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StickyScissors

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Everything posted by StickyScissors

  1. Screenshot from another day of messing with station parts. Doing approach and docking tests, but the docking went...weird. MechJeb was being stoopid around docking ports/these station parts and didn't want to move the spaceplane any closer than about 30m to the station. - And here's a gif of a later docking test, this time MJ actually worked.
  2. Moar screenshots! Tearing through the atmosphere to test gliding and control - ...i still stuck at gliding, as is demonstrated by my ocean ditch due to overshooting KSC, and i'm...mild at controlling this thing, it likes to roll side to side violently because SAS over corrects :/ - Testing a crew vessel concept around the Mun. Not sure if i'm gonna use it now that i have an SSTO that could take care of most of my crew tasks for LKO and, provided i get my self-sufficient fuel mining operation going, for free - Testing a new(er) iteration, now with an additional 2 engines on the service module(not seen), bringing the total up to 6. Going off to Minmus.
  3. I guess while i'm thinking about Mk2 stuff, @Shadowmage, would it be possible/practical to SSTU-ify the Mk2 tanks and allow them to be stretched, scaled and such? Assuming this happens it'll need to either stretch the stock texture (blegh) or maybe just use generic swapable white/gray/dark-gray/black textures, which could be recycled fairing textures.
  4. the lone ports themselves, sure, but it looks like the Mk2 clamp-o-tron will need a new model, because the port isn't swapable on it's own in the config from what i can tell.
  5. would it be possible to create another Mm2 Clamp-O-Tron but instead of using the stock socking port, it would use the 1.25m port from SSTU?
  6. Alright, well, Overengineer1 is never going to update this, and it is hemorrhaging NRE's any chances it gets, so goodbye to this mod.
  7. I....added/changed some things that i thought would have worked but it didn't worked :I Nevermind, i got it. having "resourceFlowMode = NO_FLOW" means that fuel won't flow, even to parts connected directly to it. Lesson learned until i forget it again
  8. Ehr, it would be cool if the RCS-4F-V thruster pod (and the other variants of it) used NTO and Aerozine50 like the RCS thrusters on the Apollo and Orion capsules use. My building of a custom service module is grinded to a halt because trying to dock with RCS that only works in one direction is kinda useless.
  9. Oh yeah, i forgot to mention that i kinda "borrowed" your spaceplane and made modifications. Didn't change much at all, though, as it worked nearly perfect out of the box
  10. Today in KSP, i certified my Raptor SSTO for spaceflight after 3 consecutive Launch, orbit, land, refuel, repeat missions. It held up well and didn't have a single critical issue. Here are some shots from the final test run: Reentry: - I overshot KSC, so i had to kick the engines into jet mode to be able to make it back. I dump oxidizer after coming into contact with the atmosphere, because at that point, it is useless. - After landing, Jeb gets out for a portrait - Now, since the core design is flight certified, i thought i'd try to add optional additions to it, to boost LKO payload capacity. How did i do that, you ask? Moar boosters! I strapped some SRB's to the side to add some DV, it was all going fine until i decided to jettison them, though. Right upon staging, the SRB's flung themselves into the wings, shredding them off and sending me into an uncontrollable tumble before i could recognize what happened. I managed to save the crew by "landing" propulsively with the RAPIERS, however, so Jeb and Bill didn't have to die for this ballsy test.
  11. This isn't my actual first, because my actual first was tapping random keys to figure out what they did. My first screenshot that wasn't mashing my keyboard was this: When i got the game (May of 2015 i think), i immediately became obsessed with spaceplanes and space stations. Forget the planets, i wanted a big grand station and spaceplane system. Then i realized what partcount was and got sad because 30 parts lagged my crap computer at the time.
  12. RangeMachine's alternate .dll isn't even showing visor reflections :/
  13. Space Station Vucari, my latest attempt at building something using a majority of SSTU parts that at least slightly resembles a space dock in...space. Big fuel storage tank in the middle filled with nearly 78k units of LF for the refueling of my Alkaid Reusable Nuclear Shuttle. So far, its turning out OK, but there are still some things that SSTU just can't do yet, and that is these big hexagonal truss assemblies, like the ones around EJ_SA's ships: Another thing that would be convenient is small 1.25m crew tubes with swapable docking ports on either end, which can help people not need to pretend that empty structural fuel tanks are crew usable. - Below, there is another shot of Vucari's business end. This is where , when i get my serious save started and the station built, fuel probes launched from kerbin from time to time will ddock and dump fuel into the station. Later on, when i get a mining setup going, i'll be using the RNS's to bring back fuel mined from the Mun or Minmus. They can haul a lot more fuel than they use, so i don't have to worry about breaking even or not making a "profit" from it - And now, for part count stats, with and without the RNS's and crew vehicles. Firstly, all up: 108 parts. Each RNS is 35 parts, each crew vehicle 10, and the station makes up for the last 18 parts (a new record low for my stations). This already really low part station on it's own could be brought down to...counting intensifies...4 parts if a few things are able to be done/shadow want to bother (not including docked ships and the like, just the bare station): -Allow the solar panels to be either welded to an existing truss segment, or come with swapable ones. This would bring each set of 3-part solar trusses on this station down to 2: the solar panel and truss as one part, and the docking part as another. -The 1.25 crew tube with swapable ports on either end is made, which could also potentially save parts by having one of those colorful multi-ports swapable on the ends (which, IIRC, is''nt possible?) -Each one of the colorful multi-ports already on the station could be welded to each other (which seems way too complicated/impossible). For example: Dock something to the red port, weld them together, dock something else to the green port, weld that together, etc. -Modular fuel tanks have the option of having integrated/swapable docking ports at either end of them. This would bring 3 parts down to one n this situation. To get to 4 parts, assuming all the things i listed are cable of co-existing peacefully, all the crew tubes/parts/pods(including a new 1.25m crew tube), and by extension the docking ports that attach the panels are welded into one big part, fuel tanks gets integrated docking ports, and the solar panels and trusses get welded to each other/integrated like mentioned, This may be very far reaching or downright impossible from the get-go, but i can't halt my rampant imagination and armchair coding/engineering. i feel like i have some sort of condition or something O_o This also may well be gibberish or hard to understand. I will clarify if need to the best of my abilities
  14. Not sure if this is a problem that shadow can solve, but holy god does the game drop to 5 seconds per frame when i try to use KVV with a craft that has station parts involved. Upon activating KVV, the log is annihilated with: [Log]: [Warning] KRSVesselShotNo replacement for Standard (UnityEngine.Shader) in SSTU-ST-GEN-DSP-DOS-M (Part)/*/ST-GEN-DSP-2.000 (UnityEngine.MeshRenderer) or some very similar variation of it for each station part on the vessel.
  15. I'm not sure if it's from this pack or just EVE in general, but who's decision was it to give Eve(the planet) orange/red clouds :I
  16. @Shadowmage Am i correct in assuming that with the latest update note "FIX - Node specifications for many hub adapters" will fix this issue. I'm on the last update, not the latest (data cap ).
  17. Added .disable after .cfg so the filename would be PF.cfg.disable remove .disable to revert back to normal
  18. @Shadowmage False alarm, it was just my disabling of the PF patch with procedural fairings installed that caused it.
  19. Your install is borked, it's not the mod itself. See here: http://imgur.com/a/IbnEx 2 seats are facing forward, and the are 2 in the back is facing sideways which is intended. Although, only 3 kerbals can board the capsule, Shadow might wanna check that. As for Orion, the bottom panels are definitely there, they are kinda hard to see, but they are there.
  20. @Shadowmage Hmm, so a bug that i -thought- was related to FAR has resurfaced yet again, but there is no FAR involved this time (that bug-fixing PR you made still hasn't been merged). Just went to separate the fairings, but instead of jettisoning the fairings only, the fairing base exploded, the fairings separated, and the 2 fairing pieces turned pink. Output log: https://www.dropbox.com/s/91dp3a9rhk791d5/output_log.txt?dl=0 Note: -IIRC, this has only happened when i had the fairings set to the "clam-shell" mode, not the regular "confetti" mode -This doesn't always happen. This happens every time. -No NRE -spam- in the Alt+F2 window when problem occurs. Most of the time there is a single NRE -This Does not happen with the stock fairings Ignore the GFX issues, that's just KSPRC going berserk. The launchpad explosion is also not the fairings fault
  21. Probably not really needed, but it couldn't hurt. A quick glance at the log pops up...a -lot- of this: NullReferenceException: Object reference not set to an instance of an object at GravityTurn.VesselState.ToggleRCSThrust (.Vessel vessel) [0x00000] in <filename unknown>:0 at GravityTurn.VesselState.Update (.Vessel vessel) [0x00000] in <filename unknown>:0 at GravityTurn.GravityTurner.FixedUpdate () [0x00000] in <filename unknown>:0 (Filename: Line: -1) So i'm gonna go ahead and assume that GravityTurn is causing it...even though i wasn't using it, i was using MJ ascent because i -thought- GravityTurn was the reason i was having flippy issues on ascent. Edit: i guess since i mentioned it, i'm not sure how even MJ is letting the rocket flip on ascent, it's got plenty of gimbal to correct issues but noooope, it keeps on flipping, or i have to keep it pointed where it needs to be manually, which pretty much negates it's use in the first place :/
  22. I swear that my finger and the F1 key have some seriously powerful magnets in them. Can't. Stop. Screenshotting! Was testing shuttle stability on reentry (not great), my slightly upgraded Alkaid Reusable Nuclear Shuttle, and gawking at the hab parts and GFX mods.
  23. After some conflicting with KSPRC was solved(don't use the scatterer that comes with KSPRC), i finally got this to work and a few screenshots
  24. Finally got my GPU issue sorted out, here's some testing screenshots. They have to do with beautification mods more than anything, but who cares, they -do- at least have one part from SSTU.
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