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Papa_Joe

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Everything posted by Papa_Joe

  1. Thanks for reposting this. I just now went thru 60+ pages of this thread trying to glean this information. I thought I had read what you stated earlier, but simply could NOT find it
  2. These images illustrate the potential of KSP. I'm thinking full IVA with space stations, arcs, bases... yadda yadda... Cant wait... better start building myself...
  3. I'm downloading it now. Looks interesting. Brilliant Idea. Lots of potential for linking this with other mods. 1 suggestion. Front Door. While admittedly unfinished, I suggest you reconsider your pivot points so as to "hide" the pin assemblies underneath the walkway. In essence, "just flip it over". I realize this means reworking the door joint, but I think the result will be better, you think?. Maybe make it tri-fold as in a "Z". I definitely see your hard work, and look forward to seeing it finished out with improved textures. That is an undertaking in itself though, I know. Keep it up. Looks great. PS One other suggestion: Add to Spaceport
  4. If This helps, I've initially tested Robotic Arms pack and it seems to work with .21. I have a 592 part space station with 4 of the canadarms. works very smoothly and no wobble. I do have ASAS on this station. May be my imagination, but frame rates seem to be up...
  5. Update: Robotic Arms Pack works with .21 very nicely. I have 4 or of them on a 592 part space station. They work great without Capslock...
  6. I have confirmed that Robotic Arms Pack works with .21. Yay!
  7. This has been discussed in another thread. The Modders DO NOT get early releases (unless they also happen to be on the experimental team). Even if they did they would be bound by NDA.
  8. Harv mentioned he was working on a save game updater. No promises mind you, but he thinks he can convert ~ 90% or so... save a lot of space stations in his words... If I had to guess, I'd say the closer to stock your save is, the better the results...
  9. I've not used Flight Engineer, but I do use MJ. MJ also includes a Vehicle window in the VAB during assembly. I use it when building my rockets, as it contains the TWR info as well. I've not really noticed lag, but I do use a higher end machine now. I use B9, FAR, MJ and Lazor I've also just started using Procedural fairings by e-Dog. Awesome mod.
  10. I understand you are asking a specific question. The answer is, imho, no. A pull configuration by it's very nature is limited in the mass it can carry based on the limitations of the docking ports. Could it be made to work? Of course, but why? A pull config is definitely more part intensive, for no gain. A push configuration will allow you to concentrate your mass near the CoG, and compress the connections, as opposed to expanding the connections. Compression reduces flex to some degree, and the concentration of the mass near the CoG increases flight stability. Long ships will by nature flex a great deal, so reduce your height by building out. with drag, there are diminishing returns, so a balance should be struck for boost. My heavy lifter pushes ~ 100 tons to a 600km orbit and then performs an orbital transfer to any planet desired. I'm not using nukes, and it is almost all stock, (MechJeb) Interplanetary station building simply demands it The design could be improved to lift ~ 50 more tons without significant redesign. the current end result is ~ 50 tons to station in orbit around another planet, using mainsail engines. Boost is 5 mainsails. Orbit insertion and Interplanetary transfer is accomplished with 1 mainsail. Orbital tug has 4 small engines for rendezvous & maneuvering, and lots of thruster fuel for tug operations and docking. I typically add thrusters to my Station payload modules, as it makes docking more precise with heavy payloads, and provides for station maneuvering. Push is definitely the way to go.
  11. I've not messed with any of the docking mods, are they "worth looking into? I'm really thinking of mun type missions where you have a lander and a command vessel. I certainly can do the "Kerbal shuffle" to xfer to the lander and back, but I really am looking forward to actually being able to hear that "thunk" of the seal.... *capture* *Roger. Good seal*
  12. Think Apollo 13, and their entry interface burn.... ya, I want to be able to "do it the hard way".
  13. There you go, sal, trolling me already. Naw, you are right, YOu can move it to Off topic if it is not too much trouble
  14. This is a thread about docking. There have been many threads that have been hijacked by the "docking" word. There has been a fair bit of flame, in both directions. Since those of us that are VERY excited about docking do not really have a voice in the other forums, I decided we needed on here. Rules: - This is NOT a rant thread. Docking will be implemented when Squad is ready. - No Trolling. We all know that docking is not here, is partially implemented by modders and that not everyone wants docking as bad as many of us want it. - you can talk about anything docking. History, mods, desires, possible implementations, experiences, etc are all encouraged. Personally, docking will be the "holy grail" of the game. It makes a space program "real" to me. I watched the Friendship, Gemini and Apollo missions in real time.
  15. Papa_Joe

    Past 50k!

    I feel very fortunate to have been a part of this community. Since before the days of mechjeb, before the days of Mun, before the days of earth orbiting the sun, since, well you get the picture. I also feel mixed emotions. Gone are the days of intimate contact with the developers on the forums. irc aside, we have grown to the point that it is just not possible for that kind of intimacy again. I will miss that. But, here are the days of massive growth in features. All the hard work to lay down a fine framework is paying off with the speed at which new features are now being added. I've always said "do it right the first time, or you will be doing it over and over". Here also are the days of greater "customer" demand, as the game starts it journey from indie concept to mainstream popularity. In my eyes that popularity is assured with the many cool things we can already do. Sorry for the book, but it certainly has been a ride to 50k.
  16. I had mentioned this a couple of months ago, and even offered to write the code, given a snapshot of how squad is instantiating the window. I agree wholeheartedly.
  17. I just received a patcher update notification.... (Verified with pristine .16 standby copy)
  18. One of the things I thought about in response to the "rails and time warp" issue, was to create sandboxes, much like what Squad currently has planned, but to keep everyone in their home star system as a sandbox until "first encounter". Then you become part of the larger community, where local time no longer applies. You keep the physics model currently in place, and simply "encapsulate it" so you can manipulate home systems and keep everyone in sync at the next level up. This way, everyone can evolve at their own pace, and the "galactic community" is then evolving "in real time", like an MMO. Should make for an interesting solution.
  19. Thanks for this Mu. I\'ve been wanting to get into plugin dev, so this will be awesome. I\'ll share when there is something worth sharing.
  20. Why do they have to be rouge... couldn\'t they be blue, or gray or black? (sorry, couldn\'t resist... used to be a rogue player in wow... always was a pet peeve of mine.)
  21. I\'ve done that when there are not many items floating around, but there is another alternative. In the persistent.sfs file, all debris are marked with '_debris' in the Vessel name. You can simply remove all vessels marked with this and you can clear your space. As always, be sure to back up your persistent.sfs file before you perform any maintenance on it.
  22. That is what I meant. I was not very clear. Before .13, each part was affected by gravity. This caused bad frame rate issues. As part of the optimization, Harv changed it to the ship level.
  23. If I remember correctly, this WAS the case before .13. Harv and crew changed it, because it increased the computational time significantly (meaning low frame rates). So, with that said I\'m guessing the answer is no.
  24. Papa_Joe

    Hello!

    Well, been playing with KSP since version 8.x, and I love it. At version 11.1 I decided to try the Sun challenge, and managed to get there (13,560,000M+) and get back to Kerbin with stock parts. I did not make it to the landing area tho. (close, could see the landing area from about 1000 m up). I picked up the 12x4 experimental when I read about Mun?! I decided to see if I could at least orbit and return. First attempt I orbited, but ran out of fuel. Second attempt, I orbited and performed a transmunar injection to Kerbin. Unfortunately I again ran out of fuel. Obviously, it is time to break out some astrophysics calculations to better time the injection burn. 800,000m PE just wasn\'t going to cut it. If I had waited on the burn a bit longer, I would have nailed it with fuel to spare for De-orbit. Anyway, looking forward sharing with everyone and seeing if I can land and return. I\'d love to see a docking capability so we could keep the orbiter (with fuel to return) above the Mun.
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