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Aelfhe1m

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  1. GameData\KerbalKonstructs\MapDecalMaps\SquarePlateauSloped.png is your basic tapered plateau. If you combined a couple of those in a graphics editor, adjusting the brightness of one to make it "lower" and then drew a gradient fill from one to the other that would probably make a good starting point. Perhaps something like this?
  2. I like the launch ramp! You might want to make a custom height map to add support below the ramp and to taper off the edges of your plateaus. Very high vertical rock formations aren't exactly structurally sound after all. Use white for the upper end of the ramp, a lighter grey for the main plateau, gradient fill for the ramp and another gradient to blend the edges of the whole thing down to black.
  3. The EC values come from ExtraplanetaryLaunchpads/Resources/ECSmelter.cfg. There's an explanation in the config as to why it uses the settings it does. There's also a patch at WildBlueIndustries/Sandcastle/Patches/ECSmelterClassic.cfg that tries to adjust the value, but it just adds an extra config node rather than modifying the existing one. Modifying the patch as follows or adding the following patch to your own patch folder would apply the intended settings:
  4. You might also try placing a decoupler below the crew section (and parachutes/heatshield) for emergencies. You'd lose the rest of the craft but the crew would survive and could be rescued from the surface using some sort of prop powered plane/VTOL or rover.
  5. I don't think this is possible with the stock gimbal module but I did find this mod that looks like it might provide what you're looking for.
  6. That's really old - judging by the comments it was for pre KSP Alpha 0.19. A more modern version along the same idea is:
  7. It's a very old mod. If the textures are stored in DDS format then it's possible that they are in the wrong version of DDS. Back in KSP v.1.8.0 there was a switch made to only support the DXT5 variant, but some old mods had been saving their textures in DXT3. Since Silverwolf Aerospace is licensed All Rights Reserved, nobody can legally distribute updated versions, but you can make get the mod working on your own PC by modifying your own downloaded copies - provided you don't redistribute any of the files. This can be fixed by opening each dds file in an appropriate graphics editor (e.g. Paint.net on Windows, GIMP or Photoshop - may require a plugin for DDS support) and resaving in the correct format [BC3 (linear, DXT5)].
  8. In RO, MechJeb ascent guidance works better with primer vector guidance (PVG) rather than the classic ascent guidance. For early rockets you generally don't have any coast phases (which classic relies on) but PVG is designed to handle continuous burn to orbit and in the recent versions can even handle unguided SRB kick stages. For example, this is the first orbital rocket I used in my latest save. It has a RD-102 first stage, XLR-11 second stage and two GCRC kick stages. With the MechJeb settings shown in the image, it flies itself to orbit (provided test flight doesn't fail an engine).
  9. Here's a very quick (and horridly handling) aircraft I slapped together. As you can see four Goliaths are enough to push that plane body to over 10km (even with 80+ kerbals on board) but it could do with more wing incidence as it needed to hold nose up to get enough lift and the wings are frankly about half the size I'd want for that size of craft.
  10. Since you have both Near Future Construction and Near Future Launch Vehicles but not CryoTanks, the LFOX (Liquid Fuel + Oxidizer) tank type should be being supplied by GameData/NearFutureConstruction/Patches/NFConstructionFuelTankTypes.cfg but I don't see it in your log.
  11. You need to match the name of the descriptionDetail field in the patch and correctly nest the maxThrust field. Then since you're applying the same change to all the subtypes you can use ,* to match them all provided you add a has clause to identify the correct B9PartSwitch. Here's the modified patch (untested): @PART[rmm_cotopaxi]:NEEDS[RocketMotorMenagerie] { @MODULE[ModuleB9PartSwitch]:HAS[#moduleID[engineSwitch]] { @SUBTYPE,* { @descriptionDetail = <b>Thrust:</b> 1962 kN ASL / 2421 kN Vac.\n<b Isp:</b> 368 s ASL / 454 s Vac. @MODULE { @DATA { @maxThrust = 2421 // kN } } } } }
  12. Make sure that when editing a Launch Site in KK edit mode you set the launch site type to VAB and the category to Rocket Pad (RP). Any other values and they won't show up in the "locations" button selector window in KCT. [or you can manually set the "LaunchSiteType = VAB" and "Category = RocketPad" lines inside the config file with the static instance for that pad (if you haven't moved it, it will be in GameData/KerbalKonstructs/NewInstances.
  13. For in depth video tutorials about KSP stock aerodynamics check out Kerbal University by Lt_Duckweed. The various aerodynamic information can be enabled through the Mod+F12 "cheat" menu (mod = Alt on Windows), Physics => Aero. Edit: For a more visual representation of how much drag (red arrows) or lift (blue/yellow arrows) each part is generating press F12.
  14. It looks like a rogue mod is using a patch with :FOR[AJE] instead of :NEEDS[AJE] (or you have an leftover/empty directory called AJE in your GameData). You can find which mod is responsible by searching <KSP>/Logs/ModuleManager/ModuleManager.log for ":FOR[AJE]"
  15. There's a number of decent tutorials on YouTube. Try this playlist by Carnasa it includes the first two. Raiz Space's sandbox video series also explores a lot of advanced topics. For falcon 9/heavy booster landings you'll probably want an extra mod - either BoosterGuidance or KOS. If you go fully expendable then F9Heavy can send an unmanned probe to Moon/Mars. Most manned Mars missions need a lot of launches with assembly in orbit or very heavy launchers (e.g. Sea Dragon or Starship can reduce the number of launches needed) or you can really overbuild for single launch missions (Carnasa has some insane videos of stacked Saturn Vs last segment has a Saturn V in orbit of Pluto!)
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