• Content Count

  • Joined

  • Last visited

Community Reputation

223 Excellent


About BadOaks

  • Rank
    Rocketry Enthusiast

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. You raise a good point, but one of the existing buttons in the command pod's PAW is "rename vessel". Since the functionality of this button can already be achieved with the vessel info panel from the map view or tracking station, maybe "configure vessel naming" could replace it. This would make sense since unlike "rename vessel" it's part-specific, and there would be no increase in the number PAW buttons.
  2. This is just a a few relatively minor quality of life features I've found myself wanting at some point. If you like them, please click the bug tracker links and vote. Archive saved craft files - #22914 The ability to move a saved craft out of the load craft menu without deleting it. In career games the list of crafts I have saved gets rather long and cluttered with ones I no longer use. However, I still like to keep some record of them in-game so I can go back and see what I've built, and occasionally I do find a use for an old craft. This would entail creating a third Archive tab in the load menu in addition to VAB and SPH that you could move old craft designs into to de-clutter the main lists. There'd also be an option to restore a design back to its original tab. Ability to "configure vessel naming" in-flight - #22915 A few versions ago we got the ability to "configure vessel naming" on specific parts and set the priority for that name, which I absolutely love. Unfortunately this feature is only available in the editor and I'd like to be able to use it in-flight. Ctrl-to-click-through - #22917 In the editor, I often have times where I part I want to select has been clipped juuust under the collider of another part, even if it's still visible. Selecting a part like this usually involves some finnicky camera manipulation. To solve this, I'm imagining a feature where if you hold control key and left click, it will ignore the part that would normally be selected and instead select the next part under it, if there is one.
  3. I don't think that's it, as I've seen it when adjusting things like control authority on the elevon parts for example. I think the larger the range of possible values, the more likely it is to skip some of them, possibly due to rounding errors.
  4. I've struggled with sliders so many times and it keeps skipping past the value I want. 78.5... 79.0... 79.5... 80.5... 79.5... 80.5... I want 80.0! It's especially frustrating with the robotic parts when you haven't set up a controller yet, or don't intend to for that part. Being able to manually enter a number would be a god send.
  5. I built the Estoc rocket to succeed the Tailwind. A modified version of the rocket I used for the first manned missions to LKO, it uses a hybrid first stage of solid rocket propulsion assisted by four vernier LFO engines for maneuvering, as well as four strap-on SRB's. The upper stage uses hydrolox fuel, so it is relatively large, low thrust and has a ton of dV. Here it is carrying a relay constellation for the Mun. Jeb and Valentina went up on missions Amelia-3 and Amelia-4 to perform the first docking maneuver and spacewalk. On an unrelated note, the BSG OST is awesome for playing KSP, especially this song.
  6. Since the 1.7.1 version of Kopernicus came out I've been playing a new career in JNSQ. There's something really satisfying about designing missions with early tech. The 3-stage Tailwind rocket is the first consistently used launcher I made after getting past sounding rockets. It uses a large SRM as the first stage as well as fins for stability since I didn't have the HECS probe core yet. The Tailwind is the main workhorse of my early robotic missions, having launched almost a dozen orbiters, impactors, and landers. Beryl-7, Mun impactor mission. Beryl-11, tiny Minmus lander.
  7. My first *useful* attempt at using the new robotic parts is a construction crane for assembling surfaces bases. Stowed, it fits snugly in a 3.75m fairing and the wheels can rotate, allowing it to crabwalk left and right to line the part up just right. After several hours of fine tuning, I've gotten to where my Crab merely teases the Kraken rather than outright summoning it.
  8. Depends on the engines and fuel mass ratio. SSTOs have very tight margins, which is why they are the most challenging craft to build. But first focus on making something that's flyable. Orbit comes later!
  9. Huh, that's weird that it's flipping. Flipping usually happens when the CoL is in front of the CoM. Normally you actually want the CoL closer behind the CoM than what you have there. If anything, I would think your plane should be lawn-darting into the ground (the opposite problem). Well... normally the phrase is "any landing you can walk away from is a good landing" but I think we can accept "swimming away" this one time. Edit: Here's a good tutorial for plane design that might help you troubleshoot.
  10. The important bit is that to be aerodynamically stable center of mass needs to be in front of center of lift (the blue sphere), which isn't pictured. And for easy take off the main landing gear should be positioned just a little behind the center of mass. Keep in mind that planes are MUCH harder to design and fly than staged rockets, especially SSTO's. If you haven't gotten to orbit yet, I might start with a rocket.
  11. I know it's been suggested before, but I'd like to see a wind tunnel facility, where your craft would be technically be in flight mode and you could see how the physics / aerodynamics / thermal models affect it. The craft would be constrained in position and optionally in rotation, and you could see overlays for linear and rotational forces, expected g-forces, thermal flux / limits etc. and you could adjust atmospheric characteristics like density, relative velocity and temperature.
  12. @blackrack I love the look of the new version, and really appreciate all the hard work you've put into this mod. There are two issues that I found, the first is the same kind of black patches on the horizon that @evileye.x and @Citizen247 reported with rescaled systems. This is a 3.2x rescale on a clean install with only scatterer and the mods needed for rescaling (Kopernicus/Sigma/Rescale etc.). Some things I noticed: Judging from the others' screenshots, it gets progressively worse with larger rescales. It is most noticeable in spots where mountains are on the horizon, and less in flat areas. It looks like it occurs around or in front of the outlines of mountains where they protrude above the spherical horizon. Also most noticeable at high altitude just before the transition to scaled space. I don't see it once in scaled space. The second issue I found is hopefully simpler, which is that changes to 'Post Processing Alpha' aren't reflected in scaled space. To reproduce: Put a craft in LKO. Alt-F11 and set Post Processing Alpha to 2. Zoom out with the camera until it transitions to scaled space. You should see a hard transition where the appearance of Kerbin's atmosphere changes back to what it would be if Post Processing Alpha were equal to 1. Here's the transition:
  13. Since you already have to download KSPRC to install Spectra, I just copied the CityLights folder from that. It's in the same directory as Terrain.
  14. My Duna mission returned home. I may have slightly miscalculated the amount of food they would need for a return trip, so instead of admiring the view, Val, Bill and Bob were more focused on gobbling down the snacks brought up with the shuttle. Once back on Kerbin, Bill started flight tests of the new modular cargo landing system. It handles surprisingly well, and can be configured for a wide range of cargoes ranging from shipping containers, rovers and base components. Bill tested it by constructing a small base with the contents of this one.
  15. A Duna transfer window came around and Val, Bob and Bill took the shuttle up to the KTRN Love of Rain. A mission payload consisting a comsat network and an atmospheric lander was also launched and docked to Rain in orbit. The Kraken apparently hates IR parts and mangled the Rain's two antenna booms. Bill EVA'd out to inspect the damage and after attempting to reattach the booms determined that repair was impossible. The booms were detached and nudged away from the spacecraft to prevent them from throwing off the vehicle's center of mass. A two-part transfer burn (0.24 Gs acceleration) took place over Kerbin's terminator and after a 6-ish month trip the Love of Rain arrived in orbit of Duna. Comsat deployment went smoothly. The primary relay took up a high, inclined orbit beyond Ike, and a constellation of 4 small relay sats were deployed at an altitude of 500 km to guarantee continuous coverage over most of Duna's surface. Heatshield detachment was a little janky, but otherwise the landing was a success. The lander also features a mini-rover and a crate full-o-science! Val and Bob took the rover out for a spin to a nearby hill while Bill set up the surface experiments. After a few days of putzing around, the gang piled back into the lander and burned for orbit. KTRN Love of Rain of still had plenty of fuel, so they jettisoned the radial tanks and made a short hop over to Ike to say hi. I like Ike! That's a badass little plane! How fast can it go?