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Shadtiger

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  1. I like Remote Tech, makes a nice pairing with TAC LS
  2. Going to shoehorn this into my game and see if I can make it work. At the moment my list is getting long, so I may have to ditch a few other items to make it fit...Small point. You specify that this mod requires Extraplanetary Launchpads for one of the parts to work. Any chance that you could do a little check to see if it works with the new MKS/OKS Orbital Ship Yard and Orbital Launchpad? Would love to know...if I don't check it and find out myself in the next few days...I will of course keep you updated if you want as to how it works with my MKS Orbital building stuff. Shad
  3. WOOHOO! I have always had an issue with my shuttles. I could never seem to get them back to the KSC, usually having to put in on the continent before I get there or ditch in the ocean beyond. I finally got a build that worked...though it was a little squirrely at hypersonic speeds as well as at trans-sonic speeds, she did well and turned out to have an excellent glide plane, only losing about 5000 meters of altitude (from 14km to 9km over the entirety of the last continent. I actually had to nose her in and dump altitude over the grasslands east of the mountain range and made most of the final to the KSC at about 500 meters altitude on level flight with only 1/3 throttle on the little 20 thrust RCS motors. All in all, she flys like a dream at low speeds and lands at about 80 m/s.
  4. Alright, I have to ask...Is anyone even interested in me continuing this series, because the response I have gotten is less than heartening...let me know if you want me to continue folks... if not I will just leave this be
  5. Here is Episode 3 of Kolonization or Bust. Head over to Youtube and give it a like folks.
  6. So, Episode 2 is out. Kolonization or Bust: Aeronautics. It is showcasing my P1-Skyhawk and I give explanations of the craft, how I built it and show you where the balance points need to be so that your CB/CL/CT are positioned properly for stable flight. If you don't use TC Fuel Balancer, I would suggest leaving the two B-9 Radial Engine Mounts tankless as that way they wont shift the CB while in flight. If the CB slips a little forward, it makes the plane more stable but a little nose heavy...if it slips back, well, hello there flat spin. You will need Procedural Tanks, and at least a few B9 parts as well as Tweak Scale to build this one, but she flies great, is very stable in flight, both below and well above the sound barrier. I also fly with FAR on my game, so you may want that as well as I have NO IDEA if it will even work without FAR installed. If you don't use FAR and you try it out, by all means, post below and let me know how it went I am really curious if the designs will even work in the normal game.
  7. So, Episode 1.2 is finally done...after having to completely re record after a computer crash, Friday night. Sorry for the late posting, largely because I spent most of the night editing to get this out for everyone to watch...Unfortunately, this one is still getting started. However, it should be advancing fast now.
  8. Alright, so a computer induced crash, costing me a pilot, and another few crashes cause there were no more pilots to hire, a couple bad mission choices and I will be restarting the series this Sunday with Episode 1.2 Cosmic New Beginnings. >.< Nothing like coming in on final and having windows conveniently pop you back to the desktop telling you it will restart in 10 minutes. Ugh. Anywho. As it stands, I am going to be setting up the series with a slightly rebuilt mod list as there were some game crashes in there too, but yeah, will have more info up late Saturday, early Sunday when I post the next video. Then it will be a weekly thing, Saturday night/Sunday morning postings.
  9. So, here is Episode 1. It ran a tad to the long side, but It is the getting started video, so I kind of crammed a bit extra into it. Episode 2, Gettin Spacey will be following on a regular schedule. I hope to upload once a week or more, but please bear with me as I am still learning my video editing software. I had no idea that the compiling process could take hours, so now, without further ado, since it is about 4 hours past my regularly scheduled bed time, I present you with Episode 1: Gettin Rollin, and now I am going to go die for about eight hours. looking forward to hearing what y'all think of my work.
  10. It is coming soon, folks. I have started recording, I need a couple days to finish post edit to cut out the stuff that is tedious so that you have something fun to watch and join in the fun by offering suggestions and so on. So the Goal for this series is to Kolonize the enter Kerbol system, puting orbital bases around each planet and ground bases on most of the moons, mining resources from them and building our own ships in orbit to take the expansion further. To facilitate this, I compiled a list of modpacks that I think will make the series both fun and difficult, considering...The List as Follows: Environmental Visual Enhancement (because pretty to look at) Deadly Reentry (adding difficulty in burn up) Ferram Aerospace (Again, making the flight characteristics more realistic) Karbonite and Karbonite Plus (The Karbonite Plus links to the USI link page which gives you a ton of options)(giving us materiel to mine) Kerbal Attachment System (Because Stronger structures) Kerbal Aircraft Expansion (Parts Pack with better landing gear, realistic turboprops etc.) Kerbal Alarm Clock (for my transfer calculations) Mech Jeb (for some listings and information as well as some flight assistance on the bigger stuff) MKS/OKS (Because what would a Kolonization series be without Orbital and Modular Kolonization gear) Procedural Fairings, Parts, and Wings (Because custom parts rule) Remote Tech (Difficulty enhancer which I think adds another layer of realism) TAC Life Support, and Flight Computer (Because realism, and I like having some information right at the start to help me fly) Tweak Scale (Allowing the rescaling of parts (so I can make bigger landing gear) And of course Active Texture Management, because without that the game just wouldn't run. So, come on over to Youtube and join in the fun and shenanigans as I try to get orbital and ground side bases on or about every planet and moon in the Kerbin system. Should be fun, and well, going to be a decently long series. Hope to see you all soon. I will have a direct link to Episode 1: Gettin Rollin below as soon as I finish editing and post the video on Youtube. Of course, suggestions, mods and other ideas are always welcome, so put your two cents in below and let me know! Shadtiger EDIT: The first episode should be up on Sunday February 8th, 2015 EDIT: In post production now (meaning I am chopping all the really boring science here science there stuff)
  11. And Posting, cause I had some thoughts on not only how to toss them in but how to get them into the difficulty settings... My biggest ones are Deadly Reentry, Ferram Aerospace, and TAC Lifesupport and Fuel Balancer...If you put it in so they are in the list of activatable/deactivatable buttons (right side of the difficulty adjustment screen that leaves them optional..) but also tying them in, so Hard uses all three, perhaps, medium uses farram and Tac, normal just uses Farram...or setting them so that you use the easy medium hard difficulty for Deadly with slightly weaker ratings on FAR for Hard, and Slightly stronger ratings on normal. Would be really cool to have the ability to just say I would like Deadly Reentry, Ferram, and Lifesupport on for this game, or off for that one. Past that, EVE with Better Atmo, Some Girbles...yeah, I have a list, it is wayyyyy to long. OH! and before I forget, not all of B9 gods forbid, but the Landing gear...we need the landing gear from B9...the heavy duty gear, and the long gear, and so on. It makes building SSTO planes soooo much nicer.
  12. The series is going on inndefinite hold and I will start a fresh thread once the issues that just dropped in my lap are dealt with. My 6mo old son just yanked cables and destroyed a thousand dollar piece of equipment vital to my job so I am dusting off the four hundred dollar backup and will be working considerable overtime for the forseeable future to get it replaced, get a propper desk to keep him out of cords, and so on. Needless to say, I won't have time to record well into January, possibly February.
  13. Not terrible, but also not great...>.< I definitely know what I am wanting to do, however at this point I need to figure out a few more ways to customize my craft as B( is just too monstrous to run with everything else, which is a shame, I really do like their shuttle parts. However, I do have a final plan and I know what I want to make for the series...The complete colonization of the Kerbol system. And here is hoping that they make a mod for more star systems to go along with the interstellar pack, so it really is...well...interstellar. Still, should be fun and the list is massive but still runs well. As long as I don't overdo the graphics settings I am pushing about 2.2 to 2.4 gigs of memory use with everything, so I think I am going to try for procedural parts...see if I can fit that. If you have suggestions I am always willing to listen in and try something new. Also, if you, or anybody you know has any suggestions for a video capture and audio recording freeware for Windows 7 that doesn't suck, I would love to hear it as I am having issues finding the ones I need. All in all though, provided I can find a freeware to record with in time...and until I can afford better, it should be up first Saturday of the new year. Definitely going "Kolonization or Bust" though, should be fun.
  14. Just curious if anyone is still watching this thread...definitely working toward a January 1stish release on my series, and I know what I am doing with it now... It will be a colonization of the entire Kerbol System.
  15. so, an evening of tinkering, modifying packs, looking at various ways to make this all fit, and it occurs to me...well, I have made a dual boot to linux before, why not again. So I get ready to, and I say to myself, you know, why not see if my frame can handle the x64 without dumping its brains all over my desk...so I play a few rounds, I look, sure enough watching some of the data, it looks a tad twitchy, but all in all, no crashes...soooo...I load the list (short B9 at the moment) and I have myself a play this morning. Good news bad news situation here...short the B9 pack, (which I absolutely love and want to add to the pack tonight after I finish moving furniture and work) I have what appears to be a stable platform for all my mods, plus the beautification, and it looks and plays awesome...almost. The one hitch I am having is that Ferram Aerospace doesn't seem to be working. Does anyone know if there is a special x64 release for it that allows the aerodynamics to work, anyone think that might just be a bug playing x64 in windows? Thoughts? And if all else fails, I will dual boot my system with a linux setup so that I can make this... Also, more thought on the matter, I am definitely going with the colonization of the Kerbol System as the main thrust of my series. Basically, orbital colonies on every planetary and lunar body in the game, as well as ground colonies on every body I can manage to get them onto. That said, this looks to be a long game, and if all else fails, we are going to see some serious use of the Remote Tech mod (I love using it as it makes comms more realistic) and the ships are goign to be carrying tons of life support for round trips to and from the various planets with Kerbals on board, cause where is the fun if you don't have to feed you kerbals snacks, make sure they have water, power, air, so on. So... the x64 list of mods...as of this morning: Better Atmospheres Deadly Reentry Environmental Visual Enhancement Extraplanetary Launchpads Ferram Aerospace (Parts work and link properly, aerodynamics malfunctioning) Infernal Robotics Interstellar Kerbal Alarm Clock Kerbal Attachment System Kethane KW Rocketry Mechanical Jeb Modular Kolonization System Remote Tech Science Alert Science Containers Stage Recovery TAC Fuel Balancer TAC Life Support Vanguard and Texture Management... And with any luck we are adding B9 back to that and seeing if it still runs tonight, I will let you all know. If it does go unstable, I may look into getting set up with a dual boot system so that I can run linux, as using the x64 version of the game is much more gratifying as I can add everything I want, as well as most of the suggestions all of you made...Still no luck on a .25 usable version of Ambient Light Adjustment, but still looking for that one, as dark side docking maneuvers blow arse. Anyone have thoughts, suggestions, ideas, shoot a comment below and let me know.
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