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MOARdV

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Everything posted by MOARdV

  1. I must have interpreted "meticulous" as "apply full throttle and see what happens". I went back and strutted the upper parts better once I realized that the service module was wobbling badly on top of the lander, but I haven't had a chance to launch it yet. That might help with the meticulous separation maneuver, too.
  2. It took me a bit of effort to get this thing into space without damaging its payload. I started calling the upper stage fairings "death flowers" since they kept tearing solar panels and antennae off of my service module (my own build, not the included module). I had to use PDCWolf Perfectrons to kick those fairings clear of the cargo. I upped the first stage thrust 20% and the upper stage thrust 25% (no changes to Isp), and I can easily get an Apollo-like mission (service module and lander) to the Mun without using any of their fuel until I fine-tune my approach. I also used MechJeb to limit acceleration to 25 m/s^2, which helped a lot with the bucking and twisting because of the CoM / CoT distance before the first stage separation.
  3. Anonymous sources within the Kerbal Space Center report that numerous missions have been delayed. These sources indicate that these delays are caused by the CAPCOM clock flashing "12:00" repeatedly. Apparently, no one currently working within CAPCOM knows how to set the alarm clock, which was disrupted by the mysterious power outage yesterday. I didn't realize just how much I miss KAC until I launched a flight to the Mun, and I realized I had to pay attention to the countdown to SoI (GASP).
  4. Awe. Some. They work for 2m -> 1.25 interstage fairings as well. Now to go modify a couple KW decouplers to act as Procedural Fairing interstage bases. No more manually tweaking config files to create custom interstage fairings.
  5. Okay. I knew I hadn't had a copy of that installed for several generations of computer. Lemonade Stand, eh? That must be an epic update to qualify for that name
  6. Is it intentional that the title of the Chatterer window is "LHX Attach Chopper 0.5.4" when I drop the 0.5.4 DLL into my existing install?
  7. You can edit the texture. It looks like it's in fairing1.tga in the install dir.
  8. You can make your own config changes to add KW interstages of varying height. You only need to change a few values (primarily changing the scale value in the y-direction), and you can custom fit your payload / engines. A procedural approach would be much better - the simple way to do it would be to base the height on the object directly above the base plate in the stack (assuming it is attached to the bottom of an engine). Having to use a second part to denote the top of the interstage would add to the part count, but it would allow more customizable placement. Not sure if it'd be possible to place a base plate, and then click on a part in the stack to indicate "cover everything from the base plate to this part (inclusive)", but that would be the most flexible from a user perspective.
  9. Wow. I wanted to find a weird scenario to break these, but the ones I came up with didn't totally break. I applied the procedural fairing module to the NP 2.5m Plate, and I was able to add fairings that covered the upper part of a stage (like a bunch of parts on the top of a space station module). As long as I removed the _connect3 and _connect4 nodes (which overlapped with with 1 & 2 nodes), it works reasonably well. And, if I just do a "normal" design, it works very well. I'll have to keep playing with this one.
  10. They belong in separate folders under GameData - GameData/KWRocketry and GameData/AIES_Aerospace. They should not be put in the same folder - placing a mod somewhere other than where it defaults can break a number of mods, due to the way assets are managed by the game. You can use them side-by-side like that, and mix-and-match parts. I do this all the time.
  11. The models and animations fit my needs. I hadn't seen them previously. The texture ... well, I suppose if I wanted the carbon fiber look, they'd be perfect. I guess I can hack on the textures and figure out if there's a real UV map on them that makes the part salvageable, as it were.
  12. Any possibility of a cargo bay type part without the payload racks? There have been a few times when I've wanted cargo bay that fits standard 2m hulls (as opposed to the B9 spaceplane parts). I know there's a Wayland part like that, but the cargo door covers like 120 degrees of the surface, so it is hard to use for anything much bigger than 1m.
  13. Sorry, no screenshots. Let me try to describe it in more detail: I got a satellite over Duna at ~370km 75-80 degree near-polar orbit with a single "large" scanner. I was running at 50x time warp. Every now and then, if the orbital path would take the satellite over a hex edge, no data would be recorded on either of the adjacent hexes. When I say "over a hex edge", I mean the satellite was flying parallel to the edge, not transitioning from one adjacent hex to the other. To use lame text art - the satellite flew directly over tile S below, recorded data, continued north along the edge between W and E, and recorded data in tile N. Both tile W and tile E remained unscanned. At the warp I was running at, no other tiles were missing data. \N/ W|E /S\ In retrospect, I suppose it is possible that the distance traveled correlated to the scan time, and I was hitting a lucky altitude and trajectory that caused the scan pulse to skip tiles in this case due to the fairly short distance involved along that edge.
  14. Let me say - first, thanks for letting us turn off the Kethane maps on the title screens. I was one of the people who whined about that. Once I got over it - the mapping system is absolutely brilliant. No more trying to translate pixels on a tiny little map into features on the globe, or trying to correlate the Kethane map to the ISA map to figure out which deposits are safely accessible. I can look on the map and pick my landing zone with immediate visual feedback about how rough the landing may be. I hope Squad is paying attention to this whenever they decide to implement resource detection in the game. This is how it should be done. The only quirk I've seen so far (from mapping - I still haven't had a chance to land a drill) is that the mapping algorithm seems to punt if the sample point falls directly on the edge between two adjacent hexagons. I saw that happen repeatedly on a mostly-polar orbit with a satellite that had plenty of power, and at a fairly low warp (50x or lower - no other hexes were missed). Only those scans that happened to appear directly on the edge seemed to be skipped. Considering the low incidence, it's not a huge problem.
  15. I've given this a look. While the hex map overlays is a vast improvement over the old method, I don't like it mucking up the startup splash screens, and I don't like that it defaults to "on" in map view, tracking station, etc, and that I have to manually shut it off every time I start a game session. Since my games are not solely about Kethane mining, having this mod impose itself that much is annoying. I guess I'll revert back to 0.6.1 and watch for future revisions.
  16. Yet another idea ... When the legend is visible, could the current numeric value be displayed next to the legend text?
  17. Science! Now with Graphs! This is a nice add-on, although it took me a minute to figure out the plot lines are individually scaled (not that I can imagine a meaningful way to do it differently). How hard would it be to add Isp (as in, currently-active engines mean instantaneous Isp - like you can view with Kerbal Engineer)?
  18. Right now, you don't, but a few of us have already requested that it be possible to minimize.
  19. *I* think a warning based on time to impact would be an interesting one. I don't know if it'd be useful in actual usage, and I don't know what the Green / Yellow / Red warning times would be. Or, even more convoluted - warnings based on available thrust vs. dV remaining. Green - you have plenty of reserve thrust to land based on current velocity and thrust. Yellow - you need to throttle up - you're getting marginal. Red - you don't have enough thrust to avoid splattering your ship all over the surface; maybe you should try aborting. This could tie in to Mervina's voiceover becoming increasingly urgent as the transition from Green to Yellow to Red take place. I find myself arranging them stacked on the left side of the screen to minimize the real estate they occupy during flight, since I have a 16:9 display. So, if they are grouped together, bonus points if they can be stacked vertically or horizontally. Being able to individually minimize them would be nice, as long as the minimized display has some sort of identifier (like VSI or RA) so we can find the right one when we need it.
  20. Okay, two more suggestions after spending a bit of time playing it this afternoon (one of which was already made) Have a way to make the screen position persistent (at least in a game session; even better if it's saved and restored between sessions). Have a 'minimize' button, like Kerbal Alarm Clock, ISA MapSat, Protractor, etc, have. During those long trips between planets, having a VSI and radar altimeter doesn't do any good, and it takes up screen space.
  21. These look really good. It's particularly funny watching them when a Kerbal goes EVA from his lander and the radar altimeter and VSI bounce around (I consider this a feature, not a bug ). As for the texture artifacts you mention in your release notes - you are very likely seeing the same thing Trigger Au saw with the Kerbal Alarm Clock - it appears that Unity or KSP is converting PNG images to DXT compressed format when sending it to the GPU. I don't know if other formats (like TGA) are handled differently in that respect. I think he saw this after he started using the new (0.20.2) resource management system, but not with the older method he was using to load UI images. One suggestion for an improvement - the VSI gets really twitchy near the zero, thanks to precision and noisiness in the data. You might consider having a simple smoothing (like average the value with the previous one), just to dampen that effect.
  22. So, like "Mervina"? Having a radar altimeter would be really cool. If there were a horizontal speed indicator to go with the VSI, those three together would be really helpful for landing.
  23. The Perfectrons have become a staple of my lift systems. A pair of those fired as brakes can get stages clear at separation, preventing pesky collisions as upper stage engines send lower stages spinning.
  24. This is an awesome mod. I've already re-redesigned my planned space station so I could get the Habitation and Utilities modules added (already had Logistics, natch). Looking at the textures, I think this module would benefit from the reduced footprint that 20.2 part and texture cloning allows (particularly the texture reuse). If you weren't already planning on it, I'd be happy to provide some recommendations on how to go about doing that.
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