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  2. kapteenipirk

    Requesting Craft For YT Combat Series

    Offshore oil-rig complex "Kerbal Alpha" Coming in at 206x174x77m and over 1100 parts, this oil-rig complex is one of the more giant builds i have done, and also one of the more challenging and time consuming ones. At first i started with a "Deepwater Horizon" style oil-rig. Soon after i started building it, i noticed that the part-count would be colossal, so i started using tweak-scale. I had built quite a lot of it when i decided that i wanted a different style of rig, so i chose the "Sleipner A", a platform operated by Statoil in the Norwegian sector of the North-Sea. I decided to go all the way with the platform, and also build the Sleipner B and Sleipner T platforms that are connected to it. I also have the main rig as a separate craft, and the smaller platforms should be quick and easy to turn into their own little separate rigs, as they are built on top of the monoprop tanks, incase the complex is a little too large for your liking. Unfortunately it is impossible for me to do a structural test of the entire complex as it doesn't fit on the runway, nor can i do a flotation test as i don't have hyper-edit or anything like that. But, i can pretty safely say that the rig is likely going to stay afloat just fine, as experience has taught me that as soon as you scale up a part, it's bouyancy tends to immediately reach a level of "literally unsinkable". And just as a bonus: Shallow-water Explorer (incomplete) My original design that was based on the Deepwater Horizon. If you want, i can finish the build on this one and release it as-well. I'll release the rig with a future pack, weather it be the Russian fleet or the ground forces.
  3. hel lo is there a formula to get the vector direction or the angle with the orientation to apply thrust to match a different orbit and inclinaison : what does target button . thanks for any help
  4. FahmiRBLXian

    Post True Facts!

    7/15 I didn't learn that yet IIRC IRL. The Federal Signal 500-DHTT siren is Quad Tone (Sounds four tones at once).
  5. fulgur

    What did you do in KSP today?

    Continued my Duna mission with a mishap... What will they do? I can't actually remember if the SSTO has enough dV for Minmus capture. Or indeed enough NOMS.
  6. That's exactly what I was looking for! Thanks.
  7. kerbiloid

    KSP's Vending Machine

    Receives a roll. Inserts a sushi.
  8. Thanks for the kind words, but its' less mastered but shameless copying from other Eve threads in this forum Especially (but not only!) from @Foxster impressing low mass landers. Thanks for your input guys! I tried limiting the gimbal to 10, 20 or 30 %. That didn't help with flipping, the rocket just started tumbling earlier. I tried adding another two booster with vector engines. This didn't helped either, it started tumbling right at the beginning. So I think the key is reducing drag. I think I can remove the antenna from the capsule. The relays on the bottom can should be enough for the transfer to Eve surface. The rocket itself will be piloted by Jeb, so no need for commsat connection during ascent. The battery is a different story. I play with USI life support, where you need to supply the kerbals with EC. I'm not quite sure, whether the EC in the capsule will be enough. I will test this. Getting rid of the decoulpers is excellent advice, thanks! I will also try to remove the nose clip Concerning the jr docking port with heat shield: I tried replacing with a small nosecone, but then the ship was killed during the reentry. It seems I need two heatshields (front and top), any idea how to attach the heatshield AND the nosecone on the top? Concerning the fuel flow: Nope, the boosters feed the central core but thanks to fuel flow priority they will do the right thing non the less I tried getting rid of the duct tapes but in the end it messed up my delta v displays. So for now: Back to the drawing board!
  9. kerbiloid

    Star Wars IX: The Rise of Skywalker

    The survivors have been ewokuated. No problem with debris, anyway they've gotten a lot of roentgens.
  10. I don´t know what addons you´re talking about and can´t find them in the context since I´m no programmer/software dev. Could you point me to the Add'Ons and how to install them? What do you mean by this, I don't know what to say about the bug you found, I'm not able to recognise it or its characteristics. I am however eager to help you out so just give me a little more specific instructions so I can be of more use to you and the other MM devs.
  11. Oh and have you slightly messed up the fuel feed of the first two stages? Shouldn't the first stack pair feed via ducts to the second stack pair rather than the central stack? That would let you empty and dump the first stage quicker.
  12. Right. In this case the strongback + fairings are rotated wrong. Idealy you want the back side of the rocket facing the door of the VAB. That way you are oriented right on the pad.
  13. Aeroboi

    A few jet part suggestions

    What I mean is that a "GE9X" for instance isn't a scale higher then 3.75m is opposed to 2.5m so another 3.75m turbofan engine would really be a class apart. Also the rapier is a prototype and indeed non fictional. I should have been clearer. When I uttered fictional in context of the rapier it is that it has never flown yet, hence fictional towards actual space flight. On that basis of those pointers I made my conclusions. Note that I'm not against fictional stuff or prototype stuff. It just doesn't cope with the game well and IMO many of these parts can make the game to easy.
  14. kerbiloid

    2 words names for crafts

    "My Spaceship"; DROP TABLE SpaceShips;
  15. Steven Mading

    [1.7+] Kerbal Attachment System (KAS) v1.3

    You are 100% correct that it's dumb to work this way, but it does, because Microsoft. Yes, I agree that the exception should only happen when the DLL is first being loaded, not *again and again* every time someone uses reflection to look at the classes. Once someone is using reflection to look at the classes, the classes that don't exist simply, well, shouldn't exist. Not "sort of halfway exist enough to break GetTypes() and make it throw an exception." There is a fix, though. What MS, in their infinite wisdom, decided to do here is make GetTypes() throw an exception despite the fact that it worked just fine. And then, because it threw the exception, that means the return value is inside the exception object instead of being returned in the normal fashion. You can see what I did to fix it here: https://github.com/KSP-KOS/KOS/pull/2492/files
  16. https://scifi.stackexchange.com/questions/19725/how-does-star-trek-faster-than-light-communication-work
  17. Plimparthid39

    Mod to show part name

    I use KER, it's comfortable enough for me, I just need to place my mouse on the part I need to see.
  18. FahmiRBLXian

    2 words names for crafts

    Makekerbin Greatagain. And Soviet Kerbalized (Basically aplies for Kerbalised R-7 Rocket Family)
  19. utopein

    Launch into angle of target, orbit calculations

    hello i must be missing thing here but the heading give a number not a vectorxyz direction how do know the direction ?
  20. purpleivan

    Kerbin Sorta-Circumnavigation

    Quick change act... or, 2+2=9 Things on leg 42 started normally, with Tanford heading over to Fuel Depot 2 to refill her tanks, before heading out to the Coastal Cruiser. There was the usual flight over grass and lakes. The usual approach to her destination. The usual line up to hook on for a refill. Then... dun, dun, duuuun, there wasn't enough fuel in the depot to refill the tanks on the Goose. Strange I thought, there was supposed to be enough for 4 refills of the tankers, and it's run out mid way through the 3rd. Then I realised the issue. Fuel capacity of 1 Juice Goose = 5200 Fuel capacity of 1 Fuel Depot = 11125 That means just over 2 Goose refills, assuming they arrive with empty tanks, therefore clearly I can't divide a couple of numbers. So maybe that should have been dumb, dumb, duuuumb So... now what. To the rocket shed... obviously. First one then two upgraded MIRF launchers were thrust into orbit. The 2nd was launched from the Dessert Airfield (first time I've lifted a rocket from there) and it took a rather different launch profile than the one from the KSC. The one heaved up from the desert was put into an inclined orbit, so that more northern and southern latitudes can be serviced by the new bringers of fuel. These new vehicles named Super Multiple Independent Re-entry Fuel Stores (SMIRFS) have an increased capacity, allowing them to carry a full refill of the upgraded boat. After a few orbits the Coastal Cruiser was near the orbital path of the SMIRF launcher, so one of the SMIRFS was detached and prepared to be fried. Off it went, leaving its friends behind. One of the improvements of SMIRFS over MIRFS is that it doesn't tumble during re-entry, so a more accurate landing is possible. On its first use, the SMIRF landed 3.6km from the target. The boat heads out to meet up with their helpful new friend (SMIRFS like to help out) and lined up for the hook up. Once connected Val went out on deck to take a look at the new addition to the team. I think she approves. With full tanks once more, the Coastal Cruiser left the fuel store behind and headed onward along the coast. The scenery was a little mundane, with no features that Bob was interested in naming. The fuel's going down a treat and good progress is being made, with the boat now pointing West into the afternoon sun. Ah... an almost lake, time to pop in for a quick look see. What's that looming on the horizon. I think we can guess what the next post might be about. The sun has set and Val guides the boat towards a good landing spot, that's close to the mountains. Once again it's time for some night driving. Finally moored up, Val and Bill head out on deck with a K and K board (Kastles and Krakens) and the crew play late into the night.
  21. I think you either are better at landing or less sleek but accelerating than my craft. My Turboelectric Racer II can do 190 and it only has 20 small SAS wheels.
  22. Today
  23. Is it known what is canon regarding the speed of subspace communications in Star Trek universe? My google-fu is failing me.
  24. One thing that might be causing the flipping is the tip of the craft where you have a docking port. Find another way of attaching to the heatshield assembly, such as a decoupler or hardpoint. Alternatively consider not having that rear heatshield at all and put a load more airbrakes on near the top instead. You have an antenna and two solar panels on the side of the capsule that will be adding drag to front end. See if you can eliminate those or else move to the back of the stage. Do you absolutely need that battery on the top too? Oh and the remains of the decouplers (the 6 dots) might add some drag - can't remember. Replace decouplers with small hardpoints anywhere you use them. Regarding the bulge mentioned by Aegolius13. Have a look at the newer FL-A215 and FL-A151L Adapter tanks. They have lower drag than other tanks. Have a check on the drag of those intakes. They used to be the best mk1 tank-toppers but they got more draggy a while ago. You might find nosecones, though heavier, are more efficient because of the lower drag. You don't need the Remote Guidance Unit beneath the capsule after landing and you have your crewmen onboard, so stick it on the bottom of the craft for dumping before liftoff. Don't forget that you are lifting here from 17m. If all else fails, find a higher spot to launch from. Very nice craft btw!
  25. No, maxed out around 190m/s. Guess it just gets up to speed/slows down much faster. I'll try and add moar boosters reaction wheels to see if I can push it further.
  26. That's a weird way to phrase it. kOS not working with Wind Tunnel is *already* how it is. I think you added a "not" in there by accident that flipped the meaning. Also, just to make it clear, getting an update to kOS that has this fixed *still* doesn't mean you'd have a working Wind Tunnel mod. The problem happened because Wind Tunnel's DLL file won't load in KSP 1.7, and kOS can be broken by any other mod's DLL failing to load because I didn't know how weirdly Microsoft implemented its reflection GetTypes() call (When a DLL didn't load one of its classes, GetTypes() still works anyway but it does so by throwing an exception and moving its return value into that exception's fields instead).
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