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CaptKordite

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Everything posted by CaptKordite

  1. You have to start with installing the Kosmodrome mod from https://spacedock.info/mod/263/Kosmodrome You then install the handful of files from my Kosmodrome.zip files into the extant folder. The files I have replace a few files from the original. The Kosmodrome_0 folder will go in the Game Data folder. I probably should have done that differently but export the files of the zip into a folder called Kosmodrome_0 in the Game Data folder and it should work.
  2. 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.
  3. You are right. I think that works better, making the range circles more accurate. Still not as perfect as at azimuthal projection but better.
  4. 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.
  5. I have just this week started an Un-Kerbaled Start playthrough with KSR-GAP. https://the-sky-calls.dreamwidth.org/111855.html
  6. In version 2.1.3, the Medium Modular Service Tower section is scaling too large. 4.2m instead of 2.6m.
  7. 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
  8. 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.
  9. 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
  10. 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.
  11. The Stayputnik is a tight squeeze, but it fits inside the aeroshell with just enough room for doodads.
  12. 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 passenger module cuts down the on orbit dV from 500 m/s to about 350 m/s. Coming back, I reentered a little steep and and exploded the nose cone. I also overshot my runway. (Hey, it's only my third reentry of a spaceplane ever). Mis-staged the landing parachute (I'll need to work on action groups). I then had my jet engines running, trying to get control, which I couldn't until I was well below 5000 meters (rereading the craft description would have told me that). At that point, I had expended too much fuel to get back to the runway and put down on the steppes. And was surprised when it didn't explode. Not bad for a first flight.
  13. 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.
  14. 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 } }
  15. Tricky, but I was able to come close. Had to wrap the entire Blok D. Once you can use 1.10's locked fairings, it will be easier. https://kerbalx.com/CaptKordite/N2-LK3
  16. I moved the Kosmodrome to Woomerang to play a Soviet/Tantares career. To solve the problem with craft exploding I learned just enough Blender to create a launchpad plug so that the rockets (or Modular Launch Pads) sit on top of the pad instead of down inside. A stockalike flame pit would be great, though.
  17. That's the Kerbal Constructs' Kosmodrome. I moved it from it's original position in the Great Desert to the Woomerang launch site to better emulate Baikonur.
  18. My PTK-S atop an Angara 1.5. The rocket was a little noodly on the ascent. Using the grey Tantares 1.5 D tank instead of 2 white C tanks, while less authentic, works better. The R-01209 engine is very quiet compared to other engines. I needed to use both an Alnair LES B and an A to be able to pad abort the dual capsules. It might help to have attachment nodes on the tops of the LES to account for that. I don't understand why the attachment node for the short LES A is set 0.6 meters away from the base.
  19. I really like the freeze-frame feature of 1.9.1. https://kerbalx.com/CaptKordite/N2-L3b
  20. The TKS follow-on. http://www.russianspaceweb.com/tks_followon.html
  21. I've found the illustration I was looking for. It's a digging rig that starts standing on end. It comes with its own little work rover to act as a counterweight to lower the ramp. It then digs a hole and will lower the hab module into the hole. I've seen later illustrations that simply had the modules on the surface and covered over with regolith. In KSP, it is looking easier to add wheels to the modules and have them move themselves around. They will need to sit on the surface though. Back in 1.5 there was a mod that covered over it's modules. I wonder if there could be some sort of KAS module to do something similar with any module.
  22. After landing, the Breaking Ground hinge lowers the ramp and rover. Disconnect the docking port and it rolls off. I have seen an illustration for the DLB moonbase that use a rover as a counterweight for lowering the ramp for the base modules but, using the Chelomei landing skis allows the ramp to lower without that. Eventually, I'll have an expanded version of Barmingrad. Trying to find illustrations of the solar farm. They may not have even gotten that far in development (though there was a full scale version of the habitation module that was thoroughly tested). And, so far, the only problem I've had with 1.10 is with Trajectories.
  23. I made a rover even uglier than the last one. The Habitation Module I'm using for an airlock doesn't allow you to enter with any science so I went in and modded the CFG file to allow that. Did the same for the other Orbital Modules because it's no fun exiting a Soyuz to gather up science and then not being able to bring it back to the cosmodrome.
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