunch of buoyancy plates underneath and out to the sides from the keel. I tried that, and also tried sandwiching from 3 to 8 layers of of buoyant plates on top of the keel, I tried placing the A- and B-plates pointing down, and tried all sorts of creative approaches to angling the buoyant structural plates – but it still won't let me get a decent distance from water to where the flight deck ought to be.
  12. Alright, so I figured it out. The action groups were all good, and all B-plates were connected to A-plates. However, since I want to minimize part count, I used the longest plates I could find to run along the length of the double superlarge keel. That means I had 6x A416-plates along the bottom, and 12x B48-plates plus a single B44-plate along the sides. Since this do not match the length of two superlong keels, I also had to put a single A44 plate on the seam between the two keels, and *that* was the one which would not empty out (as it had no B-plates connected). For now I've just left a gaping hole in the bottom of the boat, but it floats! Now I have another question, though: Do I need to keep the A-plates running parallel to the keel plates in order to keep COM in the right place? I love the way this mod lets us properly exploit the seas, but I've got to ask since I'm still a little confused as to how the whole "water appears, then goes out" mechanic works. I tried making one variant with angled A- and B-plates, in order to get a more V-shaped hull, but that design just sank like a rock even after going down to 0 water. Edit: See image; this is the sinking rock, with plate types MSPainted on: http://imgur.com/8uUTXtX
  13. Yeah, that does make sense. There are a lot of plates, and I've used mirroring, so I'll try removing all action groups and re-adding them. It all "kinda" worked when the boat was ~150 meters long, but it stopped kinda working after I added a second superlarge keel (with A+B plates).
  14. Heavy? I see – so that's a thing too! I just assumed the various plates' "lifting capacity" would be large enough to carry any ship in their size class. So far it's only the main hull that's done, with a single level of deck plates over the boilers, so more or less a "tub" with a few essential parts in it. It weighs about 200.000 tons.
  15. I've just run into some weird issues, and got a few questions (likely regarding the A and B type hull plates). I've attached them as instructed - keel, then A, then B; and I'm pumping water like a superhero at first. However, after getting water down a whole lot, the bar starts filling up again. The B-types are all either inactive due to missing water, or FLOATING IT at 100% load; meanwhile I could find one A-type plate on either side filled up with water. I tried to manually get those pieces to PUMP IT, with little apparent effect. The ship itself, meanwhile, has the upper bit of the stern end sticking barely out of the water, while the entire bow end is deeply submerged. What exactly is going on in this scenario? I've got a bunch of structural plates on top and inside of the B-type plates, and the ship's superstructure is more or less waterproof (though I don't know if that even matters, as the interior is flooded the moment I land in water).
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