EpicSpaceTroll139

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About EpicSpaceTroll139

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    Space Toaster programmer

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  • Location 'Merica
  • Interests Aerospace Engineering, Science, Insanity

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  1. EpicSpaceTroll139

    Deorbittimg my kerbin station in the most Micheal bay way

    Deorbit by crashing a heavy spacecraft into it at 500+ m/s?
  2. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    Hey that's pretty good! I like the detail! Don't be too worried if the lander has a high part count. I recall from working on mine, that while I never finished the rest of the rocket, it became quite clear that the lander would be a large fraction of the part count. Stock leg secondary option isn't bad though. Out of curiosity, do you plan to add spherical helium tanks at the bottom of the S-IVB? (Sorry for the late reply... been busy getting back to college this week)
  3. EpicSpaceTroll139

    What did you do in KSP today?

    I think I have something that can theoretically do the job... if it doesn't shred the station while launching it due to stresses.
  4. EpicSpaceTroll139

    What did you do in KSP today?

    How many tons is that? lol
  5. EpicSpaceTroll139

    What did you do in KSP today?

    I saw that. But atmospheric pressure only changes the TWR and Dv, not the burn time. Anyways, testing confirms the boosters burn for about a minute and a half while still reserving fuel for their own recovery, so no problems with the vehicle.
  6. EpicSpaceTroll139

    What did you do in KSP today?

    I finally downloaded 1.6.1. I must say I am happy for the basic information readouts to finally be stock. I question their accuracy on my shuttle however. Those boosters definitely burn longer than 50 seconds, so I have no idea what it is referring to. Note the TWR and delta-v for the 2nd to last stage (marked 1) are not accurate, as the SMEs are shut off after ET separation. I've also been attempting to record some nice testing clips for a mission video. KSP is not cooperating.
  7. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    I do have Making History, but I figured out that I don't need as much thrust from the SMEs with the new boosters. The older shuttle used the-integrated-fuel-tank-engine-booster-things-I-don't-remember-the-name, and needed mainsail SMEs (it once had 3 actually) to lift its full 50 ton payload, but the new boosters allow it to do the same with vectors. (There are 3 Vectors on the main orbiter there) I guess this is actually good. The vectors are lighter than the original mainsails, which will help when taking the shuttle on the beyond-LKO missions which I have planned. I may need to make some tweaks to the aerodynamic surfaces though to account for the COM having shifted forward. Edit: Actually the new boosters don't have more thrust, they just stick with the shuttle longer and thus give it more oomph.
  8. EpicSpaceTroll139

    Work-in-Progress [WIP] Design Thread

    While I'll probably get back to dinosaurs sometime soon, for now I've been working on an upgrade to my old space shuttle. I am laughing (albeit a bit ruefully) at my own stupidity. I spent a bunch of time writing (well rewriting and integrating with a launch script) kOS code to control vernier actuated, claw-gimbaled Mainsails on the back of the shuttle... (see prototype here) and I just realized it was all pointless because they don't even fit with enough room to gimbal around. (Note the decouplers would not be there when it went to space.) I might be able to get away with lower-thrust vector engines on the orbiter though now that it has more powerful boosters.
  9. EpicSpaceTroll139

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    From what I've read in the kOS documentation, Events include all things you can activate via the part right-click menu, whereas Actions only include those that can be assigned to an action group in the editor. Lock/unlock pivot is not available to be assigned to action groups, thus it is not available in Actions, but it is available in right click menu (if a part has been grappled), so it should be in the Events list. Atleast, that's my new understanding. I'll have to test this when I get home.
  10. EpicSpaceTroll139

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    Unfortunately it appears that the pivot toggle cannot be added to an action group in the editor. Edit: In case you're interested, this video (less than a minute long) shows the prototype for the system I'm putting on the shuttle.
  11. EpicSpaceTroll139

    [1.6.1] kOS v1.1.6.3 : kOS Scriptable Autopilot System

    So, this may be a bit of a niche question, but is there any way to have kOS lock and unlock the pivot of a klaw? I did some testing and there does not appear any such an action amongst the various accessible modules of the claw part, but perhaps there's something I'm missing? I had a mini-script do For mod in part:allmodules {Log part:getmodule(mod:name):allactions to My_Log.txt.}. and it spat out the following, appearing to show that toggling the pivot is not an available action. I however know the claw to be a bit of an oddball part, so I wanted to check that this action isn't accessible from some different route? The reason I'm asking is because I've created an engine-gimbaling system that uses claws and small verniers to give high gimbal to mainsails, for use on a space shuttle. It would be ideal to allow the script to unlock them after timewarping to the launch window, and lock/unlock them for times during the launch when change in gimbal angle is not being requested (thus saving fuel on the verniers). UPDATE: I may have found a solution to my problem, using EVENT instead of ACTION. Will have to check when I get home
  12. EpicSpaceTroll139

    So what song is stuck in your head today?

    Not particularly sure how this somewhat memey song got into my head, but it's been running circles for the past couple days.
  13. EpicSpaceTroll139

    What did you do in KSP today?

    I made a thingymabobber that gimbals a Mainsail. It should be readily scalable to gimbal Rhinos and Mainsails. It only really needs 4 of those side engines, and I plan to reduce that to 3 this evening. Should be useful for large space shuttles. My apologies for the hiccup audio. I have no idea what happened there.
  14. EpicSpaceTroll139

    What did you do in KSP today?

    That looks absolutely fan-frickin-tastic… How many rounds does the gun have? Just yesterday I saw the best meme about the A-10 Anyways, now that I'm on Thanksgiving break, I've been taking some time to work on various projects. A dinosaur, ships for a grand tour with a special twist, and my latest idea: a KoS script to allow high gimbal from large engines. See prototype below. Basically the idea is to have small Vernier engines, which instead of directly steering the rocket, steer the main engine which is placed on a claw joint. Thus, the main engine gimbals, steering the rocket. I believe this will be very useful on large shuttles for which vectors are not ideally sized. I need to work a bit on stabilizing the control loop though. On startup it kind of flaps about until it gets stuck in this sort of whirly oscillation which feeds back on itself. It sits there going in a circle like a top after it's fallen down.
  15. EpicSpaceTroll139

    What did you do in KSP today?

    So I left the booster landing program running in the background while I watched a youtube video. I heard explosions and feared my landing script was back to the old problems. Sort of, but not quite Among other things, both of the landing pads glitched under the terrain and exploded in the ocean beneath. Still trying to figure out what else happened. I'm pretty sure the script didn't land the booster in the second screenshot where it appears to be now.