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MaverickSawyer

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Everything posted by MaverickSawyer

  1. Yes, I did. Grabbed both of them from GitHub to make sure they're up to date. Completely removed RCSBuildAid and the dependencies and reinstalled them fresh to make sure it was done correctly. The game is seeing them... It's just not displaying the buttons for them. This is in KSP 1.9.1, btw. Maybe it's not forward compatible?
  2. Can confirm that RCSBuildAid, in the latest version uploaded to SpaceDock, with the latest versions of both dependencies, is not appearing in the build window. It's definitely loading, though, as it asked me if I wanted to let the integrated Mini AVC check for updates.
  3. Are you retracting the ring on the active unit? Or are you using two active/two passive units, instead of the proper mix of one of each?
  4. Can confirm the presence of the phantom forces on the lander pod. Heck, most of the BDB ladders seem to have this issue. Not sure what causes it.
  5. I have to admit, my initial reaction was one of dismay. After all, there's still so much that can be done with the current game. Then I watched both of the videos, and realized that my dismay was completely unfounded. KSP2 has already demonstrated a deep respect for its predecessor, and keeps the spirit of the original alive, and even improves on it. I did wince a bit at that price tag, but... given how much fun I got out of the US$10 I paid for KSP almost 8 years ago, I'm absolutely willing to cough up 6 times that for a new, improved, and absolutely exciting version. ALL ABOARD THE HYPE ORION!!!!
  6. Got a job offer from Textron Aviation to be a mechanic in their Wichita, KS maintenance facility, and after a brief review of the benefits, gladly accepted it.
  7. Proud to announce that i have graduated from South Seattle College as of June 14th with an Associates of Applied Science in Aeronautical Technology, and completed my combined Airframe and Powerplant Mechanic license on May 28th.
  8. I visited Ames many years ago, and seem to recall it being a scale model for the subsonic wind tunnel they operate there.
  9. I've noticed a significant drop in game performance with the update, compared to stock 1.6.1... maybe that's causing your computer to work harder?
  10. Okay, anyone else having trouble finding the surface science objects on Kerbin? Just did a decently fast swing around the mountains to the west, and no sign of either of the two objects.
  11. No idea about the first one, but reengage range is how far back you have to pull away before you can try to dock again after undocking.
  12. Yep. But, with seperatrons, you can usually trim the fuel supply down to a fraction of normal. you don't need five seconds of burn time. Even half a second is usually enough.
  13. I usually put the decoupler further up the booster with the displacement widget so that the initial kick is to tip the nose out into the airstream, rather than just kicking the entire booster outwards. They may collide again later, but it's usually more than a kilometer behind the rest of the rocket... perfectly safe.
  14. First! Drat. Foiled again. Looks great. It's a good thing I'm eating, so the drooling is kinda overlooked.
  15. This guy's got the right idea. Have you forgotten Stratenblitz's air breathing SSTO? He had an incredibly elegant solution to that.
  16. It's a stock KIS??!??!? *unintelligible, vaguely kerbalish noises of delight*
  17. Or engines that were being designed and were no longer needed, and thus cancelled.
  18. Okay, so RS-25 used a milled and closed-out solid thrust chamber, with the nozzle extension being brazed or welded tube. Huh. Kind of an intermediate step between the older and newer technologies.
  19. Gotta love mini-shuttles. Quite fond of my own... I use three plugins to help with mine: Correct CoL, RCSBuildAid, and Atmospheric Autopilot. The first two are extremely useful for making sure your CoM/CoL alignment is accurate, as the stock ones don't account for fuel burn and don't work quite as well as one would hope, respectively, and the AA software package makes for extremely easy flying, even at 45* AoA like I do during reentry. In other news, managed to wrangle a Class E asteroid into orbit around Kerbin... Even with a WBI Hypernova engine, that was a heck of a burn. But, it's captured, if not equatorial and circularized yet... Need to burn through a couple more tonnes of fusion pellet fuel before that happens. But, as it packs over 1500 tonnes of ore, I'll never have to run a refueling tanker of LFO, monoprop, or LH2 from the KSC for quite some time after I get this thing where I want it! Work with the Class C asteroid I captured a while back continues, with the installation of a compact nuclear reactor to provide around-the-clock power to the outpost. Due to the fact that said reactor didn't fit into the inventory space of a kerbal, I used an old trick with MechJeb I discovered long ago to get the parts down to their destination: Lock the cargo ship's target to the EVA Kerbal, and set the SmartRCS to ZeroRVel. Then, just jetpack to the work site, and the ship keeps perfect formation with your kerbal. Also delivered this ungainly contraption to the refinery outpost. It's a set of extra boosters for my orbital tug that can be docked to provide an extra kick. The core section gets jettisoned after docking to the outpost's docking hub, leaving the center section free for the tug to slide in and dock to one of the three boosters. They then get decoupled, and the other two promptly dock to the other two radial ports. SHould be enough dV to kick the tug with a minishuttle attached all the way to Minmus. Not sure how well it'll do on the return right now, as this has been waiting for a few weeks to finally launch, so I forget exactly how much dV it has fully fueled. Finally, the Duna flotilla has started to arrive in earnest now, starting with the second of two Viking Lite landers. This one got sent to the north polar cap: Other arrivals so far include the Duna Surface Landing and Ascent Module, 2-seat (SLAM-2), the habitat and lab modules for the Duna surface stay, the lab sample return lander, and the Ike surface lab... Managed to have exactly the right amount of dV needed to not only arrive at Ike, but to cleanly deorbit the transfer stage and land the lab separately. No pics from the landing, as it was nighttime in a rather dark location, but it is safely on Ike. The Hab module has just slipped into Duna's SoI, but should have no issues landing safely as well.
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