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Wadusher0

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Posts posted by Wadusher0

  1. 2 minutes ago, Lo Var Lachland said:

    I bet it wouldn't be hard, but of course you'd meed permission from the mod makers of both add-ons. 

    Really? I don't see why that would be the case since you wouldn't need to tweak and redistribute parts of those mods directly for a module manager config.

  2. 19 minutes ago, Lo Var Lachland said:

    Pretty sure they don't exist, but request that a mod maker take it on if they can. I like this idea as well. I would take it on but I'm already working on a mod.

    That's what I was afraid of... ;.;

    I wonder if its possible to simply make a config file for MKS inflatables act as KIS containers? If not, I think I'll stick to printing Extraplanetary Launchpad parts on-site instead.

  3. So I've been playing around with OSE Workshop and one of the first things I tried to do is expand the size of my KIS storage on-site, only to realize that's impossible since it involves fitting a large container in a small one. The obvious workaround is to make an inflatable one with the workshop, but which mods add those?

  4. I would recommend using RCS Build Aid, which tells you where your center of mass will be when your fuel tanks are empty, as well as the exact amount of torque your engines produce - two vital pieces of info for VTOL design you can't easily find in stock. At least not as easily as with this mod. You could eyeball it, but that'll take significantly longer to design.

     

  5. 10 hours ago, AeroGav said:

    You can get a big drill inside the 2.5m service bay if you're careful with the offset tool.

    However, i'm not sure a Laythe miner will benefit from big drill and converter.   From what i remember, these things give you much more ore per unit of fuel, and the big drill has a much better mining rate.   The problem is you're limited by electric charge out on Laythe due to its distance from the sun.   So, out there you might be better off with just one small drill and one small converter, and a small thermal control system to stop it overheating.   Once into a high rate of time warp electric consumption decreases, and 4 x RTGs can keep up, but you'll need a few batteries to handle the transition.

    Alternatively, use a fuel cell array. One of those can power just one big drill plus a refinery while still leaving you with a fuel surplus, provided you have a 5 star engineer. You also won't timewarp nearly as long or spend anywhere close to the amount of money 4 RTGs require. :wink: 

  6. 10 hours ago, TiktaalikDreaming said:

    There should be no thrust offset.  

    And sometimes there isn't.  Weird.

    I checked the blender model, then the unity build, and the config for the part.  I had the wrong transform name for the ground effect, but that would just lead to no exhaust fancy effects as it interacts with the ground.

    Then, I built a 3 stacker, mk1-2 pod, sz2-3 crew pod, sz3-4 service module and then the rombus style engine.  Stuck some legs on it and took off.

    First flight was weird.  The engine effects came out as they should, but the smoke effect definitely had an angled offset, right at the root, and the thrust was offset as you've been experiencing.  So, I reverted, and did a more gentle take off (the first was a "how much G does it pull when still fully fueled?" take off).  And the thrust was dead centre.  Throttled to full, still dead centre.  Cut the engines and then back on, still OK.

     

    So, I can, sometimes replicate the issue.  I'll reiterate, the engine should not have an offset.  There's a lifting body effect on the base so it behaves like a normal re-entry shield, but that should not effect the engine, as they're different modules.  At a guess, I would assume it has to do with the engine effect being spread across 36 nozzles, all with their own thrust vector, and the game may struggle with that.  maybe, sometimes it just does some of those thrust vectors, at random.  I'll make a more minimal version and see if I get the same issue.  If so, I may halve the nozzles or nozzle effects.

     

    Can you try dropping the mu file from https://dev.spacedock.info/TiktaalikDreaming/ModPods/src/master/Parts/Mk3to4/Rengine into your install? See if the off-centre thrust gets any better?

    Can confirm; RCS Build Aid shows the heat shield variant inducing huge amounts of roll, and the exact angles of each individual engine. All of them seem to be very slightly sideways facing on that, but the non-heatshield engine is properly aligned. No idea why the heatshield engine only sometimes rolled though.

  7. 16 minutes ago, The_Cat_In_Space said:

    That's what I mean. When you click on EVA, instead of them spawning outside of the craft, they could instead spawn inside, and like walk around or something. Why has Nills277 created such good IVAs, with beds, TV's and other things in rooms, but a Kerbal can't be in that area? Like maybe it's just for detail or something, because Kerbal's can't surely just stay strapped into their craft seats for years on end if someone forgets about them, but it would be really cool if the Kerbals could actually walk around inside the craft when you clicked on EVA and they could then go outside.

    This has turned into a massive, pointless argument, hasn't it...I like the little additions to the interiors, such as the 'Base-building for Dummies' book, a bobblehead of Jeb, a TV with Gene Kerman having a cup of koffee, the little sticky notes 'To-do list: Clear out rats!' 'To-do list: Procrastinate until something interesting happens!'. And best of all, I love the little serial number on one of the garage pieces '1337A (1337 is Leetspeak)'. :cool:

    Those are purely decorative, as you may have guessed. Another reason they're IVAs and not hollow exteriors is so you can actually see those fun little details. Otherwise you're screen would be filled by the kerbal you're controlling. :wink: 

    Also, I don't know if the control modules in this pack are RasterPropMonitor compatible, but if they are, then a hollow exterior command module in KPBS format throws those functions out the window. It would essentially be a glorified command seat. :P 

  8. 2 hours ago, The_Cat_In_Space said:

    I mean for the Kerbals to physically spawn INSIDE the interior and you can walk around INSIDE the interior. Similar to the IXS WarpShip mod which spawns you inside the ship with retractable doors to get outside.

    That's only possible on EVA, which requires the vast majority of the part to be a hollow exterior, rather than solid with a proper IVA. Which isn't exactly practical with these parts.

  9. 30 minutes ago, joshudson said:

    A craft with only one flea left hits the water over 900km/h. With no decouplers there doesn't seem to be any re-entry profile for any craft.

    I see... Well, looks like the mk16 chute is much too weak. I placed loads of them on my craft and couldn't slow down at all. You could try EVAing some time before you hit the ground - the weird physics of EVA kerbals sometimes stops them from exploding. 

  10. 1 hour ago, joshudson said:

    I got into orbit. Is the EVA return from orbit still possible? The ship can't make it down. I tried to EVA re-enter and failed.

    Did you get into a low enough orbit that the kerbal can push the craft to the edge of the atmosphere? Because at that point that's your only option given that the kerbals have a very low temperature tolerance. 

    Well, that and adding moar boosters of course. :P 

  11. 7 hours ago, Skylon said:

    Is DeepFreeze (or whatever it is called) allowed? Seems like the only easy way to do it, without a high energy transfer...

    DeepFreeze should be fine. You can consider it an extension to various life support mods and since all life support is usable here, there shouldn't be any problems with it. In fact, that's why I'm using it on my own Jool 5 trip. :wink:

  12. 13 minutes ago, Galacticvoyager said:

    This beast is a mothership, it has tylo landers seperate from itself for simplicity. The 2 smaller vessels on top are laythe landers (which are accidental SSTO's BTW.) It doesn't have mining gear, but I am planning the mission...

    the 10km/s of delta v are in orbit. This thing weighs 2000 tons and its TWR of 0.12 ain't gonna get it off kerbin...

    But I know something that will...

    Oh, well in that case you definitely have the fuel for a jool 5. :) 

    Though if it doesn't have mining gear, what are the radiators for? Re-entry control?

    I am very much looking forward to that mission. :D 

  13. On 5/5/2017 at 4:38 PM, Red Stapler said:

    Yeah, I've encountered those 2 problems as well, but I love all the extra ambiance this mod brings to KSP so I can live with it. You can go into your playlists/edit mode and there is an item in there you can de-select so the track does not stop playing on pause IIRC but I am at work right now so can't provide specifics.

    I have dnlded so many free tracks from Kevin Macleod that my KSP is a totally different game right now. :)

    Unfortunately, that doesn't solve a fundamental issue with the mod, which is that there are a whole heap of things you can do that switch songs which shouldn't do so, like decoupling parts/docking, switching vessels, going EVA, entering orbit or a suborbital trajectory with one playlist covering all 3 of those situations, and so on. These happen often enough to be annoying, but, thankfully, not often enough for me to delete the mod.

    The only time a new song should ever be selected is when a new playlist is loaded. What should happen when any of that occurs is the mod should compare the playlist before these events to the playlist after them, and if they are identical, the track should continue where it left off.

    As for the pause issue, what's stopping the mod from simply pausing/unpausing the track it's playing, as opposed to selecting another one twice?

  14. 10 hours ago, Galacticvoyager said:

    Is 10000 m/s of Delta V enough for the Jool 5 challenge?

    -snip-

    That much deltaV is massively overkill for something like this! :0.0: Especially if you've got mining gear. I have a craft with mining gear and less than half of that in orbit, which can barely get to Bop to refuel, and even that potentially has enough to do this mission. Also, is that 10 km/s on the runway or in orbit?

    You may have problems getting off of Tylo. The nuclear engines give far too little to be useful in that regard. Also, how are you planning to get that into orbit? I don't see any jet engines, so you're not SSTOing that from Laythe any time soon unless you add loads of rapiers.

    Have you tested that in a sandbox save? If you haven't unlocked the rapier - and considering the cupola cockpit I wouldn't be surprised if this is your career save - that's where you'll want to fly that behemoth. :)

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