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JJJacksonTyler

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Everything posted by JJJacksonTyler

  1. Having a bit of trouble between launches. Generally the first time I boot up and launch, everything will be fine. 2 or 3 missions in...things will start resizing themselves. Generally they'll get bigger. (Dramatically bigger...like, dwarf the entire launch site and sticking out above the atmosphere, bigger). Also, it will often spawn me off-center of a launchpad static. Using RSS 1.7.3. Is this a known/common bug? It didn't do this on earlier versions.
  2. I finally finished cleaning my hard drive after that last video! Over 100GB of Apollo 13-related materials, everything from photos to wholly uncompressed 16mm DAC film transfers/entire TV transmissions. I make these videos as a hobby. I figure there aren't that many resources that give you a centralized, by-mission experience of the Apollo program. I have so much fun making them.
  3. Is there any way to get rid of the crosshair/reticule? I totally understand it's purpose and from a utility perspective, it's completely justified. However I feel it's inappropriate for the two-way booster camera and while I love that camera's filter/effects, I do not love the crosshair.
  4. It seems to be finicky with FAR, but from what I can gather -- FAR allows me to see MPH in atmosphere, while Speed Unit Changer allows me to see MPH in orbital mode once in space!
  5. Is it locked to m/s while in an atmosphere? I use this with RSS and that works out perfectly, since the last official RO release is 1.3.1. I can't see to get NMI/MPH to display until I am already in space -- within the atmosphere, the navball seems locked to m/s.
  6. Running RSS on KSP 1.3.1 with a great many mods, some of them displaying "incompatible" messages at startup but working fine. Not exactly a healthy KSP install...but so long as it runs I am a bit laissez-faire about the whole thing. Trying to land on Callisto and something odd happens. At a low altitude, the entire moon disappears, as well as my spacecraft (I am left with just the skybox), and if I go into the map, the game CTD's. I suspect since it's triggered by proximity/altitude it could be a texture thing? https://drive.google.com/open?id=1mXgo3fjR304X5hvG_S9NCmoHbx13GDL - error https://drive.google.com/open?id=1bPjVYBaq7buozea8EBQyP9VvfKuQFL1K - output.log I think it's important to note that this is only happening near Callisto and I have been able to explore the Moon, Mercury, Mars, Phobos, Deimos, etc just fine, which is why I am hesitant to blame it on a parts mod. But here's my gamedata folder: I really appreciate any help, but in the meantime, I suppose I just got 2001'd.
  7. I'm getting close to some REAL interplanetary spaceflight in R.S.S.... Still struggling with packing enough snacks for the whole 3-year trip to Mars, so I dare not venture outside Earth's SOI yet. A series of N.S.S's (Nuclear Shuttle Systems) are launched and act as space tugs to build an infrastructure to support Mars landings. Step one: Capture near-Earth asteroid and bring it into orbit around the Moon! (Maybe we can visit it later) Step two: Visit the asteroid! my Chaka monkey Orion CM/SM decoupler seems to be migrating southward... Houston, we've landed on the Moon! ...of the moon!
  8. FASA alternate engine configs are not available in Science or Career mode. TreeToppler does not fix this, Community Tech Tree does not fix this, unlocking all tech in the debug menu does not fix this. RP-0 does not fix this (same result with or without RP-0). Is this a common issue/solved already? I am posting this here because RealismOverhaul is the folder with RF configs for the J-2, RL-10, etc, not Realfuels. Any help appreciated
  9. Top 10 KSP Map betrayals of all time, this has to be #1... WHAT I WAS PROMISED... WHAT I GOT... Mercury's south pole is absolutely radical! With limited ignitions, the promise of a flat, dried lava-flooded crater seemed like a great place to land my first mission. Oh, how I was wrong. It's all in good spirit though - we made it! (Barely)
  10. Apollo 15 to Hadley-Appenine! The mountains and hills are unbelievably close to the real thing...but there aren't any rilles! I'm constantly impressed by how well mapped out the RSS Moon is regarding geologic features, and despite there being an absence of the Hadley rille entirely, it was an incredibly fun challenge to plop Falcon down in her 1971 resting place. I was a bit off-target to the north due to the fact that my initial lunar orbit insertion burn was severely off-target, and I had to eat into contingency fuel margins to be able to get the CSM close enough to the landing site. (I'm still working on a better way to perform midcourse correction burns that will put me into a trajectory that takes me over the landing site when I burn into lunar orbit). At this stage, I'm simply altering my Periapsis, circularizing, and then changing my inclination, which is incredibly fuel heavy. Does anyone know any guidance mods that could help me with this? In any case, cheers
  11. One of my more recent KSP "minigames" if you will is landing at Apollo sites in RSS during identical lighting conditions and attempting to recreate actual photos taken. Here is my latest Apollo 11 "Aft-LEM/Earth" shot. Not too bad eh? I can tell I am a little south due to the sunlight on Earth coming a bit more from the right in my photo, but I was darn close.
  12. The Kerbal Space Center after Hurricane Kirma....
  13. Apollo 11 Translunar TV broadcasts. Some very rare footage of CDR Armstrong sleeping/food demonstrations by Buzz Aldrin. Great clarity of Earth view, although colors aren't as vibrant as on the Apollo 10 TV camera. Apollo 11 lunar orbit TV broadcasts. This is actually two separate broadcasts compressed into a single chunk of video. One occurred before landing, and one occurred after. *EDIT*: Slightly better quality than the Celestron "supermoon" livestream! Apollo 11's Transearth TV broadcasts, including final sentiments by the crew. More great footage of the interior of Columbia.
  14. Update 1: The Apollo 11 Lunar EVA Compressed down to an hour and 30 minutes because I sped the footage up a bit when they were walking around and sampling out-of-frame. Total EVA time actually 2 hours and 40 minutes.
  15. I agree, this is a very bad idea. Humans, unlike Kerbals - are neither green nor disposable.
  16. Hey fellow Kerbonauts. I put a bunch of raw footage from the Apollo Program on my channel that doesn't make it into these little "documentary" films that I like to make as a hobby. I know there are some of you nuts out there who appreciate this slow-paced stuff but there are some really awesome views of the Earth, the Moon, etc. I have most if not all of the TV transmissions from the Apollo Program. They are unlisted because I use them primarily for private screenings, etc. I will be posting the complete Apollo 8 and Apollo 10 transmissions here, and Apollo 11 will follow soon (it's all processing in Vegas right now). I DID buy this footage, which also factors into the reason why I'm not making it a public video. There's some weird laws with the United States' copyright system, however I always contest every single claim (made by archive companies) on the grounds that N.A.S.A footage is in the public domain as stated on NASA websites blah blah blah. Anyways, here you go. APOLLO 8 COMPLETE TV APOLLO 10 TV 1 (Translunar) APOLLO 10 LUNAR ORBIT APOLLO 10 TRANSEARTH There are a couple things I think should be mentioned as well on my part; Apollo 8 is slightly sped up. This is a trick I learned with slow-scan TV cameras which have horrible frame-blending. Of course, this also means the audio gets out of sync, so I re-align it and cut out periods of mundane or boring chatter. I hope you can understand. I prefer picture quality over audio/picture sync. I do the same thing with Apollo 10 footage except only on external shots. Second; The GET times are not ENTIRELY accurate, but they are close. The reason for this (and the very long transitions) is because I, being a horrifying nerd, like to watch these transmissions on my second monitor as I play Orbiter 2010's AMSO mod on my first one. The transition length is required so that I can complete AMSO tasks and still hit the marks around the same time. Sorry about that. Third; As sad as it is, this footage is so rare in this quality that there is a system in place that makes it possible for people to make a living off of selling it. While I'm sure those people would be just as happy as me if this footage was paraded around the streets every day, I'm not looking to ruin incomes here, so don't ask me to make this video public because of that. (I'm sure you could find this somewhere deep inside the internet anyways, however my own searches have proved unfruitful). I hope you can enjoy. P.S. The crew of Apollo 10 are a bunch of goofballs.
  17. Probably not. The reasoning behind finite number of ignitions is the fact that the use of a rocket engine most likely destroys its inner parts and workings (over time i.e. a 5-min burn). As handy as engineers are, rusted metal can't be fixed with a wrench.
  18. That is a very sexy Titan IV. Now to just roll around and grovel helplessly at these photos until Realism Overhaul comes up to speed.
  19. I've got a question, actually it's a little problem I have. I am attempting to use KSPTOT for RealSolarSystem, and have followed all instructions regarding installation and such to a tee, creating a new bodies file (and deleting the original KSP one, simply renaming the RSS bodies file so that it always loads from that on startup). I can't seem to get the multi-flyby maneuvers right. I have not used Mission Architect before, so perhaps this is my problem? I am attempting to just do everything from that one multi-flyby maneuver tool. First...I plot out the maneuver. Earth>Venus>Earth (Apollo applications project, anyone?) I then copy the Earth Departure Date into the maneuver planner, along with the burn information (Something tells me the timing of these burns are slightly off...is the departure date different than the burn start time?) But when I upload the maneuver to KSP, I get something completely different. I'm sure I am doing something wrong, but I need to be pointed in the right direction. I feel I am very close to getting it right. Any tips, Arrowstar?
  20. A bit of an image dump (8 images) , but I've been at this for 3 months now. This is a VERY proud day for me I finally landed on Duna! AND have enough fuel to return! I used ALL conventional rockets (no nuclear engines, no hybrid engines)...and probably the widest variety of mods you could imagine, mish-mashed into one great adventure. Contrary to the majority of players who play KSP (or so I have observed), I did not buy a game with a beautifully-modeled solar system to relegate myself to flying planes under the atmosphere! We need to explore space, and we need to do with with KERBALS, and we need to bring them BACK ALIVE! Because AMERICA. Or...Kerbin... Anyways, my strategy was to launch two giant rockets that somewhat resemble the S.L.S. (Except with 4 SRB's instead of 2). One is a "cargo", and contains the Duna lander, rover, power station, and ascent vehicle. Another S.L.S would launch an Orion CSM and a massive fuel/engine tug stage. (Both have fairings because I used big clamp-o-tron Sr's, which were too big for the Orion LES. Sure, it's less safe - but I'd rather that then have to worry about docking port jitters during burns). The two MASSIVE vehicles then dock (boy was that quite a task) ...and burn into a solar orbit! 80 days later, we burn to Duna. 370 DAYS later, we enter Duna's S.O.I! (We had to drop a stage off along the way. Sorry for littering in you, space!) Anyway, let's break down the landing process. On the bottom is the Duna Excursion Module (Great mod, look it up!). It's designed to be the central piece of a Duna mission, but i'm just using it as an ascent vehicle. (Notice it's not tall and liable to tip over. Looks like the director of The Martian never thought of that one.) Above it is a descent stage of the Altair, courtesy of Chaka Monkey Exploration Systems. Above that is a white fuel tank, and above that is the WildBlueIndustries Buffalo DSEV Rover! (and above THAT is the Altair ascent stage). So, we have this massive Duna sandwich. I separate the DEM (Let's call it the DAV...or maybe the Egg), and land it with 2 of my 4 Kerbals inside. The rest of the landing stuff is still in orbit. (Yeah, okay - I know the Rover is pictured here, but this was later. I was too excited and in the moment to be taking pics) THEN, we de-orbit (using the altair descent fuel) our Duna-sandwich in the area ROUGHLY nearby the Egg (It ended up being a good 7.9 KM away, but that was doable in the rover. After using up all the Altair descent stage fuel, we come scooting in the atmosphere. We deploy parachutes on the descent stage, and separate it. We deploy parachutes on the rover, and separate it! WE DEPLOY PARACHUTES ON THE ASCENT STAGE, AND SEPARATE IT! Now, ladies and gentlemen - I never tested any of this, but it all worked like a DREAM. All 3 modules unfurled their parachutes beautifully, and landed upright without a hitch. And surprise! The Altair descent stage is actually a HUB for some inflatable modules, courtesy of Umbra Space Industries! The Altair "ascent" stage is nothing more than a power station, and thanks to KAS, we have an operating base in no time. Our base is functioning, and all 4 Kerbals are on the surface. 11 months from now, I hope to get them to the Egg, and rendezvous with with the 2 Kerbals in the 6-seat Orion I have orbiting Duna. Let's wish them the best of all good luck! Thanks for bearing with me on this one, guys. I'm a sucker for conventional exploration methods. Thank god for parachutes. (and thank god they don't interfere with eachother when tightly packed together). hehe...
  21. Okay, I was wrong in believing it was the Realfuels' version, but my original point was only to state that it did NOT use stock fuels, which made it impossible to use at the time because I am having problem with the in-mod SSME's (plume visible in VAB, not recognized as engines) that is most likely the fault of another mod dependency. So all I did was change the ET to stock fuels and post the fix here, in the event anyone else was experiencing this problem. The ET being stock fuels also makes it much more compatible with, oh - everything else. Some people want to experiment, you know? Also, no - I do not use PO/RF/RSS. I do have many other graphical and parts pack mods that I DO use, however. But instead of going on a witch-hunt, I'll just use stock engines. Shuttle works amazing as-is.
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