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Garek

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Everything posted by Garek

  1. If you put two kerbals two close to each other, they clip into each others portrait, which looks really weird. So the gain in space from removing the console might not be that useful.
  2. Finally, someone doing a 3.75m Command Pod. And I like how you want to be compatible with SDHI, because that's my favorite Service Module System.
  3. I think Nothkes KASPAR would be ideal for this, once he gets around to finish it.
  4. I would love this with RasterPropMonitors. Although I agree that the colors are a bit off.
  5. Does the root part of your craft belong to that stack of structural fuselage? I _think_ the axis used for symmetry rotates with the root part. In general, symmetry tends to not work as you would like if you try to do anything else than symmetry around a single stack containing the root part (i.e. normal rockets).
  6. This is so much needed. And if this is done, please make it also available for the subassemblies.
  7. Especially in the morning I often wonder why time is passing while I'm still in bed. Would never have suspected KSP
  8. If you want to get them into orbit with FAR, you have to be super careful with your gravity turn. Always stay in that yellow prograde circle until about 20 - 30 km. It's the same backwards-flying-issue I mentioned above, but during ascend it's not as bad as during descend. I would assume that's because the external tank and especially the boosters are FAR-stable in the right direction because they are more 'rocket-shaped'.
  9. So, for that action group issue. Coming from http://forum.kerbalspaceprogram.com/threads/52362-0-22-Sum-Dum-Heavy-Industries-Service-Module-System-%28V1-4%29?p=812097&viewfull=1#post812097, I did some further testing. Test Procedure: 1. Put Sumghais Orion on SRBs (see screenshot below) 2. launch 3. wait for apoapsis 4. abort to trigger the LES, wait a few seconds 5. Action group 10 to separate the LES, wait a few seconds -> the vessel now consists of the MK1-2 Pod, SDHI Clamp-o-tron/chute and SDHI heat shield at >9000m During the descend, neither Action group 9 (set up as "deploy chute") nor right click->deploy chute do anything, but staging deploys the chute as one would expect. Test craft (I can provide the file if you want, but it's really just the Orion on bicoupled SRBs): //EDIT: about mod conflicts: I got FAR, Deadly Reentry, KJR , TAC Life Support and Remote Tech 2 as global, not-purely-gui mods. As I just realized, with the test craft Remote Tech 2 shows "N/A" instead of "Local Control" (but control still works), and KER refuses to show anything but an artifact of its window border. So there is definitly something weird going on, but I have no idea what. //EDIT2: With staging, the chutes do work perfectly fine. It's just a bit problematic for launchpad aborts to get through the stages fast enaugh, since KSP imposes a certain minimum between staging events.
  10. Apropos Kerbal Pancakes: For me, the parachutes simply don't deploy. Even on a drop test from >8000 meters, when I click deploy or trigger the appropriate action group, NOTHING HAPPENS. Does anybody have an idea what went wrong? Possibly relevant mods I've got: this and RealChutes of course, FAR, DeadlyReentry...I have a lot more, but they shouldn't do anything with that parachute/docking port part.
  11. So, I just tried this mod and love the designs. But with FAR, the Odyssey really wants to fly backwards, which isn't really helpfull for landing. I don't actually know anything about (FAR) Aerodynamics or how to make a shuttle fly, so I thought I would ask if anyone got this to work with FAR, and how? Also, the launch configurations seem to be rather overpowered (I blame FAR requiring less delta-V), maybe I'll tweak the engines a bit.
  12. Made me laugh. Actually, Mihara (2 posts above yours) recently made the RasterPropMonitor, which is used by ALCOR, and linked it in his sig. Also, this may be evil thread necroing, so don't blame me if the mods come at us with bibles and crosses.
  13. So if you throttle to infinity, the Hell Kraken eats you? seems kind of appropriate Oo
  14. Be careful with this. As far as I know, KSP doesn't calculate an absolute consumption/generation from all the parts and applies that to the batteries, but insteas one part after the other does it's consumption/generation, so even if you always generate as much power as you consume, you should still have enaugh storage for one step of power consumption. I could be wrong about this, but there were some problems related to this mentioned in the Near Future Propulsion thread, so at least test!
  15. - I use FAR, DR, and now also TAC Life Support and RT2, so I have to make additional considerations to make my plans work out. - Keep Kerbals safe and happy: -- launch them only on reentry-capable vessels with an appropriate LES -- they always have a method of return to Kerbin (e.g. no one-way missions, stations have at least enaugh return capsules for the current crew) -- if I don't have the info to plan out a return mission, I send probes first to get that info -- for long-term missions I increase both number of Kerbals and space per Kerbal - would you like to be alone in a small capsule for longer then neccessary? EDIT: - Forgot because I never actually used them: I also won't use Nuclears inside an atmosphere (or let them burn up in one, impact the surface, ...)
  16. What will happen if I use this with signal delay and kOS? Will kOS simply ignore the delay, or will bad things happen? The whole point for me of using kOS with this would be to use it for maneuvers to complicated for the flight computer on probes with significant signal delay.
  17. How much delta-v does the node show? What ship are you using? (especially TWR?)
  18. Do the Bags fit in the Racks? I would really like to use the Racks for life support stuff, because they will nicely fit into hulls, but it seems the bags are intended for that?
  19. Maybe in addition to run have a import...as... which loads+parses a file to be used as a function? This way we would still have the run statement load+parse (e.g. for repeated testing) and could propably get a nice syntax for user-defined functions inside expressions.
  20. This is nice. I already have some ideas floating around for a land-at-target program, which will work really well with such faux-functions. Sadly, I don't have any time to play until at least next thursday, and even then it will take some time to set stuff up.
  21. So I found this. Am I right to assume that all scripts executed without restarting kOS share the same set of (user-defined!) variables? This would mean that one could use files pretty much like functions with all variables being "global". Also, lock will be useful for shortcut stuff like surface_retrograde, thank you.
  22. I read the github manual, I think I understood how to do math in kOS. What I want to know is if I can define my own functions for (possibly complicated) stuff I use on multiple places in the same script. The Code above was just the first simple example of such a user-defined function I cound think of. It's something you're used to if you ever coded using a professional programming language. It's pretty much required for complex programs to not become a horrible mess and helps with the size limit.
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