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iamdigitalman

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    Bottle Rocketeer
  1. I built my own version. Took 7 launches. The docking platform in 2, then the crew cabin/scout ship, then the main body, then an RCS tanker, then a fuel tanker, and finally a stock space shuttle with the crew. Docking platform is not very accurate, and it's not to scale of the one in the movie (impossible using stock parts, even the SLS parts are too small), but I am happy with it. Now to see if it can catch asteroids! Or just blow up in orbit. BTW, the Messiah it's self is a little over 400 tons fully fueled. The fuel tanker I built was absolutely insane. Over 3000 tons, as much power as the Saturn V 1st stage (slightly more actually, mechjeb helped with finding this out, and getting the beast into orbit), and it alone cost $1.2 million funds. It was laggy as hell launching it until the last set of boosters were jettisoned. The whole mission is over 2.2 million funds. Here's a screenshot of the massiveness. Not the biggest thing I've built, but the biggest single ship for sure. No idea if she'll fly, but she looks pretty.
  2. yeah, I went ahead and made a few modifications to the shuttle. took the satellite out of the cargo bay, mounted the shielded docking port to the top of the door, so it's kinda like the real thing. I used that new FL-A10 adapter and Standard NC, it's a bit shorter and looks better than the NCS adapter and nose cone. Taking out the satellite also afforded me the luxury of 2 auxiliary Stratus-V Cylindrified Monopropellant Tanks mounted to the back. This allowed me the luxury of reaching a 150 kilometer orbit, and my luxurious space hotel/fuel depot station, Arachne . Been in orbit for over 17 years, just underwent a massive crew expansion. She needs 2 additional massive solar arrays to power all the mini fridges in the new rooms. Here's a screenshot in all it's 3fps glory, you can see KTS Mk IV docked to the side there. oh, and as for the SRBs, iirc I tried an experiment a while ago with probe bodies attached to the tops of them, can't remember if they survived or not. Have to say, of all the stock shuttles I have tried, so far this one is the best. Even tried making one myself, and it was a horrible flipping nightmare.
  3. I'm very proud of myself. Took the KTS MK IV for a spin, launched into a perfect 125km orbit, deployed the satellite, reentered, and landed at the runway unpowered! This thing is very maneuverable. My only complaint is the door does not open very wide, and it is not like the real thing, which had 2 doors opening on either side. Any way you could rework it like that? And If so, then the docking port can be moved to inside the cargo bay, like the real thing. That inline docking port would go perfectly where that empty small fuel tank is. Also not too happy about the grey fuel tank to the ET stack, but I see why you did that, as I removed it, and the fuel would not burn evenly from both tanks, making it more and more unstable. Not needed, but parachutes added to the SRBs and the orbiter, but there would be no point. This has just the perfect amount of RCS for it to work. I tried adding more, so I would have more in orbit, and I didn't even have enough to reach orbit! Perhaps you could make a cargo version with an empty bay for satellite retrieval? But I'm guessing removing the satellite would make it unstable.
  4. Nice, I'm not too good with the part clipping though. In my lander, the fuel tank for the ascent stage is clipped into the lander pod, and that's it. My Saturn IB launcher is really accurate to the function, and looks the part too. And both my Saturn IB and Saturn V builds share the S-IVB stage. Right now I am dealing with a bug in .24 with my Saturn launchers, that I built originally a long time ago, where the MET starts counting as soon as the ship is on the pad and the physics are loaded. I made a thread about this in the proper place, but nobody has replied. This screws up with my events, like for example, just launching, the Saturn V started it's engines at T minus 8, and the IB at T minus 3. And the Saturn V, the inboard engine on both the first and second stage were shut off at specific point. I don't really need to do these, but I like being as historically accurate as possible.
  5. yeah I did that, I extracted the contents of the zip file into my game data folder. There is no archive named folder. Here is a screenshot of my game data folder: And it is 6.2, downloaded right from the OP. I'll try moving KSP to the desktop, think steam is screwing with file paths or something.
  6. I am running on OS X, It shows the KSP process as using 1.72gb. That is sitting at the KSC after loading a save. No flight going on or anything. And I get the glitchyness here, so it's no memory issue. I also noticed every time KSP launches, it freezes on the loading spinner before the main menu pops up for 2-3 minutes, beach ball and all. I know the OP said it would do this for 15-20 minutes first launch only. Here's what I did, I deleted the old player.log file, since I restored my backup with my saves and other mods, then I deleted it from steam, and the KSP folder in my Library, installed a fresh copy through steam, fired up KSP and made a new save and set my graphics settings, quit, installed the mods, then restarted KSP, loaded my save, did a quick launch, quit the game, then captured the log. It's too long for one post, so I saved it my google drive: https://docs.google.com/document/d/1tYuRYHe6Ve-L3kJSZRzGi7531-kv_3gKn37o5v2WhQ0/edit?usp=sharing
  7. Alright guys, I ran an earlier version of this mod a few months ago, worked great. Figured I would try it again. When I fired up KSP, it looked fine until I loaded my save. KSC is sitting on a field of stars! I zoomed out, the ground appeared, but KSC disappeared. I tried a launch. The further I got, Kerbin disappeared into a field of stars. And when I looked down, I saw Kerbin very far away, but I was only 100km up. Opened up the map view, and it showed me orbiting way further out than I was. I tried making a new save, same thing. Then I tried deleting all my other mods so it was just Real Solar System and FAS as is required. Same thing. Downloaded a fresh copy of the game, installed the mod, and made a new save. Same thing. I read the FAQ that this is a known bug, and to try using the graphics at the medium setting. They are by default on a new install, and I always have mine turned up to max. Then it also says to make sure you are running Active Texture Management. I downloaded and installed both basic and aggressive, and neither one fixed it. It also said I might be running out of RAM. I have 16gb in this machine, and even with KSP running, I am not using more than 10gb. Anyone have a solution for this?
  8. Ah cool, its nice to know you can toggle between the 2. so 6 hour is night and day? I remember watching Kerbin rotate once, it was 6 hours just in day, maybe i'm wrong... Oh, and ladders now are retracted in the VAB and I assume SPH. Not sure how I like this one, I like them extended in the editor so I can see the spacing, but you can still right click them and extend them, but I assume that makes them extended for launch, which they weren't before. Asteroids have interesting properties. Tried to land one on Kerbin that was set to crash anyway, first it sank, then it caused my parachute probe to bounce off at 20 kilometers per second into deep space, then it kept exploding it but causing the view to infinantly zoom out. Maybe I need more parachute probes? I want to keep one as a pet. And it was only a class C too...
  9. not only this, but I noticed in MET, 1 day=6 hours, not 24 hours now. Which, I knew the Kerbin day is shorter, but not that short, right? Now it takes 2 Kerbin days to get to and land on the Mun.
  10. Thanks! Forgot I made this, it's a screen capture of me launching Kerpollo 11, matched to the real Apollo 11 launch audio. This is a slightly older version of it, my fleet is constantly evolving and improving as I make changes. Action group 1 is still there, but irrelevant, as you can lock gimbals in the VAB, as I did. I also changed the SAS module on the 3rd stage to a remote guidance unit, so I can control it once I extract the LM. also, this has the old antenna array, you can see how much smaller it was with the older antennas. The craft is so big (500 parts even including the 40 launch clamps), it makes for terrible framerate, but that works in my favor with the launch audio. Now I have a newer computer so it's not as bad. Make sure to watch in HD!
  11. It is day Kerbol is just low in the sky. I started a KSP historical series on Youtube, building replicas of historical spacecraft and aircraft, and the Kerpollo series is on a near-accurate Saturn V booster. The Surveyor was also launched and landed the same way NASA did it, which was hard too, that final decent took many tries. So far, I have done replicas of Sputnik, Explorer 1, Ranger 7, Mariner 2, Mercury, Soyuz, Gemini/Agena, Apollo, ASTP, and Skylab. Now I am turning toward aircraft, working on a X-15 replica, drop launched from a wing mount on a B-52 replica, just ironing out the bugs, primarily the landing. It works great, even though it makes the mother ship asymmetrical. But that is for another day. Anyway, here is a shot of the lander. I am really proud of it, it's 2 stages just like Apollo, and can reach a 101x122km orbit after launch from the Mun surface, just like Apollo. I feel kinda bad about it, it is 100% stock, but I had to part clip on the ascent stage to get the fuel tank flush. Ah well, and it can deliver a rover to the surface too, though it's top mounted for now, until we get cargo pods/bays. as a bonus, here is another screenshot of another component of the spacecraft, the CSM. I even replicated the S-Band antenna array on the real thing. Wish it were smaller. It actually has gotten bigger since the antennas got bigger in .23. Oh well.
  12. So, I did all these once before, but I figured I would do them again, they are fun, plus I forgot to take screenshots. I built and launched a Surveyor 3 probe that soft landed on the Mun, then 2 game years later, landed my Kerpollo 12 spacecraft within 200 meters of it. Just wish I took a picture before, as the old style of the LT-1 Landing Strut better matched the real Surveor 3, and allowed it to be much shorter. Had to redesign it a bit for them to work, and it makes it about 4 kerbals tall. Then again, they are pretty short to begin with. So, here is the real thing first: And here is my mission: It's kinda small and hard to see, but my lander is off to the right in the screenshot. Scale is a bit of a problem with this game when trying to replicate reality. My plan is to recreate all Apollo missions, all skylab missions, then diverge from reality and improve Apollo era technology as I wish NASA would have done rather than develop the space shuttle. (in a perfect world, they would have done both).
  13. I was editing some of the part.cfg files in your pack (don't worry, I have since deleted them), trying to match the mass and propellant amounts of each stage to the real Saturn V exactly. Needless to say, it was a fail. It kept imploding on it's self, and the only way I got it off the ground was to use the hack gravity option in the debug menu. It took off, but veered sideways, flopping like a fish. Clearly the physics in KSP are nowhere near the same as they are on earth. Now I am going the other way, trying to make stock versions of the V and IB as accurate as possible. I even have the launch sequence down on the V, having the engines start in pairs, the burn time at least on the first stage is the same, and something I did not know, shutting down the center engine early on the first and second stages. I know on 13 the second stage center engine cutout early, but I had no idea they did that on purpose, just a bit later than it did on that mission.
  14. I have a love of historic spacecraft, specifically the Apollo era. I don't know if this has been done yet, but I recreated the Apollo Soyuz Test Project in KSP. The last Apollo launch, and unoficailly known as Apollo 18. I have the Saturn IB launcher down, as well as the CSM for Apollo and Soyuz. The Soyuz launch vehicle is a bit tough to recreate with stock parts, but I did my best. I have set up some action groups to make the flights easier/more accurate: Apollo: 2 opens the S-band antenna array mounted on the side of the SM. 3 locks the gimbals of the 4 inboard engines on the 1st stage. Make sure you activate this before launch, it makes it a lot easier to steer. I have found with action groups that toggle the gimble of engines, you need to press it twice. You can right click the engine to make sure. Soyuz: 1 will deploy the antennas and solar panels. The solar panels don't really do anything, they are just for show. There is nothing drawing power. Also, the docking adapter looks a bit odd, but it's the easiest I could think of. Enjoy the craft files and screenshots. Soyuz Launch Apollo Launch Soyuz Craft in orbit Apollo craft in orbit, docking adapter attached I tried to get a decent shot of each craft from the other one's CSM: Soyuz From Apollo CSM Apollo seen from Soyuz CSM And finally, the glorious moment when they dock: Afterwords, rather than getting rid of the docking adapter, I figured why not attach it to my Skylab so the Soyuz crafts can dock with it (ignore the S-II still attached to Skylab, it has fuel in it I want to drain out before detaching it): Craft Files: Apollo Craft Soyuz Craft
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