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  2. That was a solid hit you scored on me there. You can see some of my techniques there too. Basically there's an internal structure with more aerodynamic surfaces attached to it. The cockpit in particular is made of multiple overlapping plates. This may be the first time I suffered a pilot snipe, as opposed to getting just straight blown out of the sky with high caliber guns, or chipped to death. Last season there were even several Krakenhound crashes where the pilot survived.
  3. Thanks @Foozle! Archtagon Aerospace was the mod I was looking for. The forums have been amazing once again!
  4. I believe that ship is from this mod:
  5. Thanks. Honestly after that battle royale I was a little worried, since you took me out pretty easily there. And to @SuicidalInsanity, I like your video editing. Switching from dramatic music in normal time to more lighthearted music in the fast-forward sections was a nice touch.
  6. I've just spotted you have already answered the question of which container is chosen. That's certainly in keeping with the simplicity aesthetic. I've yet to try ASS, but still find myself longing for FS with two buttons. Thinking about this, however, it seems unlikely to be possible.
  7. I have the same Issue with the mod in 1.8.1 and also had the same in 1.7.3 with my X56, the issue was partially resolved by making the same axis used in AFBW in the Settings menu but the latency issue persists. I don't know what the issue is that causes this to occur. In the 1.8.1 install the Pitch Yaw and Roll were working until I reverted the flight to launch and the Presets Reset their settings and Configuration but the name of the Preset persists. And even after reinputting the axes to the presets the inputs would show in the config menu but such input is not reflected in flight by the aircraft. Any help to fix this issue would be greatly appreciated as there aren't many games that I can justifiably play with my HOTAS and I really enjoy when I am able to utilize it. p.s. I have tried everything apart from a 100% clean Reinstall of the game or using the other installations of the game I have as they are not updated past 1.7.x
  8. Looking at the database I see the part but not the model. I checked my KSP.log and found: [LOG 09:46:22.238] Load(Model): UniversalStorage2/Parts/Processors/Elektron [ERR 09:46:22.246] File error: Unable to read beyond the end of the stream. at System.IO.BinaryReader.FillBuffer (System.Int32 numBytes) [0x0007a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.IO.BinaryReader.ReadInt32 () [0x00026] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at PartReader.ReadMesh (System.IO.BinaryReader br) [0x00006] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x0031b] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <394a98b9c7624adc895c04290da62640>:0 [WRN 09:46:22.246] Model load error in '/Applications/KSP_osx/GameData/UniversalStorage2/Parts/Processors/Elektron.mu' [LOG 09:46:22.250] Load(Model): UniversalStorage2/Parts/Processors/Sabatier [ERR 09:46:22.258] File error: Unable to read beyond the end of the stream. at System.IO.BinaryReader.FillBuffer (System.Int32 numBytes) [0x0007a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.IO.BinaryReader.ReadInt32 () [0x00026] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at PartReader.ReadMesh (System.IO.BinaryReader br) [0x00006] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x0031b] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <394a98b9c7624adc895c04290da62640>:0 [WRN 09:46:22.258] Model load error in '/Applications/KSP_osx/GameData/UniversalStorage2/Parts/Processors/Sabatier.mu' [LOG 09:46:22.261] Load(Model): UniversalStorage2/Parts/Processors/WaterPurifier [ERR 09:46:22.266] File error: Unable to read beyond the end of the stream. at System.IO.BinaryReader.FillBuffer (System.Int32 numBytes) [0x0007a] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at System.IO.BinaryReader.ReadInt32 () [0x00026] in <ad04dee02e7e4a85a1299c7ee81c79f6>:0 at PartReader.ReadMesh (System.IO.BinaryReader br) [0x00006] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x0031b] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00142] in <394a98b9c7624adc895c04290da62640>:0 at PartReader.Read (UrlDir+UrlFile file) [0x000c1] in <394a98b9c7624adc895c04290da62640>:0 [WRN 09:46:22.266] Model load error in '/Applications/KSP_osx/GameData/UniversalStorage2/Parts/Processors/WaterPurifier.mu' [LOG 09:46:22.270] Load(Model): UniversalStorage2/Parts/Radials/RadialTanks I did a clean install of jus KSP, TAC Life Support and US2 and the same thing happens.
  9. Yeah -- KSP can automatically use gimbal to adjust pitch, roll, and tilt, but not to correct for CoM. The Shuttle's OMS engines are a good example of this -- they could gimbal parallel if they were being fired simultaneously, or they could gimbal outward to thrust through the CoM if they were being fired one at a time. The only way to model this in KSP is to position them gimbaled-out by default and add angled docking ports so you can "control from here" when using only one engine. And even then you get cosine losses when firing both. To the ongoing horizontal-lander structure debate...it's possible (and perhaps easier) to do the horizontal landing module with only a single engine, but having two allows the combustion chambers to be higher than the base of the capsule, which decreases ground clearance. Having the two offset allows the entire lander module to be substantially narrower than twice the engine bell diameter, which is especially helpful when you need to fit frag shields somewhere.
  10. Does anyone know of a mod that allows the "Skin" of a part to be swapped out with a different one? Example: I have a ship named Colicos, I have a different texture named Grazzius, I wish to select which version i want in the VAB, is there a mod that will do this? i would hate to have to have all 4 variants names in the folder.. Thanks.. Stinky Ace Skunk Works (Division 1)
  11. I love the name of the ship! Are you flying manually or is it scripted?
  12. So today i managed to land my Falcon 9 right on the center of a drone ship
  13. All of them? I don't know that I can list them all off the top of my head...but I'll give it ago. On the left (Blizzy's Toolbar) you've got Docking Port Alignment Indicator, Kerbal Flight Data (the on/off toggle), Protractor Extended Continued Continued ad infinitum, TAC Fuel Balancer, Trajectories, and WaypointManager. Then down the right hand side and starting from the top there's Extraplanetary Launchpads, PatchManager (I think), Kerbal Konstructs, Ferram Aerospace Research (I'm low res on account of playing on an office machine rather than a dedicated gaming rig, so it appears black instead of proudly saying "FAR" unfortunately), Stage Recovery, EVA Enhancements Continued, Velocity......something or other - it's a vertical velocity manager related to RCS Land Aid, RCS Land Aid, Action Groups Extended, Pathfinder, Pathfinder's Flight manager (for tiltrotors, mainly), Kerbal Alarm Clock, ShipManifest, NavUtilites, Kerbal Flight Data (again) and Kerbal Engineer Redux at the very bottom. I have a couple more there but they're out of sight in the screenie.
  14. Works on 1.8.1 stock+DLCs with no discernable difference. The CKAN meta data could do with an update to reflect this. This mod is excellently reliable, no doubt through it's simplicity. I've yet to work out how the mod chooses which container to populate with science. This also applies to when two vessels with science dock; how does it determine which one it transfers the results to? I feel it would be useful to be able to turn the automatic science transfer on/off, and even better be able to specify where to send new science results. Is this likely to break that wonderful simplicity?
  15. Probably not, he hasn't been around in a year. There are alternatives, one of which is this:
  16. This is where a mod that does that is nice. It;s not like a real lander will have someone micromanaging the engines, the computer will do it. Maybe mechjeb/etc does that? (oddly enough, I never seem to install those mods since I enjoy manually flying spacecraft, even though in RL I think it's a job that should be entirely done by computers, lol.
  17. I just looked at the current release. Those three files do not exist in it. I suggest you remove the mod entirely and then reinstall it.
  18. If the engines are fixed it is very challenging. If they have some gimbal, it's a little easier, because you can compensate through both gimbal and differential throttling. This is sort of where I'm thinking.... Top is the capsule. Roughly the same size as extended Cygnus. Internal tankage in bulkheads; airlock on one side, docking port on the other, berthing and propellant transfer port on the bottom. A few windows. At bottom is the capsule with the ascent module attached. Depicted is the ascent module structure, engines, and ascent propellant tankage. Drop tanks and landing platform not yet pictured (the drop tanks affix to the landing platform; the landing platform attaches to the central thrust column between the ascent tankage). Independent RCS for the ascent module is also not pictured. The ascent module forms a "cradle" under the cylindrical crew capsule and the engines and ascent propellant tanks are all offset but parallel to the CoM<->CoT vector. With drop tanks installed, the descent module almost exactly fills out the Falcon 9 fairing, horizontally. The landing platform would have deployable legs and mate primarily to the central thrust column under the ascent tankage. In compression, the corners of the ascent frame would rest on arms that would distribute the capsule's weight directly to the legs. It would also have frag shields for the engines, mounting points for the drop tanks, a ladder up to the airlock, and room for flatpacked cargo. EDIT: If needed, the airlock could be moved to the top of the capsule and the capsule itself could be shortened so as to allow the drop tanks to protrude upward on either side. The capsule itself doesn't even need to have the vertical-launch/horizontal-integration approach. But the enabling feature is to use vertical launch and horizontal integration for the lander module.
  19. Nothing exciting. Just redesigned my main satellites to use an Ion engine. With a single Ion Engine, a 5700 unit Xenon tank, a 2-4K in batteries, I can get about 10,000 dV for the satellite. Plenty of dV for adjusting orbit if needed, or reducing orbit to send the satellite into Kerbin atmosphere to burn up on re-entry. Not sure why I never did this in the past. Most times I just attached a small lf/ox tank and a terrier engine, but I find this much more compact and efficient.
  20. Fair enough but youd think there would be an ISRU for harvesting from atmospheres then though
  21. This is a bit off topic, but I have been going through that budget thing that was posted a while back (might have been in the SLS thread. I'm not sure if we have a NASA thread any more so I guess I'll put it here). I found this interesting tidbit: It probably won't stick, but a flight demonstration of a nuclear thermal rocket by 2024 would be huge if it happens.
  22. Mostly because it's not actually a thing in real life, at least not from the mining that's in stock. We don't mine for Xenon on Earth - we distill it out of the air. Stock KSP has no parts for that type of resource utilization.
  23. @TheProtagonists Are you planing on an update for 1.8 (in the case kopernicus gets an update) BTW: awesome mod
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