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Odyssey

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Everything posted by Odyssey

  1. It's not a bad looking design (holding off on further judgement until I see more). I'm curious though why you're going with a dome shape. I get that it provides better coverage for solar access, but, with the flat top of the cab, I've just been putting up flat panels on top. Not sure what advantage you're seeking by competing with the shape. Still, for all that, looks like a decent design. Loving this whole mod so far. Just landed a Watneymobile on Duna over the weekend, unmanned. About to send some kerbals to fix the damage it took when it landed. Gonna be fun. Is anyone working on a better way to land one of these freight trains than the VTOL system? I get that it works (haven't tried it but it seems solid) I just am not wild about flying the train from Back to the Future 3 onto Duna's surface. Can we get a system that will let you put it in a (presumably big) box and unpack it? Anyone got a good way to bring her down without VTOL?
  2. Request to whomever... I love the Viper. She's overpowered but still .... as all get out. Is there any plan in place to fit her up with landing gear and/or a good spot for a docking port? I can put a docking port on top, so that's not too much trouble, but some gear would be nice just do I don't have to belly land wherever I wind up. Still, very nice machine and a nice mod on the whole.
  3. Getting no smoke out of the engines, every launch I try, both shuttles roll lazily to a nose-down position. Max alt is less than half a kilometer. Not sure what the trouble is. Anyone have any advice on this? Get the same result flying mechjeb or manual control.
  4. I plan to give it a try at some point in the near future. Will post my results, such as they are, with great thanks for your mod.
  5. Apologies if this has been covered. I was thinking about using a Tundra as a Duna Ascent Vehicle. With a full crew of Kerbals and a full tank of fuel, can it reach a moderate Duna orbit and dock with a transfer vehicle, or will I need to... Add MOAR BOOSTERS?
  6. Necro, I'm thinking of doing some code tweaking to make the Discovery compatible with KAS/KIS systems. My goal is to get it so you could build everything in orbit, one piece at a time. You feel like tag-teaming the coding? I don't think it'll be too tricky. Also, if you're up for it, I could use your help with the old school DSP Discovery ball.
  7. Is it just me, or does this look a lot like the lego mini-shuttle?
  8. @Redneck - What's the latest? Have you got stuff we can lend a hand with?
  9. Can you show me what code to alter to get ATM to shrink it? Does the current ATM work with the latest version of KSO?
  10. Has the memory issue been fixed? If I remember right, the basic KSO systems are working, but it eats so much memory you can hardly have any other mods in a simple install.
  11. Thanks, but that doesn't seem to have fixed it. Can you account for why it worked on Kerbin but not on the Mun?
  12. Need a little help here. Yesterday I practiced building a rover and base on the launch pad. Everything went well. I launched a supply ship to the Mun and then followed with a manned lander. When my Kerbals (Bob and Bill) reached the lander, neither of them was able to attach one part to another. They could bring things out and drop them on the ground, but not attach them to each other. I had messed around with the Traits file in GamePlay/Squad/Experience, so I figured that might be the cause of the trouble. I exited the game to restore the file to its original settings, but that did not help. Can anyone tell me what the trouble is and/or what I'm doing wrong here?
  13. Question for anyone who's good with code. In the old days, any kerbal could fly, engineer and science whatever situation came up. As the game progressed, they split the classifications up into 3 groups (forget the tourists). In my sandbox mode, I'd like to have Kerbals that can repair, science and fly. I assume this can be done by manipulating the code for the individual Kerbals in the persistent file, but I'm not sure how I'd go about it Code for a standard Kerbal below KERBAL { name = Jebediah Kerman !obvious gender = Male !obvious type = Crew !only options seem to be Crew or Applicant brave = 0.5 ? is this something that affects science vs. engineer vs. pilot? dumb = 0.5 ? is this something that affects science vs. engineer vs. pilot? badS = True ! the bad-ass trigger - any effect? tour = False !presumably indicates not a tourist state = Available !not dead ToD = 0 !no idea what this is idx = -1 !no idea what this is CAREER_LOG { flight = 0 } FLIGHT_LOG { flight = 0 } } Can anyone help me with this? I know it's technically a violation of the gameplay, but so is every mod. Anyone know how to create a Mega-Astronaut? Also, I'm guessing not, but is there anyway to change basic facial features and/or use the kerbalizer to import new looks into the game?
  14. KAS and KIS are all about part relocation and construction, essentially being able to unpack a box and manipulate the contents. That's good if that's what you want to do, but I figure you'll also have folks who will want to use the ship for launching satellites, probes and the occasional station module. As long as it can do both, I think you've got a good design there. Also, I'm not asking for it, but, for what it's worth, NASA will never launch any kind of shuttle again without a decent manipulator arm (it's come in handy too many times). I know the XR series doesn't have them, just throwing the idea out there. There's a couple of mods for them already, though I never tried any of them.
  15. I think it's just a couple of lines of code that can get your cargo unit to work with KAS/KIS. I'm not in front of it right now, but I'll take a look tonight. For what it's worth, I'd try to keep cargo containers cylindrical so that they can mate up easier with fuel tanks and capsules. When the XR-2 is ready, I'm gonna use it as a workhorse for an orbital construction platform. Any kind of cargo shuttle will want to be dealing with cylinders. It's just cleaner that way.
  16. That's still not fixing it for me. Would you be good enough to post the craft file?
  17. Yeah, that's what I'm doing. I'm erasing the line node_attach = 0.5, 0.0, 0.0, 1.0, 0.0, 0.0 and putting node_attach = 0, -0.050327, 0.0, 0.0, -1.0, 0.0, 1 in instead. Am I misunderstanding the fix?
  18. Sorry if this has been asked already... I was having trouble attaching to the back of the Mk 4 fuselage piece. Tried to put a tail section part on the rear of it. It looked like it fit into place (had to rotate it to get it oriented right) but after I put it on, it still had the transparent status of a part that isn't attached. Anyone encountered this and/or have a fix?
  19. (On the hubble mod) Can we get the updated file? Or can you walk through the process to convert it
  20. Can you give a little clarification here? I tried copying this line right into the craft file and still had trouble. Is it just the sign that needs altering or do the values need changing as well? The original line's numbers are all either 1, 0, or 0.5
  21. There's a dreamchaser mod that has kind of a UCGO system (at least in part) - it's essentially containers that fit into its (tiny) cargo bay that you can use with KIS and KAS (which I'd highly recommend making this compatible with).
  22. Mike- you gonna go back and basically redo FASA? Get Apollo, Gemini and Mercury too? Or is your plan to go a different way after this? Just curious what you're thinking long term. For what it's worth, there are tons of good designs that were never flown, mostly for budget reasons. I always wanted to see what an alternate shuttle program would have been like. If they'd gone for something smaller, just for crew and expeditions, sort of the best bits of Apollo and Shuttle fused together. Reusability without an uber-complex structure behind it. Loving the work so far. Can't wait to see the Dyna-Soar
  23. Absolutely! The society of alternate history Kerbal fans thanks you.
  24. Can you walk me through that process? Is there a mod that can do that? If so, which one?
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