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Nicole

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Everything posted by Nicole

  1. Darn, this is causing all sorts of anomalies and major issues in my game, hard freezing my PC regularly. I have two simple mods, guess it's not really worth reporting the details because it's likely something to do with those, but I keep hoping for the day when updates to this game will come and go quietly and not powerbomb what I had before, it's not yet that day.
  2. Danke, the animations are working fine now.
  3. Any idea where I can get the updated Firespitter? It doesn't seem to be either the one that comes downloaded with this mod or the one in the Firespitter topic.
  4. I read the last page or so but I'm not sure, has anyone got this working in the current version of the game (1.2.1)? A week or two ago I tried installing this, in a basically stock game, and none of the animations worked. I could fly around and everything but the rotors never moved, I guessed this was because Firespitter is badly out of date, but then again it sounds like some people do have it working in 1.2.1. Thanks for any reply.
  5. Thank you, and it's named the Airshark Super, because I wanted it to have alphabetical priority in the craft list when I was working on it.
  6. I attempted the challenge! Of course I never expected to get a high score because I was using stock KSP for my weapons, haha. Cost: 31,180 Funds Time: 607 Seconds Damage: 10,000 (Kinetic) A. (826 / 607)*(50) = 68 + B. (10,000 / 60,209)*(30) = 5 + C. (96,617 / 31,180)*(20) = 62 = 135 Score I realized I messed up a bit and counted the parts I destroyed too early, when basically the whole enemy vehicle was still in the air and more would be destroyed. I'm not concerned though I just thought the challenge was a lot of fun.
  7. No gatecrashing huh, an invitation is needed to take part..?
  8. I did not do it with this challenge in mind, but just noticed this topic and I think my latest effort might not have been done before. I expect others have travelling between Minmus and Kerbin using unpowered flight before, with things like decouple force or cannons, not sure about this though. After I testing this ramp on Kerbin I noticed I was able to jump it near 300 m/s, I knew that was in the ballpark of escaping Minmus so I had to try it.
  9. That would be an impressive feat, to jump Mt. Keverest. If you watched my videos above you'll see how much I re-engineered both the ramp and the car, yet the extra distance I was trying to achieve to clear the Runway was not a whole lot farther. I realized during that time that I was dealing with diminishing returns. The faster I went the more drag there was to rip away my initial speed, and the faster I went the more the ramp angle needed to be decreased, because part tolerances were being pushed to the limit.
  10. You can get one of the vehicles here: The top speed of the second car is about Mach 1 judging from the IVA in the video itself, other than that I didn't really check. The VAB is probably about 1,000 kerbals high, and the Runway maybe 10,000 kerbals long. You'd have to speak to an engineer or someone with a tape measure for a more accurate answer.
  11. Yes wheels gave me problems too, they are no good technology! I might as well share my attempt here, it starts at 2:16 in this video: The reaction wheel is part of it because none of the other parts can be root parts, no other reason.
  12. @bewing Thanks for your reply. I turned the pack and unpack variables for the landed state up as follows; 2000 for unpack, and 2100 for pack. I considered that having them higher than the load or unload variables, or having unpack higher than pack could cause errors. After restarting the game and reloading my situation I observed no change, with the game taking a clear pause and the ramp jerking when I was nearby it, at the same distance as before the file was modified. Perhaps the changes require a new save game, new craft, or craft to be relaunched?
  13. I am trying to do a stunt that involves a fast approach to another craft and then running into it, otherwise explained as driving a car up a ramp. I have managed to do this at Mach 1 so far on Kerbin, but want to try it on a lower-gravity place. The main issue I am having is that physics only enables on the ramp when I get very close to it, which on Kerbin gravity didn't do a whole lot but in lower gravity the traditional 'hop' of physics turning on is much more pronounced. My ramp ends up being a meter off the ground at the critical time, completely unable to be driven up, and the only solution would be to alter when physics begins to apply to the ramp or go way slower (not acceptable). I looked in the files and found Physics.CFG, with code like this at the end.. VesselRanges { prelaunch { load = 2250 unload = 2500 pack = 350 unpack = 200 } landed { load = 2250 unload = 2500 pack = 350 unpack = 200 } ... I really thought I was onto the winner here, but editing this to greater ranges had no effect at all. Does anyone know how to enable physics on craft from greater distances?
  14. Hello, I attempt your challenge! Aeroplanes seem like such outdated technology for travelling through the sky, so instead I based my VTOL more on a hot air balloon. I have not made a VTOL before so this was an interesting goal for me. Yes I have discovered that jet engines are annoying for a VTOL with their response times, oh well. I used Tweakscale it is the only mod, for some of the girders in the frame and one or two other things. Just better able to design my completely inefficient design with it.
  15. Thank you. The ragtime jazz in the second video was probably a bit goofy, but I quite like brass band music. I curate a music collection on my PC that's where I found the songs. In the first video it was a song from an Australian Hip-hop group who have some excellent non-vocal melodies, and an instrumental version of a vocal song from a gothic rock band, which I figured wouldn't be too 'heavy' for the people who don't like metal and such. The details of the music is on Youtube in the description.
  16. Thanks for the kind words guys! Update of the topic with related new craft, some interest was gotten for the bigger ramp and car files seen in another video.
  17. Made a second video about this, a follow-on from the other one. I might as well throw it in this topic also!
  18. Thank you! Someone on Reddit said they think the airbrakes apply wing surface that gives lift, but I don't think that is what happen. The airbrakes position and the low position of the boosters work together to torque the car back, and at max speed the underside of the car can lift it in the air when angled back that way, that's my guess.
  19. I forgot to mention, Action Group 1, 2, and 3 is used to toggle the steering and forward (If anyone download the file)! Yes, I think I must try this. It sounds like the challenge is about the car being very small and minimal.
  20. Part Count: 283 Mass: 87.5t Height: 19.3m Width: 14.4m Length: 72.7m Download From Dropbox (I have not used Dropbox before, if it doesn't work please let me know!) I recently made a video featuring this ramp, after that there was a number of requests for the ramp craft file so I'm putting it up here. The ramp begins to reach it's physics tolerance limit when hitting it at speeds over 150 m/s, although using a vehicle with higher suspension may allow higher speeds. This video is pretty much my whole experience with the ramp, it shows a better description of what the ramp is like than what I can type here: UPDATE: Longer Ramp Part Count: 462 Mass: 133.016t Height: 29m Width: 14.6m Length: 125.5m Download From Dropbox (Longer Ramp) This ramp is bigger and has a shallower angle, it is designed specifically to tolerate being drove up at higher speeds than the other one so as to get more distance of the jump. I was able to hit this ramp at speeds over 300 m/s. The part count is high so it can cause performance issues, I would not recommend this ramp if your game has low performance. When I used it I got a mod for welding parts together to save performance, then welded it together in a way that didn't cause it to be un-naturally strong or break the action groups or wheels. This is the original file as I did not want to have mod dependencies on the craft, but the welding mod is good to use with it. Below is some extra references: (Side by side comparison) UPDATE: Rocket-Powered Car Part Count: 23 Mass: 5.163t Height: 2.4m Width: 2.9m Length: 9.4m Download From Dropbox (Rocket-Powered Car) It's the rocket car from the video. The escape tower on the front is important to the jumping process, it applies powerful upwards torque when fired so must be active as the car goes up the ramp to prevent the suspension from bottoming out and everything being obliterated. The physics engine will struggle when putting this car and a ramp together so you can expect a lot of failure, oh well.
  21. Hey Kerbalnauts! I decided to pick up KSP again after a while away, and I made another video. The wheel physics are so much better since I last played so I thought I could actually drive up a jump I make myself without exploding too easily this time. I wondered if anyone else has done this sort of thing with similar limits (No using the cheats to save joints or damage, no flying like a plane, or using advantageous mods, etc), and if so how I did compared to them? Well maybe you enjoy the video, have a nice day!
  22. Hm, I booted up the game real quick out of excitement to see what 1.1 was like, I really don't know what to think now. Strangely parts of the UI like the time acceleration bar or Navball appear too large and lower quality than usual, and other parts like the escape menu are now too small, and there is no longer a sweet spot for these things when altering the UI scale in the menu. I loaded a plane on the runway and it hung in the air with the screen shaking badly, it never lowered to the runway, the engine wouldn't start as the air intakes shown non-operational, and when I made my kerbal exit the craft he bumped into the wing as he fell and the plane crumbled into many bits which floated slowly away as in zero gravity. It is as though I am playing a newly-born alpha version again.. Edit: So is this version going smoothly for other people or is my experience on par?
  23. I actually asked after installing the mod and trying it. I don't have any initial contracts from this mod and had got the impression there is an initial contract to get started. Contract Configurator lists it properly and it's active, but not sure how to trigger it. Didn't have the time to mess about with it then, I may need to wait a few Kerbal days / weeks, but I thought I'd ask. Thanks for the reply.
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