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About PTNLemay

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  1. @Bej Kerman The reason I suspect clipping is involved is because I tested my first prototype on the Kerbin launchpad. Even without rapid atmospheric re-entry, once I decouple they spasm wildly. Often resulting in something swinging back and smashing into the ship. I get about 95% hit rate. And of that about 50% of the time it takes out my payload. So even standing still in a very tranquil state, it becomes self-destructive.
  2. @The Flying Kerbal Thanks for the input. It's normal that the problem is a tricky one, it really is late-game stuff. I was just annoyed because I have footage here of someone doing exactly what I'm trying to do. Separate bunched up inflatables and pull it off flawlessly. @Lewie I considered pistons, but they actually use up quite a bit of power. I'm not 100% certain (I would need to perform more experiments) but I think that the amount of power they consume is proportional to how much strain they are being put under. So if I did construct a complicated apparatus with hinges or pistons, and it would need to hold a position while descending through Eve's atmosphere, it would start sucking up all my battery power. I may end up doing that (and just pack on more batteries) but I'll probably just resort to a fixed structure. My newer version looks like this.
  3. To give an example of what I'm trying to do see the video here, time-stamp of around 8:41 Matt uses a bunch of inflatable heat-shields to balance the aerodynamic drag. We can see that the moment the parts disconnect from the ship they violently explode. I figure this is because they can no longer use the "Same Vessel Interaction" set to no. Once they separate, they will interact with the ship, and most importantly with one another. Whenever I try this, the two shields bump against one another and one of the two gets flung (very quickly) back into my ship. Usually resulting in the ship being destroyed. Is there some special trick that Matt is using to make sure the two shields just poof out of existence before they can destroy his ship? Because of this problem I always have to design my ships such that the heat shields never clip, which makes for a much bigger vessel to get to Eve. This is the prototype I've been trying to build. I just want the top shields to get flung off by the time I reach the lower atmosphere of Eve. But any time I try, with or without those sepatrons, one of the two shields will smash into the ship. Usually destroying the payload.
  4. I have Kerbal Engineer Redux and a bunch of part-packs installed, but I'm not sure if they're causing this. This has been a problem on 1.7 and 1.8 for ages, but I've always been able to ignore it because my stages rarely go that high. But now I have a huge Eve Return prototype I'm working on, and I absolutely need to reach those top stages. But the Launchpad selector window won't go away. I feel this is a silly problem but I cannot find a way to fix it.
  5. Giving JNSQ a try, it does look quite fun. It's weird getting back into a game where it takes 5 km/s to get into orbit. Weird but fun. All of my deltaV maps will be useless once again, lol. The mod pack seems to recommend using Scatterer and Environmental Visual Enhancer. And sure enough, without any visual enhancements the planets look a bit... grey. But I've never had to use EVE before. It mentions how there are lots of different "configurations" available. If you're also using EVE, which one did you end up using?
  6. Sorry if this has been asked a million times before. I did try to look, but the search engine doesn't like when I use URLs, so it was hard to look for it. These are the "default" config mentioned in the first post, correct? I installed the EVE GameData folder and it didn't include a BoulderCo folder, so I'm guessing these are the "up to date" version of that config? I'm not super committed to that one, but all of the other configs mentioned seem to be incompatible with version 1.8.x. So I'll be going with the default.
  7. Depends. I'm not sure how modified the Himawari-8 footage is, but I think that it's the closest we can get to looking out the window from a space station in high orbit. The colors are muted yes, but just look how blue the oceans look. EDIT: I retract my earlier statement. I got Scatterer and EVE to work with my install. And I'm not sure which one is doing the heavy lifting (or if it's just all of them working together) but... It's really not bad. Not too grey, not too colorful. Looks great.
  8. Oh right, I just got a good look at the resources mentioned. These are the same ones as those used in CTT. I think. So that should be fine. Thanks for the prompt replies.
  9. @DeadJohn Oh? I thought it was so because on the second post of the thread it's mentioned that the install includes a resource pack. So this resource pack is optional?
  10. How's the compatibility between the CTT and the JNSQ? I would really like to try this modpack, and I would love to also integrate the community tech tree into the install. One thing I'm worried about is that the CTT already introduces a bunch of it's own resources This varies depending on the kind of life support mod you introduce. I like to use USI Life Support. And this mod-pack also seems to have it's own resources. Do they play well together?
  11. Sigma! That's the name. I don't know why but in my latest install I simply couldn't get it to work. I was on 1.7.3, started with it clean with no mods, but no matter what I would do the solar system stayed the normal size. After reinstalling and trying again for the fourth time I just gave up. It's a shame because once you play with the bigger system, the stock one looks comically small in comparison.
  12. Have you tried one of those mods that makes the whole solar system bigger? It's been so long since I tried it that I forgot the name, but it's quite fun. I find that lowering the contract rewards (which is what the normal hard-mode does) just makes things more of a grind. Perform 6 missions instead of 3 to save up enough money to move onto the next thing. But with a larger solar system, all of the deltaV requirements become more intense. It's a refreshingly different kind of increase in difficulty.
  13. First time setting foot on Vall. Originally I wanted to land on Laythe (hence why the lander has all those parachutes) but amazingly I couldn't get them to land safely, nor even to come back out of the atmosphere without spinning out of control. So for now, Vall will have to do. Still very exciting. First time I set foot on a Joolian moon. Thanks to some spare deltaV I did a short hop to a new biome (ditching the side tanks in the process), before calling it a day and heading home.
  14. Sent a manned ship to Jool (finally), the Lazarus. I've attempted this sort of mission before, but I've only ever managed a flyby. Never a captured orbit. It's not that hard, but my roleplay desires always gets the best of me and I bring way too many spare capsules to simulate life support. And all that extra weight kills my deltaV. This time I'm using an actual life support mod, so I know the crew will have enough food and living space to survive the trip. The ship can hold about 7 people, but for now I've only got the classic 4 on board. I sent a lander ahead of them, so I will also be attempting a landing on Laythe (and completing a Laythe crew transfer contract which will definitely not cover the costs of this mission). EDIT: Arrived at Laythe. Just need to rendez-vous with the lander now. EDIT 2: Mission failed. I was quite proud of my big Laythe lander, but the design proved incapable of accomplishing the mission. It turns out, 0.6 atmosphere strikes a perfect evil ratio where it's both insufficient to slow you down with the number of parachutes you brought, but enough to completely mess up your aerodynamics on the way back into orbit. Thankfully I did bring two landers, one to send down unmanned and see if it was safe, and a second one to actually bring down the crew. With the loss of Capsule 1 we're scrubbing the Laythe landing. Might try for Pol instead.
  15. The Tripoli arrived at Duna. Thanks to the spare lander (and the abundance of deltaV provided by the vasimr engine) I was able to pass by Ike first and do a test-run. The lander worked just fine. We accepted a rescue mission of a poor Kerbal who had been left behind in Duna orbit (our considerable excess food meant this wasn't a problem, we still have enough for 6 years) before moving onto the actual Duna landing. The return to the carrier is a bit snug. I didn't want parts dangling off the ship too much, so I kept this "docking bay" relatively tight. But it works so long as you take it slow.