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Tyr Anasazi

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    Bottle Rocketeer

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  1. Jebediah and some of his colleagues complained that most rover designs are cramped, uncomfortable, slow and just not very sustainable for long distance exploring. Their list of demands included: Lots of room for at least 15 kerbals, to be able to socialise, conduct experiments and live comfortably for long periods Speed - a top speed of at least 100 km/h, in order to be able to quickly move from site to site True all-terrain, all body capability - able to cross the most difficult terrain on all of Kerbals celestial bodies (except Jool which has no surface) Self-sustaining - Must be able to run indefinitely. Should be easily deployable anywhere in the Kerbol system. Obviously the design had to be big in order to accommodate so many explorers, and the required speed could not be reached using stock wheels so, I made my own wheels and came up with R.E.M.T. (Really Enormous Monster Truck). Kerbal Beta testers so far are giving it rave reviews. Hopefully soon it will be complete and I can release it on KerbalX. Kerbal capacity: 23 Mass: 73 tons Powered by: Fuel Cells Mining capability: Yes Top speed: 100 km/h Stock: Yes with BG DLC Each wheel has its own electric motor, which can be tuned to suit various locations (in low gravity you want reduced torque and RPMs, and vice versa in high gravity). The chassis is more or less a separate structure from the upper modules so can be modified to be pretty much anything. For deployability of this monster to anywhere, I developed the RARV (Ridiculous Atmospheric Reentry Vehicle) REMT is a large vehicle capable of carrying up to 23 Kerbals This image shows how REMT steers its wheels REMT has good suspension and can tackle rough surfaces at high speed It's happy on the Mun Or Eve Or Laythe
  2. So I did some further testing and it lifts 56 tons, so it's actually closer to at least 560 kN. I also mistakenly said it has 144 ports when actually it is 128 (64x2). So at 9kN per pair the maximum power would be around 576 kN which appears about right.
  3. So after a lot of messing around I finally have a compact, throttled Z-drive which makes at least 400KN 560kN. To get that thrust it uses 144 128 docking ports. If you want it you can get it packaged in my heavy lifter "Orange tank to anywhere" spaceplane: https://kerbalx.com/Tyr_Anasazi/Z-kraken-shuttle
  4. If anyone is having trouble with drag, try putting the k-drive into a fairing. My test craft accelerates like mad
  5. Thanks! Yes, that's why it has the second shield on the tail. Without the tail it tumbles. My payload is asymmetrical so it maintains a slightly off center angle of attack which is ok. Once it's out of reentry and falling vertically, the front shield is jettisoned, then the fairing deploys and both front and end are separated from the payload by sepratron rockets (to prevent collision). The payload is then free to deploy chutes to descend.
  6. Greetings all, So after a bit of hiatus I built a thing. The thing I built is a top secret rover which is rather bulky and weighs 73 tons. Dropping it onto the surface of Duna and Eve presented some technical issues. So I built another thing, which I have called the R.A.R.V. (Ridiculous Atmospheric Reentry Vehicle). Here it is in action:
  7. So I just want to say that the Shared Horizons update appears to have nerfed my supersonic stock prop aircraft as well as lander leg cannons. It may be strange to complain about either of these issues as these designs could be counted as exploits. That said, having spent many hours designing my mach 2 and mach 3 prop planes it makes me sad when they no longer can accelerate past 150m/s or so. The same goes for my cannon which now just goes splat when activated. If anyone knows a fix to make these work in the latest update please let me know Spinner (no longer) Mach 2 plane https://kerbalx.com/Tyr_Anasazi/SPINNER-M2 Broken Island Cannon https://kerbalx.com/Tyr_Anasazi/Island-cannon
  8. It pains me to report that my cannon no longer functions in KSP v1.10 :( The same goes for my supersonic stock propeller designs. :( :(
  9. UPDATE I downloaded the pkg installer and did another fresh install with that, and it works. So - the problem was with the portable zip version.
  10. Answering the above questions, I offer the following information to the devs, in the faint hope they can resolve this repeating issue: MacOS Mojave v. 10.14 iMac 21.5 inch 16GB memory NVIDIA GeForce GT 750M 1024 MB MacOS automatically updates with latest updates. No hardware or software anomalies observed. KSP build 02539 2192 functions normally along with Breaking Ground DLC Fresh install of KSP build 02594 2248 (portable) does not function - hangs on black screen Game does not start and no KSP.log is generated. The same problem was previously observed in KSP build 02152 2018-04-26_22-51-14 and was "solved" using ./KSP -force-opengl script This problem existed in a previous build but was subsequently resolved. Now it is back. Using ./KSP -force-opengl in order to run KSP results in inferior performance. Please resolve this issue with KSP 1.73!
  11. So - what can I do to solve the issue and run 1.7.3 on my system?
  12. The latest Yes, as I already mentioned above. Of course. My computer is plugged in too, I just checked. Great! I hope so too!
  13. In this case there really isn't anything more to say. downloaded KSP as I always have as a zip file, click on the KSP executable to start it up and all I get is a black screen. The exact same procedure was followed to install the previous version. CONCLUSION: KSP on MacOS doesn't work. The developers can work the rest out. Fixing what is broken is their job, not mine!
  14. [Moderator note: This topic was split off from the KSP 1.7.3 announcement thread, since it's primarily about a technical issue for an individual user.] MacOS version doesn't work for me
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