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CaptKordite

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About CaptKordite

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  1. RandomAnnoyingGuy suggested NASA/Goddard's G.Projector at https://www.giss.nasa.gov/tools/gprojector/download/ and that did the trick. I can produce equidistant azimuth maps from any point on Kerbin. This one is centered on KSC and has a scale of 0.5 km per pixel. Now if only something like Kerbal Wind Tunnel would give me an accurate estimate of aircraft endurance so I could know how far a plane will fly while still in the SPH. Just got to fly come more in Snadbox and use what knowledge I do get to better estimate. I'm sure it's a lot like building a real airline industry.
  2. You are right. I think that works better, making the range circles more accurate. Still not as perfect as at azimuthal projection but better.
  3. I threw together a range map to help my Un-Kerbaled Start playthrough. It's not perfect. Because of the projection, the "outer" range circles (750 and 1000 km in particular) should be more square-ish, but it's a good approximation to quickly estimate whether a given aircraft has the necessary range to get somewhere. What would be best would be to find a program that would draw an azimuthal projection using the Kerbin map, that way you could do the calculation for any location. So far, all I've been able to find are azimuthal generators for Earth.
  4. I have just this week started an Un-Kerbaled Start playthrough with KSR-GAP. https://the-sky-calls.dreamwidth.org/111855.html
  5. My LK-700 is kind of crap but it flies to the Mun successfully. https://kerbalx.com/CaptKordite/Chelomei-LK-700 I think this one is better, though. https://kerbalx.com/The18thDoctor/LK-700
  6. Try these two files: http://www.tasigh.org/ksp/Kosmodrome.zip http://www.tasigh.org/ksp/Kosmodrome_0.zip The first are the redone MU files to strip the gantries off the Gagarin and Kourou launchpads and also add the plug. The second are all the config files that will place the plugs where they need to go, move the whole thing up to Woomerang, and all sad some bits and pieces. That second was generated by KerbalKonstructs so I assume it works. I've never monkeyed with it before this.
  7. I've got a bunch of craft suitable for 1.9 over at Kerbal X. The most recent Mir and Munbase stuff is 1.10 but from the Caspian Space Monster back to Kotsov are all 1.9. https://kerbalx.com/CaptKordite/craft I very much like the Black Badgers Tungusga-Avalanche. https://kerbalx.com/The_Black_Badger/Tunguska-Avalanche I've made some mods to his version and strapped it to a TantaresLV version of Energia. I'm still monkeying with it so look to see it being uploaded on Kerbal X in the next week or so. https://kerbalx.com/CaptKordite/Caspian-Space-Monster
  8. This is the best surface base I've ever seen with these parts, amazing job! I love it. My comrade housemate said that it needs onion domes. Maybe the Mars base from the second Iron Sky movie. Mir could use some expansion.
  9. The Stayputnik is a tight squeeze, but it fits inside the aeroshell with just enough room for doodads.
  10. I, also, have been experimenting with Buran. My literal first attempt at flying the Soviet Burya space shuttle. The orbiter is a Tunguska-Avalanche (craft file https://kerbalx.com/Flakbadger/Tungus...) from Flakbadger at Kerbal X. I added a 16-seat passenger compartment and rebalanced the RCS. Then instead of his stock Energia launcher, I built a new one with Tantares parts. The launch was a little squirrely because I did a roll to get a lower inclination but otherwise didn't have too many problems getting to orbit. It looks like a 200 km orbit is it's operational altitude. The added p
  11. In KerbalKonstructs I edited the Kosmodrome group to move it up to Woomerang. Lat 45.4284 Lng 136.1036 Alt 55.03783 Rotation 225.999 In the GameData\Kosmodrome folder, I renamed beachlight.dds to beachlight.bak. Then I made a copy of the file squadgrass.dds and renamed it to beachlight.dds. That is all.
  12. It can now. Create a file GameData\HullCameraVDS\MM_Scripts\Benjee10_ARK.cfg @PART[ARK_filmCamera] { MODULE { name = MuMechModuleHullCameraZoom cameraName = WideAngle cameraForward = 0, 0, 0 cameraUp = 0, 0, 0 cameraPosition = 0, 0, 0.15 cameraFoVMax = 60 cameraFoVMin = 20 cameraMode = 0 } }
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