Jump to content


  • Posts

  • Joined

  • Last visited


729 Excellent


Profile Information

  • Location

Recent Profile Visitors

4,404 profile views
  1. Only the regular wheels, landing legs, kerbals and deployable science parts have terrain collisions.
  2. I don't understand what you are trying to do? The BoulderCo folder is just configs. Do you see clouds in the game? If yes, then its working.
  3. I realize its a testing program, but it seens like every engine test reveals engine issues. At what point do we start to consider that using the most complicated rocket engine ever built for starship might not have been the right move. I am a huge SpaceX fan, but i really worry how they are going to get super heavy to work with so many engines.
  4. A secondary mission was launched and placed some dual band relays into a high orbit out beyond the Mun, to makin comm with the Duna mission that was in-transit. Also, more issues with the base design of the KShip has caused the engineers to return to the drawing board yet again. This new revision, model E, includes fuel drain valves, a larger cargo bay, a new crew elevator, and adjustments to the aero surfaces. Mun Mission Six is a test flight to setup an automated mining depot to provide a substrate supply to the existing base facilities. Mission accomplished.
  5. Have you used BV in 1.11? I keep getting scrambled rovers when i try to use it.
  6. ok, so here we have one more revision to the design. Tweakscale had a bugfix update which changed the lowered the drag on the scaled up parts and made the ship burn up in the atmosphere. I tried a bunch of different solutions, but the real problem was that the aero fins at the bottom were too large and had too much control vs the body size. Smaller fins worked, but they could not provide enough drag during reentry. Finally I decided to just move the fins to the center of the craft which allowed the aero surfaces to do their jobs closer to the center of mass, and that works great. I also took the opportunity to extend the cargo bay, as large as it was, I found it limiting on some of the Tundra parts from MKS and could not do the things I wanted to try. The other problem I had was that the crew elevator relied on too many moving parts and could end up flopping around in the atmo, even through it was clipped inside the vessel. I tried a dozen different designs on the elevator, there are several problems to work around. Kerbals on EVA have no friction so they can't stand on a moving platform. You can get around this by making a 'cup' like structure. Kerbals on ladders can still create physics interactions and can have weird things going on. So here we have the final design. no more clipping into the ship. we take advantage of the taller cargo bay and instead of having a cup we just have a platform, and instead of ladders or standing we have seats for each of the crew. We also resolve the issue of the elevator getting turned at an odd angle when it gets retracted back up. With this system the crew should be able to get around the seats no problem. At the end of the day the previous crew elevator was 14 parts and carried 4, this is 10 parts of the elevator, and 8 for the walkway, the struts are not technically needed, but look nice. This "final" version is 75 parts, with the booster increasing it to 94. I also have a MKS life support module that I can stuck under the fairing to give it a few months of supplies and habitat. The craft file should only require Stock + Tweakscale + KAS KShip10E.craft The Life Support module needs MKS suite. KShip Life Support.subassembly
  7. I think I finally figured out a way to do a crew elevator safely.
  8. I don't get the option to climb here. Is it only for specific parts? Even using the ladder I don't get an option to climb up onto the platform. Its a little frustrating.
  9. They are in a new category for "Rovers" if you have Community Category Kit installed.
  10. will do, i was going to but there were so many open issues i didn't know if you looked at those.
  11. https://gfycat.com/quaintamplelangur the top node on the scout landing module needs to get moved up slightly
  12. when they added the stock commnet it was made entirely optional, so I'm sure they would take the same approach for a stock life support system.
  • Create New...