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Everything posted by Jobin

  1. @alexustas I've been playing KSP since v0.11 and this is the coolest mod I've seen. I never cared for the UI of KSP and always wondered what the point of the IVA was given its limitations. The developers of KSP should pay you to implement something like this in an expansion pack. Well done!
  2. Wow, after using this mod for over a year, I finally took senior design where I made a waypoint following autopilot for a small UAV (without having taken Stability & Control of Aircraft yet). I just now realized that you have a built in derivative calculator and basic sim capability. After toying with building a shuttle with no success, I finally found the design aid and was able to get it working in two minutes. I feel really stupid right now.
  3. Honestly, every time I come back hoping RSS won't be an absolute nightmare to get working I'm disappointed. You all need to cooperate and just release one zip file with everything I need to get working. Having so many separate dependencies and bad instructions just ruins it for me. Either that, or someone who has it working needs to release a full download somewhere else. I got RSS working ONCE in 0.22 and never again. This is more complicated than Solidworks. I might as well go model a Saturn V in there, it would take me less effort than it would tot get this working.
  4. Someone really needs to get to work on this. I can't get it to work and can't get real fuels to work. There's just too many mods to download for this for it to be reasonable to get them all individually. The UI never loads for me no matter what I do.
  5. Here's the link to Ledenko's Apollo CM project. It could be the one you found since he's still looking for an IVA artist. http://forum.kerbalspaceprogram.com/threads/48867-WIP-Apollo-like-crew-module-%28Updated-download-28-12-2013%29 The IVA is just stock MK1-2 right now but I'd love to see a good recreation of the original CM internals (within reason) similar to the ALCOR project. The Apollo missions definitely had an impact on me choosing to go into Aerospace Engineering. They never fail to amaze me no matter how many times I watch a documentary about them or recreate them in KSP.
  6. I've been waiting for this! Could there be a possible collab between you and Ledenko, who is developing a replica Apollo CM? That is, would you possibly be able to implement this into Mihara's Prop Monitor for use in IVA?
  7. Actually I wasn't even aware the parachute/docking mechanism was included as a separate part. I just now saw it in the folder. I think I could probably still use that LES with part clipping turned on. I'll post an update of my Apollo 10 mission whenever I get time. Again, love the model! EDIT: I tried to use the included parachute/docking module, doing my own rescale to fit the RSS mod, but was having difficulties with docking. A real pain considering it takes about 20 minutes to get into a transfer trajectory. Going to switch back to the regular docking ports.
  8. Nice work Ledenko! Love the look of the Apollo capsule (whoever said it looks like Orion, NO! Orion looks like Apollo CM!). Here's my RSS Saturn V launch vehicle with C/SM & LEM (in the fairing) replica. Ignore those ugly ullage boosters, I haven't gone in to reconfigure the nice KW ones for RSS. Will we see a complete Apollo Flight computer implemented using RPM? .
  9. HOLY S***! YES!!!! I hope this could be implemented at some point in the future. As far as computation speed goes, what are you running this on and is it at all playable?
  10. I've got to agree. I'd go as far to say as this is one of my favorite games of all time. I knew I wanted to get into the Aerospace engineering field before I even started applying for college. I found it when I finished my freshman year (2011). Now when classes get tough all I need as a little KSP to remind me why I'm doing this. It's also a really intuitive way to understand maneuvering in space; much more helpful than trying to decipher the professor's vector diagrams in Astrodynamics and has been super helpful when reading up on the math behind all of the maneuvers since I already understand how they work on a conceptual level. I've actually been surprised to see that when my Astro professor asks a question, I know the answer because I played KSP! It's amazing to see how far it's come from when it was just Kerbin and the Mun. There's really nothing else like it out there.
  11. Wow, amazing work here! This kind of immersion is what I've been waiting for. I would love to see a CM with a control layout as good as this when you're finished working on ALCOR.
  12. This is awesome! I take it full Mech Jeb command would be possible given you've already done it with the Smart A.S.S. module? I like this much better than having a bunch of different GUI's cluttering the screen. With this, I can just press F2 and view all of my orbital info in a beautiful and immersive IVA and get a good view of the "Star Map" without all the clutter. Can't wait to see what else is done with this.
  13. I've played for over 500 hours without knowing that existed, thank you. 0.o
  14. I haven't seen this suggested or in the "Do Not Suggest" list so here it is. It would be great to have the option to disable decoupler ordinance in-flight, much like reaction wheels in control pods. We've all been there, I'm sure. We finally get that intercept to Moho or some other planet and mid-flight we accidentally swipe the stage button (or someone else does) forcing us to revert to a quicksave.
  15. Yeah I agree, the lab module is almost useless to me. The science gains ARE NOT worth it. I sent a bunch of probes to the moon and returned them before I even had the thing unlocked instead of transmitting the science back. Now, I could also try to get them into LMO and then redezvous with a lab and scrub the experiments, but the amount of effort that takes is just obscene in comparison to how much science you get for it. Overall I thought it sounded cool, but now I realize how impractical it actually is.
  16. Will we ever get KER with a "closest approach to target" table like Protractor has? Trying to adjust that while using the system map is a nightmare and often inaccurate for me. It's a huge pain when I already have a peridune and I'm trying to get it lower; they overlap and I'm often unable to view the new estimated peridune. It would just be easier to incorporate the functionality of that mod with KER than to have two separate ones.
  17. I think the mass of these parts makes them uncontrollable with Ferram. Using one of the 2.5 m engine/fuel tanks I get around 5800 m/s dv with just a 2.5 m probe core on a fairing. This weighs ~100 tons. Using a KW fuel tank and a Skipper (650 kN thrust) I get about the same dv and have absolute control of the thing at all times. This only weighs ~40 tons. I have over 100 hours experience with Ferram and these are the only engines/fuel tanks I've had this issue with.
  18. Is it possible to get an intercept without a mid-course correction using this? I've found that I always have to play around with the timing of the burn to get the closest approach below 1 Gm. Just want to make sure I'm doing it right. Made sure to plug in all the values Kerbal Engineer is giving me to the nearest certain decimal and was also sure to use the Argument of Periapse (Kerbal Engineer gives Longitude). I'm wondering what others' results are using this.
  19. Thank you for making this! I can't even play without it anymore. Squad needs to make this an actual part of the game. Having to reload to the last quick save because I accidentally warped too far ahead is NOT a fun game mechanic.
  20. I like the idea of having to "wait" for launch, and by wait I mean it will automatically skip ahead to the launch time when I hit launch. I'm not going to use this if I have to use time warp to get to launch.
  21. Do you plan on taking this in a similar direction to what Bobcat's H.O.M.E. project used to be? I loved the concept of self sustaining bases that could also be used as interplanetary refueling stations, but trying to use it in 0.22 I ran into problems such as the command pod being unable to store experiments, it didn't have ASAS, and the mechanics seemed to be buggy (e.g. the atmosphere miner produces drag in space.). I haven't been able to find a thread for that pack but it was a really cool concept and would love if someone would be able to make something better.
  22. ECLSS lagged me horribly with more than one ship active for some reason... it even caused unplayable framerate lag when I planted just one flag. There definitely is such a thing as too many mods, which is a shame because there are so many fantastic ones! Turning the graphics down when I know I'm getting lag from mod overload never helps me noticeably either. Unless it takes me from ~15 fps to 40+ fps I'm not turning down graphics. Why are you using Protractor, MechJeb, and Precise Node together? Mech Jeb already has a node editor AFAIK. I found Protractor to be way too guess and check also, unless you want to sit there and do all the calculations in real time. I was reading up on orbital mechanics and thinking about coding something for myself in Matlab, but then I found Arrowstar's Trajectory Optimization Tool which calculates the transfer pretty much how it would be in Phase A design. TOT is nice because it doesn't run inside the game and lag it like other mods would!
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