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About PTNLemay

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    Not quite an engineer

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  1. These look so cute. The ones with engines instead of wheels almost have a star-trek shuttle vibe to them. Glad you're still working them. You mod and part makers are a real treat for the community.
  2. Got a contract to recover a mysterious part from Kerbin orbit. I was wondering how big the part is, because that's going to affect the kind of recovery craft I need to use. I could just send up a scout to get a good look at it. But I have the Mk4 fuselage mod installed. So why not just put the biggest hangar I have and stick it into orbit? I'm not sure how/where I'm going to land, but let's find out! In lieu of a better name, I'll call it the Big Bucket. EDIT: Jesus Nails, I didn't think I would actually need the hangar, but this thing is actually huge. How are you me
  3. What is that structure you have wrapped around the orange tank in the second picture? It kind of looks like a fairing's interstage nodes, but not quite...
  4. I knew I had seen one somewhere! I couldn't find it in the tech tree so I assumed I had imagined it. Or maybe that I had added one via a mod at some point. Thank you. Luckily it's a small part and the game now lets you add those on after the fact. It's 140 parts, without any payload in the bay. I built some homemade missiles and tried to stuff them in there, but those caused the game to lag quite a bit for some reason.
  5. I’ve been tweaking the Guppy. Added more RCS ports. The central ones were great for translation and long-axis rotation, but they were barely doing anything for the other axes of rotation. The latest configuration feels very stable. It can just about land and take off from Minmus, but it struggles if the fuel tanks are full. I wish the stock game had a fuel vent option... The center of lift is nice and centered, but I’ve noticed that the nose is much more “draggy” than the rear, probably all that hollow volume. But I don’t plan on flying in anything with an atmosphere so that’s fine.
  6. @jimmymcgoochie Are the asteroids still movable? Or does the mod put them on rails? I can't imagine how much fuel it would take to move something that large.
  7. While I’ve never installed BDArmory, I have been wanting to experiment with designs that would work as a “gunship”. As in, something with a dedicated cargo-space for bombs or missiles or something, instead of just awkwardly slapping some cannons onto the side of an otherwise normal interplanetary transfer ship. From that brainstorm came the Guppy. My go-to Cupolas have been replaced by a compact little Mk2 Inline Cockpit, which I have to say... it’s a crime I haven’t used this one more. I completely missed the new internals it has, and they’re beautiful. I love those little hallwa
  8. Hey, I'm new to TAC and was wondering about a few things. My last playthrough was using USI Life Support, which I found fun. But the annoying part was how complicated it was to become self-sufficient. USI fits into the broader MKS pack, and the issue with that one is that it has like... 17 different kinds of ores. So while the Life Support is quite straightforward (mostly just supplies and mulch). Feeding the machines that renew your food takes forever to set up. I've got Nertea's parts (which come with the Fish Tank and Greenhouses) and I'm hoping to keep the resupply as simple
  9. I left KSP for quite a while but only just recently came back to it. And then remembered I made this thread. So... better late than never. I never noticed this, but Cavscout's comment is exactly right. The resolution reset only appears to happen if you "bother" the game while it's doing something intensive like working in a loading screen. I do sometimes fiddle with my mouse or keyboard while things load, leading to a reset. If I go completely hands off during loading, the problem doesn't come up. So thanks Cavscout.
  10. @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.
  11. @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
  12. 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 s
  13. 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.
  14. 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?
  15. 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? https://github.com/WazWaz/EnvironmentalVisualEnhancements/tree/master/ContentConfigs/GameData/BoulderCo https://www.curseforge.com/kerbal/ksp-mods/eve-environmental-visual-enhancements/files/2538706 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 co
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