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komodo
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Everything posted by komodo
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[1.1] MakeItSmall 1.2 - Because sometime you need stuff to be smaller
komodo replied to sarbian's topic in KSP1 Mod Releases
If on Linux, which may be the case, alt got defined as right-shift for some reason. (I think I know why, meta/alt clashes, but I can't be sure...) -
Headscrach time! (Which I have plenty of, being a filthy peasant who bought KSP on the squad store and not steam, so what brand loyalty...-- Not playing the 1.1 preview...) Crazy as it seems, I have a penchant for launching new careers. New mods, new scales, etc. This last run through, I am playing with the Diamant/Juno/Star Solids to start off career. So I noticed an oddity. The Sargent motors are working well. But, two things. I'm trying to figure out what to do with the HLR-008/Pioneer Kick motor, outside of utility/recreation. It seems to be outmatched by the SargentX1 all around but for size, being equal in mass but lower in fuel and thrust. More confusingly, the two Staara-10(/20) solids seem to blow the others away entirely, on mass if nothing else. The Kick and Pioneer both have dry masses of 0.085, which is appreciably light, don't get me wrong! But, the Staaras weigh in at a mere 0.015 and 0.02 respectively. Their ISP is considerably worse, but the thrust and fuel capacity stand out to me. I know CW hates fiddily cfg work, and I don't blame him , but I wondered if anyone else had a thought on this sort of thing. Is it just that things are getting wildly distorted at this small scale? I have no problem rebalancing parts to match personal taste, but I wasn't sure at all if the little ones need to be lighter (This is my thought) or if the big ones need to be heavier (but, what would they scale up TO?) Anyway, late night musings. Blahhhhh Cheers all!
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[1.1][v0.9] PanzerLabs AeroSpace K-Sat Series
komodo replied to JohnnyPanzer's topic in KSP1 Mod Development
I quite like the engine, i'll have to check these out! Very cool!- 20 replies
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(I'd be interested in seeing this implementation too, to be honest!) I wonder if you couldn't hijack a current model as a stand-in. Maybe something like an octo2 core set to surface mount only? The larger battery?; this mod did that originally for the retros themselves, with welded parts to stand in. Incidentally, does anyone have a copy of landertron old enough to have said cfgs in it? I can't locate it on my , WAIT, I found a old copy on my laptop, back when it could run KSP (0.90 era). Apparently there was one welded part, a decoupler with ant engines, a separatron copy and an RT-10 copy. Hm. Still, if anyone else is looking for them, I can load them somewhere, as I was unable to find them online last time I went looking. They were rather handy, being somewhat smaller than the current batch of admittedly really cool parts.
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Spiffy! I always like to see pythonic things created (since it's about all I know how to program, haha... Nice program!
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
komodo replied to NecroBones's topic in KSP1 Mod Releases
The first stage I suppose was just an "alley-OOP!" to get it going before the second stage did most of the lifting? The scale seems odd, with most (admittedly sane) rockets seeming to favor a beefy first stage and working down from there. Looks like I'm off to read about the Seadragon!- 966 replies
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
komodo replied to NecroBones's topic in KSP1 Mod Releases
I knew of the sea launch, but the CVN hadn't clicked. That makes a certain amount a lot of sense. (Particularly if they were planning on more Enterprise class CVNs; gangbusters of excess power indeed.) If I didn't know better, I'd say project Orion was a plant to make this thing look sane/reasonable It'd have been quite the show if you made this the first stage of one of the pulse "rockets"... Soon we'll have the Addons to do it too!- 966 replies
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Contraption making should be in the Kerbal engineer curriculum, if it isn't already. (I don't know why I hadn't thought of it before now, actually, the rocket tower :| ) (although without getting into it beyond a musing, I think if such a monstrosity was erected, the whole of Kerbal-kind would see it as anything but "unholy" )
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
komodo replied to NecroBones's topic in KSP1 Mod Releases
If you can afford one, I suppose a new launchpad after the thing lights off wouldn't be unreasonable... Of course I am guessing they had to cut a hole in the VAB to get out out in the first place The contractors must love this rocket. Seadragon-Saturn-SLS, anyone? (How much dV does it have?: "Yes")- 966 replies
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All at the same time, I like me some tiny rockets of course, now I have an uncontrolable urge to build a tower of rockets; what's our biggest option thus far, Muo-V? Perhaps we can hoist a Prometheus atop that... With a Thor hat of course. Who's wearing an Etoh-Alphastar naturally. Which just wouldn't be complete without a Brun for good measure. I think that may be sufficient to get the sounding rocket aloft. Maybe. Only one way to find out! (Hopefully someone will be inspired, else I'll have to mutilate something suitable come this weekend... ) MOAR BOOSTERS are almost certainly to be required... Although I suspect this stack may be able to be lofted by the new S-IC-8 from RSB--, ok, I'll quit :p)
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"Cool stuff! Why did you jam so many fins on the rocket in the second album? Seems like a waste of weight. The probe is based on Pioneer 4 and is called 'Amba'." (Pretend the quote feature actually worked correctly... ) Aha, there we go. Stupid mobile interface. Ahem. I don't know. Seriously. I often play late at night on the weekend (sober, I swear!), and the why often gets lost. Looking at it, if I were me (and I am, I hope), I'd say the design engineer found that fins were needed, so why not make it look cool at the same time. Cause fins are pretty cool, let's admit it. They're cheap, and not all that heavy in the grand scheme of things. And judging by the fact that apparently I bumped up to my part cap, due to only seeing one clamp, I can only suspect that said engineer had to cut some additional coolness off the fins before production I wonder sometimes what the thought was from the week before when I load up my save. My last career I named "Horizons QM"; Horizons clearly refers to the New Horizons system/planet/pack/thing of @KillAshley, but I have literally no idea what "QM" stands for. Memory is the first to go, right? >< Additionally, that's a pretty boss LM mockup, boss!; sounds like quite the thing to see! (Now we just need to get it some fins---)
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If using Sigma Dimensions, it actually catches on to the atmosphere boundary. It aims for a minimal height above the edge, but because of the aforementioned slow/not-so-slow un-re-entry into space, it should be advised to use a high altitude for a target as well as a high start time (60-90 sec --> 40) and a shallow initial angle. I've had trouble with very low TWR first stages, though. It doesn't quite catch onto the time to ap. changing, and gets lost in the weeds. But, it does work, with a bit of gentle nudging!
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What is this heresy?! No really, I hope you can find the time to enjoy the game more often. I adamantly don't mind waiting longer between releases if burnout can be avoided. I like your new part 'sketches' a lot, those appear to be interesting combinations. I too put together some assorted photos! I'll embed a couple and send you to my imgur page if more interest requires slaking. This one was from the first prerelease of the Sargent-a-like boosters. We picked a (pack of pickled) pog(s) core as I hadn't had a chance to update the RT patch for the plethora of new cores yet. (EDIT: As I stare at this post and realize that isn't a pog core at all. Oh well, we 'named' it that anyway ) This one features at least one of the new cores recently previewed/released. I of course blank on its ingame title, as well as its inspirational namesake, but I called it the 'Bullet mk1' for simplicities sake. A few shots sneaked into the album above somehow :/ I can't claim wild or mild success with either of these, but sunday evening/hooky game sessions often end that way Now, off to have one of those just now, actually!
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[1.2 - 1.4] Real Scale Boosters, 0.16 (2018-03-12)
komodo replied to NecroBones's topic in KSP1 Mod Releases
I think we might want a level 3 launchpad for that critter...- 966 replies
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
komodo replied to Whirligig Girl's topic in KSP1 Mod Development
Check out Sigma-Dimensions? It probably could do it now. (Disclaimer: I have no idea if it could do it now.)- 289 replies
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%MODULE[ModuleRTAntenna],1{doStuff_for_ANT1} %MODULE[ModuleRTAntenna],2{doStuff_for_ANT2}, etc, etc, etc For the MM module overriding, I would check into the documentation on indexing. I don't have a handy link as I'm on mobile, but it ought to go something like... Ok, mobile being mobile has whacked out entirely... See above apparently for a code hint. Im not certain on % here; it seems right, but double check it. In any case, this would be the method to address multiple like named modules. I don't know at all if RT accepts multiple modules in the first place. See if a manual config works, and then nudge MM into generating such, before rending excess hair on correctly working code that doesn't actually do anything For model transforms and such, I have absolutely no idea about that.
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[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
komodo replied to Orionkermin's topic in KSP1 Mod Releases
I recall this one; it's a weird model interaction between the chute, and the nosecone "cap", if I remember right. I've had it on a couple craft, of similar configuration, but I don't know the exact cause. Well. Here is what happens, I just don't know WHY ultimately. So, you can hit f12 to visualize aerodynamic forces. You'll note that they're represented as colored vectors. A red one is drag, such that as you fall, the drag results in an *upward* vector, opposing your flight path, slowing you down. So, the snag, when that cap pops off, you can see it plainly: a new vector appears, also red (drag, I presume), but aimed pointing at the ground, 180 deg out of position. This effectively cancels out the actual drag vector, resulting in a very effective plummet. I don't know if a drag cube is out of whack, but that would be my guess. I don't know nearly enough about that system to guess how to adjust it. (Pinging @NathanKell, is there documentation anywhere on drag cubes? I've stared at them a few times, but beyond them appearing to be float curves (and I may be way off at that; it's been a little bit), I've not deciphered their savory details as of yet.) A dirty hack I found on accident (you try near anything in a sudden plummet...), which works sometimes, is to tumble the craft as much as possible off the nose up rear down bugged plummet orientation. Drag on the sides of the vessel seems to be still working correctly. This can sometimes jog whatever has gone nuts into working, or at least slow you enough to not destroy said chutes when they pop. That said, I've not played with realchutes (beyond the lite version with/from/for FAR, at least), so I'm not sure how it would tie in. It might be useful to test it in a sandbox save w/o realchutes to try to isolate some cause/effect. Good luck, brave test pilot! o7 -
Not that I'm pointing out anything but great minds thinking alike, RLA put an arrow on the 45 deg blocks to give a hint to which way is (locally) up. Looking good though, as usual!
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Skylab was a case of "if we want to do it, we have to do it with what we got before they wise up and cut even more of the funding" sort of thing, if I recall. So, basically like many other aerospace projects ><
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Spiffy! I hate to admit it, but I suppose my physics courses actually did something, as all of that made sense. (I couldn't derive it off the top of my head, but hey... ) kudos to you for the framework as well, as the python is incredibly readable. I don't know about the path forward; vectors are "simple", mathematically, but a pain to work with at times. (Other times they're the best/only way forward, and I don't know if this is one of them.) My end user and innate programming thoughts yell out for the simplest version in terms of implementation. That would be the "one for each axis" model, I suppose. Km_gimbal is a commonly found plugin that extends roll control to engines with grt 1 gimbaling nozzle, but I have no idea if it's reported back to the game in terms of torque. I just throw that out there as roll gimbal isn't always thought of. (Or, just make the roll controller deal with it through error terms )
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That is how the % key works, but I don't know why the patch doesn't work. If I can find ksp time tonight, I'll try to check it out.
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(4/9/2017) [1.2.x] v0.6: Revamped Stock Solar System
komodo replied to Whirligig Girl's topic in KSP1 Mod Development
It looks really shiny! Onto my "weekend try" list it goes!- 289 replies
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- stock planet revamp
- revamped stock kerbol system
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