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Sarxis

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Posts posted by Sarxis

  1. I can't believe how much fun playing around with airships in KSP is!   I think I've built some of my craziest stuff with the parts from Hooligan Labs Airships:

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    So yeah, doing some of the 'surface' contract missions in the early career game is nice when you have a blimp to land right out in the Kerbin wilderness!

     

  2. How do I get rid of the HUD on some of the cockpits?  Namely, the Mk1 cockpit (because I consider it a civilian cockpit, and don't really like having the HUD in it).

    I can see the patch configuration files place props in their appropriate positions, but I am uncertain if deleting a specific prop entry is enough to remove the HUD prop.  Thank you for help!

    -edit-

    Yeah, I think I got it figured out by just deleting the simpleHUD prop line from the patch cfg.  Seems to have worked so far.

     

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    show duplicates online

  3. Been experimenting with experimental VTOL craft. 

     

    The Hoveround.  Like a beefy hoverbike:

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    Bicopter.  It's ok, but slow:
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    And the Vitol.  This one is very stable, I have good control with the various engines and get decent speed because of the efficient afterburner engine:
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    Vitol demo: 

     

  4. I'm running an older version (for 1.7.3) and I noticed that there are two 1.25m atmospheric scoops (the 400-LA, and the 400-LX).  There's not much difference in their part .cfg file except a single line in the scoop.  The 400-LX has this, whereas the 400-LA does not:

     

    intakeTransformName = spareTransform
            airSpeedStatic = 5000

     

    Do I need both of these scoops for some reason?  I can't tell if the 400-LA is necessary. 

    Looking to delete unnecessary stuff :3

  5. Just floating around in an Otter pod.  I call it, a "SeaBee".  Not to be confused with a Seamoth, or Seaflea, or any other Seabugs :P

    Had to modify the .cfg to allow for its own intake of water, which allows me to use the RCS for propulsion:

     

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    I thought I needed the extra batteries because I wasn't sure the heat panels were going to dissipate the internal reactor's heat fast enough, but it turns out I really do not need the capacitors or extra batteries, except for somewhere to mount the heat panels:

     

    screenshot218.png
     

     

    Wait - what??

     

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  6. Specifically, I don't know which line in the .cfg  controls how much tolerance a kerbal has at landing after a jump.  I wanted to give each space suit unique stats, including jump strength. But in so doing, my modified kerbs are falling after each jump. 

    hop threshold didn't fix the issue, so I'm wondering which line in the prebuilt .cfg file needs to be changed to give a kerbal more falling tolerance before they fall over. 

     

    Thanks for any help! 

  7. I want to switch the facing of the Mun.  It's always bothered me that the Farside Crater faces the Mun's prograde orientation instead of, you know, actually facing the farside (Eastside Crater too for that matter).  

    So I am wondering if it's possible to delve into the game's core files and manipulate them easily just to turn the Mun 90° to rectify this IMMENSE and SERIOUSLY IMPORTANT issue.    :P

    Thanks for any info! 

  8. Most of the time I keep up with quicksaving so that I can just F9 if there's any silly mistakes.  Every so often I might give up on a mission if I have multiple other missions going on or I forgot to do a timely quicksave, thus making the effort of sorting how far back I will have to 'time travel' to fix things just not worth it. 

  9. I setup a high atmosphere orbit over Kerbin at ~56km, and I used Mechjeb's Translatron to maintain a prograde velocity that would overcome the low drag from that atmosphere to keep my periapsis and apoapsis consistent.  Required a bit of fine tuning to get as much eccentricity out of the orbit as well as balancing acceleration with drag. 

     

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