Jump to content

Runescope

Members
  • Posts

    222
  • Joined

  • Last visited

Everything posted by Runescope

  1. I think I found a small bug working with the Kethane Addon. In the VAB or SPH when setting groups for the Kethane Converter, I can set different action groups for "Toggle Liquid Fuel " and "Toggle Oxidizer", but when I get out to the launchpad they all change to "Toggle Liquid Fuel".
  2. In editor extensions (http://kerbalspaceprogram.com/editor-extensions/ ) you can toggle the ability to surface attach any piece, amongst a host of other options. This might be easier to use. Edit: Nevermind
  3. Don't forget about this one! http://forum.kerbalspaceprogram.com/threads/20420-23-Jeb-and-Bill-9000-a-smaller-radial-Jeb-for-the-Clarke-fans?highlight=bill9000
  4. So, just did a test and the KAS grappling hook won't attach to asteroids Edit: Did another test. I can mount the asteroid grappler onto the hook anchor and eject that towards the asteroid and pull myself in. Though I wouldn't mind finding a way to slow down the retraction rate.
  5. China has that rover (maybe possibly) still roving around up there. All it has to do is knock over the flag that the first Apollo mission placed up there. America would EASILY spend a few million billion dollars just to get someone up there to stand it upright again!
  6. And still nobody mentions any help for the poor Spaceport. If you've abandoned it, just admit it and shut it down, because it's broke beyond being useful.
  7. Okay, only sorta, but still, it's building custom mechs and running around with them! https://www.kickstarter.com/projects/1509489292/mav-modular-assault-vehicle The part I like the best? It has a single player component to it! I don't play well with others.
  8. Well, I used to use a mapping plugin to output the elevation data to a CSV file and then input it into Surfer 10 to make different types of maps, topographic being one of them. I haven't done that in a while though as the mapping plugin hasn't been updated to work with .23 as far as I know.
  9. The only reason my friends know about it is that I push it in their face all the time telling them it's THE AWESOME! lol
  10. Sooo, I love update news and I'm glad to hear that things are moving along. But, wasn't there supposed to be an update to Spaceport some time ago? Because it's seriously borked. I haven't heard anything on it in a loooooooooooong time.
  11. I name all of mine after Discworld characters and cities. For example my primary station is called the AM-Class. Someone thought this was a joke about having an AM Station, and asked if I had an FM Station too. The joke was purely unintentional, I assure you. The AM stands for Ahnk-Morpork, and I have two living areas, a high end one and a simple one, separated by fuel. Much like how the Discworld city is two living spaces separated by a river of what best could be described as "not water". The stations all have their own names. The one around Kerbin is Lord Vetinari, the Mün has Lady Sibil and Minmus has Commander Vimes. I designed a flying heavy Kethane mining & refinery rig using the Hooligan Labs blimp parts and named it the Belaphon, after the druid that was encountered in a cloud flying a giant rock. A heavy rover I named Detritus after the lumbering troll gaurd. Things of that nature. I thought that the feeling of the Discworld fit quite well with the feeling of KSP for some reason.
  12. You are absolutely right. I should have mentioned that. The SSTO uses a high altitude jet engine until it can't get enough air, by that time though, my apoapsis is higher than 80km so I coast and then circularize with a couple small rockets on the sides. The SSTO is actually my SSTMARTK (Single stage to Minmus and return to Kerbin). Though it does have to refuel at the Minmus Kethane base to get back. The rocket is a simple rocket setup with asparagus staging (that being the most efficient, and therefore the most competitive to the SSTO).
  13. So I finally got around to using the Telemachus plugin to generate graphs and thought I'd do a comparison between my standard SSTO and Rocket. As you can see, there isn't much difference between the two when it comes to flight path and velocity, but the real difference is when you compare fuel consumption and g-force. You can really tell on the g-force graph when my rocket stages I've come to the conclusion that there are three criteria for getting things to orbit. Fast, Smooth, & Easy. Pick two.
  14. Ahhhh, that must be the American way of spelling it. British and Canadians use a 'z' instead of an 's'. (like how we spell colour with a 'u') The accelerometer hmm? I wouldn't have thought of that. Though in retrospect, I should have. Thanks. Not sure why chrome on the ipad doesn't work well with it. That's just screwy and frustrating for everyone involved. No worries though, there are always ways to get things to work. Thanks!
  15. Could you tell me what sensor I need to get a graph for the g-force information? I put on a GRAVMAX Negative Gravioli Detector, but that doesn't seem to do anything. I can't find any other science sensor that would even remotely have this information. Actually, I'm having a bit of trouble getting it to work on my ipad. I can see some of the information, but not all. For example I can use the Altitude & Velocity graphs, but I can't use the Liquid Fuel & Oxidizer graph (BTW, you misspelled Oxidizer). Is this just a problem with the ipad? When I use a browser on the same computer I can see the Liquid Fuel & Oxidizer graph no problem, but I still can't get a G-Force reading, though I can get a gravity graph, which is something I couldn't do on the ipad. Okay, slight update. If you use Safari on the iPad the graphs for Liquid Fuel & Oxidizer work, as does the Gravity (with the GRAVMAX sensor), it's just if Chrome is used on the ipad.
  16. So I have two stations that I've built. One plain-jane and the other a bit fanciful. Neither one on a scale of what people here have built, but I'm proud of them nonetheless. So the first one is the Near Space 1, and it's the fanciful one. This is the central hub. Not much to look at really. It gets better! Really it does! This is part 1 of 3 of the docking ring. Each section had to have it's own RCS & control system because it was too big to get into space all in one piece. The docking section separated from it's launch vehicle and docked to the central hub. And it completely constructed. If you hadn't guessed from the shape and name it's a quick recreation of the Star Trek: Deep Space Nine station. It has three docking sections each with a regular docking port and two junior ports and the central hub has a large docking port on the bottom. It's all stock BTW. I've been thinking of maybe expanding this so that it has a proper habitation ring and then a docking ring. With a science station at it's core and the large docking ports around the outside with regular docking ports where the small ones are now and then small ones around the ring for small ships and probes and whatnot to dock to, but that might take more effort than I'm willing to put into it I whipped this up in an hour. Now for my more plain-jane station: This is the AM Station 01: Lord Vetinari. (All my regular stations and ships are named for Discworld characters, why? Because, that's why). Three regular ports and one big docking port on the bottom. This one is NOT stock and has extensive use of the Kerbal Attachment System. The boxes on the sides have many spare parts that can be used to repair craft that get damaged. There is also three winch systems that can be used to attach lines or pipes to craft that for some reason I didn't build with a docking port, or with only a junior docking port. This one goes up all in one go, no further assembly needed. BTW, this is a picture of it fully lit up with no sun on it at all. It has room for two crew besides the pilot and a lot of fuel and RCS in case a ship needs refuelling. And this is it with the solar panels deployed. Or the "I-Can't-See-A-Damn-Thing" mode as I call it. The solar panels are in very little danger of being bumped by incoming ships this way though. Here's my SSTO Belafon docking. Truly some amazing work in this thread and I doubt I'll ever get to match it, I just don't have that much ambition or attention. lol
  17. Could we PLEASE get some tutorials for making custom skins and layouts with the JAVA tool? It doesn't have to be much, just somewhere to start, or even some existing layouts that we can load in so we can see how it was done.
  18. http://www.scrapsgame.com/ It's a build-your-own combat car game. Looks like fun, and I know there are people that for some reason keep trying to get combat into KSP, this might fill their need.
  19. Sorry, just noticed that people wanted pictures You can see the large engine on the back, which was used to get it to Minmus, also using up most of the fuel at the same time, which helped balance it on the way down. After switching the control from the front cupola to the top docking port, the four engines were enough to bring it down in the low gravity of Minmus. Here is the rest of the base setup, with pipes running out to a landing area with enough light to easily see it from space. BTW, those light pods put out enough light that the solar panels get enough energy to not only run the lights, but to power all the drills and converters in the mining base!
  20. Okay, what am I missing? I can't get this to work at all. I have the latest KAS, and I can place them, but it won't turn on. When deployed there is no option in the right-click menu and when attached to a ship it doesn't turn on with the other lights. Little help here? Edit: My bad, Never mind. I missed that it needed Vanguard as well.
  21. So last night I was playing KSP pretty late, but it was Saturday and I didn't work the next day and I could sleep in, so I wasn't worried about it. I ended up hitting the hay just before midnight, expecting to sleep in till about 8am. But what happens? At 5-freaking-AM this morning, I woke up with the fully developed plans for a heavy duty Kethane mining rig to land on Minmus in my head. I mean, this thing had everything on it, An orange tank for fuel storage, big monopropellant tank, the large kethane storage tank, four drills, two converters, solar panels, RTGs, landing gear, VARIABLE rocket design so it takes off from Kerbin vertical, but lands horizontally on Minmus. Balanced RCS, KAS equipped with pipe & radial connector ports. Winches, spare pipe/port ends, spare pylons. lights providing perfect coverage, and even taking into consideration that the ladder from the Cupola Command Pod would have to be sideways to reach the ground. This as ALL ONE SECTION! The lifter vehicle, with asparagus staging, and initial SRB placement and timing for making the first gravity turn. This all formed IN MY HEAD as I slept! I had to build it! It worked perfectly. Even the bloody RCS balanced perfectly according to the RCSBuildAid mod (I use very few mods in game, most of mine are build related ) It lifted off, made orbit like a dream, transferred to Minmus smoothly, landed in a Kethane patch and all my action groups worked exactly like they were supposed to. ... ON THE FIRST TRY! That never happens for me! I always have to go back and modify something. I used to get like this with Lego when I was younger. I'd wake everyone up in the house rummaging through my big travel truck of Lego saying things like "I'm sorry, I know it's 1AM, but I GOTTA build this!" KSP has become my Build Obsession!
  22. I could barely hear the voice over the sound of that annoying as Ach-Eee-Double-Hockey-Sticks sound track. I'd suggest re-editing the video and lose the music.
  23. So today I quickly wrote a small program to generate a S.H.I.E.L.D. ID Badge. Here's the link, it's free for whoever wants to use it. Just don't expect it to actually get you past any security checkpoints. https://www.dropbox.com/sh/v5lhf8fvjc92qy8/IpG3LzMNL2 And here's what it looks like.
×
×
  • Create New...