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Posts posted by astro_119
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can I get my username changed to astro_119?
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1 hour ago, nothingSpecial said:
I just wanted to say that replacing engines with one SSME from benjee10's ACK paired with two smallest PhotonCorp boosters and slapping a couple of chutes makes it a very powerful orbital crew shuttle for the stock system. I mean, it has enough Delta V to flyby Mun, decelerate and then land in KSC (tho I misjudged and splashed down nearby instead, and also forgor to close radiators )
you forgor the elevator and box compartment things
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9 hours ago, NateDaBeast said:
I figured later that was just probably it. I looked at the thread seeing if anything mentioned no sounds and didn't see it so thought it might be something on my part too.
Thanks!
@Adiriis helping with adding sounds to the mod now
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4 hours ago, NateDaBeast said:
Anyone else not having any sounds for the engines not playing at all?
i haven't added any sounds
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10 hours ago, OrbitalManeuvers said:
I was testing on JNSQ last night and noticed there's a ton of nullrefs associated with the lab part. Do you already know about this, or would some logs n stuff help? It was spamming nullrefs when the PAW was open, and then just single nullrefs all over the place, at times like entering and leaving warp. Lemme know if this is news to you and I'll get you logs, but it should be easy to repro.
edit: screenshot tax, inspired by Mars Base Camp
i haven't heard of this issue and i haven't had it either, logs would help
also what's PAW, and what made you get the nullrefs?
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someone has told me that the RCS seems underpowered, what do people think about this?
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2 hours ago, OrbitalManeuvers said:
This is really cool - thanks for sharing this!
>> it can maneouvre easily in duna's atmosphere but not in ksrss mars
Definitely can confirm this! Pretty much impossible to re-orient on KSRSS. Not sure if the atmo will be much different in Reborn.
i'm flying it in reborn and it's the same pretty much
4 hours ago, DeadJohn said:Wonderful modeling work! I look forward to trying this when my current career game is ready to venture beyond the local moons.
Regarding the elevator and cargo deployment, and the glitchy nature of KSP robotics, maybe add a crew hatch near the bottom as a cheat if/when the elevator doesn't work. I similarly prefer to have cargo near the bottom for improved playability even if the actual concept put cargo at the top.
adding a crew hatch seems kind of like a scuffed solution so instead i'll probably just put a ladder that runs the whole way down the side
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13 minutes ago, rettter3 said:
Now we just need someboday to make an uptodate version of the Mars Base Camp. Well done
maybe/maybe not
Spoileri've had these assets for a while but i'm not sure when i'll work on them again because i'm trying to prioritise madv right now
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Conformal Decals used above
This mod aims to recreate the reusable Mars lander concept by Lockheed Martin, the Mars Ascent Descent Vehicle. This is a very early pre-release so it is unfinished and there are still many issues and other things I need to work on, so expect many issues and feedback is appreciated.Designed for use in 2.5x
Current (definitely probably working) features:
- Accurate exterior model/textures
- Lifting body capable of very precise and accurate landings
- Opening/closing nose cone for docking port
- Folding radiator panels
- "Working" elevator, better used aesthetically
- Extending/retracting aft fuselage cargo lift
- Engine and RCS waterfall effects
- 3 colour variants
More Images:
SpoilerDocking port is from Benjee10
Credit to @TruthfulGnome for this image
Credit to @Kais_The_Duckfor the 2 above images
Notes/Known Issues:
- Landing leg suspension not working, and this doesn't seem to be a universal issue: the landing legs just completely become dysfunctional sometimes (temporary fix is given by making it an animated part instead of a functional landing leg)
- There is a ladder attached to the elevator that the kerbal needs to grab onto during the animation to prevent glitching
- Parts that attach to the cargo lift don't move with it, parts that are attached to the cargo lift's bottom node and parts that are attached to that part will move along
- nullrefs get spammed when right clicking on the lab/airlock part
Accurate Landing Demonstration:
Future plans:
- IVA
- Storage containers and rover(s) inside as seen in this image
- More aerodynamic adapter to connect 5m to MADV
- Emissive textures for the engines
- adding sounds
Dependencies:
- CommunityResourcePack
- Module Manager
- Waterfall
Download:
GitHub Repository [1.12.x | v0.2.0 | 14/9/22]v0.2.0
- White and black, and lunar variants have been added
- Rear propellant module fuel cells use less fuel but also generate less electric charge
- updated engine plumes added by Adiri
- Improved stability during atmospheric flight
- reduced capability of the laboratory module (previously it had a the capability of a full processing lab which would be a little op for a vehicle like this)
- Landing leg have gear as default action group
- converted most texture files to .dds file format to decrease in game loading time
- reduced seam line visibilityChangelog:
Spoilerv0.1.3
- Slightly more fuel added to allow for precise landings with a good dV margin
v0.1.2
- Flags added on the Rear Propellant Module
v0.1.1
- Aerodynamic performance has been changed to be more realistic (can perform supersonic retro braking at 500m/s in Martian atmosphere)
- Cockpit model used to glitch into docking ports but that's now fixedRecommended Mods:
- Benjee10 Shared Assets (for docking ports)
- CryoTanks (cryogenic propellant boiloff)
- Trajectories (accounts for atmospheric factors to predict your landing position)
- MechJeb (to hold attitude during atmospheric entry)
- Conformal Decals
- Artemis Construction Kit (for SLS, primary launch vehicle for Mars Base Camp components)
And again, any feedback is welcome
Big thanks to @benjee10for helping me out with some issues I had while configurating some parts, getting my normal maps to work and continuing to assist me with other problems
And thanks to @Adiri for updating plumes, and assisting with waterfall issues
All rights reserved.
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shuttle 2 wip
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Just wondering if the trajectories mod is allowed, I used it in my attempt for the challenge because it's a "utility/info" mod but considering landing on the runway is part of the commander rank stuff I'm thinking that it's probably too much of a help to be valid for the challenge
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damn has it been a long time
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damn parallax collisions really bonk the little deployable science experiments
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6 minutes ago, 4x4cheesecake said:
The sky is still extremely dark for me and I can see only a few stars.
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3 minutes ago, 4x4cheesecake said:
Which KS3P config do you use and do you also have Distant Object Enhancement installiert? The latter one can dim the skybox, depending on your camera position relative to the sun
Not sure about the config but I am using Distant Object Enhancement.
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I feel like this is a bit of a nooby question and there's an obvious fix to this problem but i can barely see the skybox, even on the night side. I'm playing on KSP 1.6
https://imgur.com/a/kJaUPRc
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1 hour ago, King Something said:
Probably, unless the mod author changes the license from ND to SA.
A shame, since this was a great mod.
yep, i still use it though, know a way to increase the deltaV of the shuttle? trying to get to the mun with the kso
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so rip this mod i guess
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1 hour ago, danielzhang18 said:
Will nuclear weapons being added in the future?I really like this weapons pack I hope to see more weapons in this mod, especially the nuclear ones. Nice work overall. I think we need nukes in 1.4.x.
Isn't there already a nuke mod for KSP?
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Is it just me or do the weapons not load up in 1.4.5?
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On 6/12/2018 at 5:52 AM, Vonnmillard said:
I know, but do you think it might look better if there was a FB-22 Cockpit, like in Ace Combat Infinity?
eh
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8 hours ago, Vonnmillard said:
What about the FB-22's Cockpit (From Ace Combat Infinity), and maybe also landing gears?
i made an fb-22
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10 hours ago, DiscoveryPlanet said:
yeah because, B9 PW for ksp 1.3.x and 1.4.x are little bit different configuration (not because NMB)
have finish all of my jet fighter for 1.4.3 will upload it to Kerbalx, but right now iam really busyHere some bonus photos :
Btw i used this version of B9PW
https://github.com/jrodrigv/B9-PWings-Fork/releases/tag/v0.50whats your weapon loudout?
for your aircraft
mine are:
F-35A
- 4 x AIM-120D
F-22A
- 6 x AIM-120D
- 2 x AIM-9X
[1.12.x] AeroSpace Technologies and Reusable Operations - Stockalike Lockheed Martin MADV | v0.2.0
in KSP1 Mod Releases
Posted
ok awesome ill update