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CommanderSmith

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Everything posted by CommanderSmith

  1. The text says you should be between 26,160 km and 1,500 km to run the scan. That last picture, however, seems to show you at 13,378 Mm, or 13,378,000 km, which is a fair bit higher. I think you might need a bigger booster (and a lot more radiators) to get that close.
  2. As someone currently designing an attack drone for a university assignment, I can tell you that sometimes the requirements are such that you can't help but make a bonkers plane. "Fly for 40+ hours, 8,000+ km, carry 3,500 kg of payload. Oh, and fit in something 11x17 m and take off vertically."
  3. I've been playing stock recently (well, with Restock, but close enough), and one of my biggest gripes has been the stock landing gear. The sizes can often lead to an aircraft sitting way too low or way too high, and the placement is a little iffy. If you want the landing gear to retract into the fuselage (an aesthetic choice that I, as an aeronautical engineering student, prefer), you either need a really narrow wheel track or landing gear that's splayed outwards. The latter option not only looks pretty bad, but I think it can, or used to, lead to stability issues. I have always loved Adjustable Landing Gear for its flexibility. The options it has, with sideways-retracting gear, tweakable strut lengths, adjustable scale (which can be really nice), and the ability to align splayed wheels with the ground, just makes it absolutely essential in my opinion to make nice-looking aircraft. Should it be stock? Well... I'd say yes, just because I adore it, but it probably shouldn't be shoved in outright. Something like it, though, definitely. A few tweaks to make it seem more stock in function, though, and maybe an artistic once-over as the devs see fit, and it would fit in very well.
  4. I had a really nice nuclear-powered ship that I took out to Duna, landed a crew there and on Ike, and took them back to Kerbin. I left the ship in orbit, and later decided to take it to Eve. Went to Eve, dropped off a science package, and then entered orbit of Gilly to make a crewed landing. Then the game crashed. It had saved while I was in orbit of Gilly, but every time I went back to that ship it would crash again. That was many years ago now, and I've been trying to recapture the pride I felt in that mission ever since.
  5. Looks as though it's registering a leftwards control input. It might be an issue with a joystick that's not got its deadzones configured right (if you have a joystick), or it's a trim issue. If you hold alt+(w,a,s,d) it moves the zeroed position of that control, giving you a certain amount of trim. To fix that, hold alt+(opposite direction) until the control indicator in the bottom left sits on the zero marker.
  6. Did you remember to click the coathanger next to their names, as in Boyster's screenshot? Failing that, I'm not sure what the issue could be. I haven't got Breaking Ground yet, so can't really help beyond that.
  7. Thanks for this! It appears I downloaded KK just hours before the latest version was put up. All fixed now.
  8. I'm having a bit of trouble with this (which is a real shame, because it looks absolutely stunning). The extended space centre works fine on booting the game up, but if I go into either editor and then proceed to launch a vessel, most of the buildings disappear (as seen in the images below). Launching from the runway or launch pad directly on loading a game will keep the space centre, but if I then return to the space centre menu or the editor, it will again cause most buildings to disappear. I have not found a way to get the buildings back, except for restarting the game. Log: https://drive.google.com/file/d/1LIsLJW8SkL6eay4jqCDIsz3HXvxjAcAK/view?usp=sharing Images: https://imgur.com/a/Zn0zhBB
  9. Whether a Kerbal has their helmet on while inside a spacecraft is defined by the part's IVA configuration file. There's a line in the internal.cfg file for each seat that reads: "allowCrewHelmet = " and then either "true" or "false". It should be reasonably self-explanatory; "true" gives them a helmet, "false" removes their helmet. The problem is, this can't be changed in flight. You can state whether or not a certain part should have its crew wearing helmets, but you can't change this while you're on a mission. However, from memory, that function is provided by Texture Replacer. Admittedly, the last time I used it was several versions ago, and that feature may have been changed (it might even have been a different mod and my memory's just wrong), but it would put helmets on your Kerbals during launch, and remove them once you were in a stable orbit. Hope this helps!
  10. From memory, contracts like that usually last for years and years. If you plan it right, you can do some other missions in the meantime, grind out some tech, and then launch your satellite contract. By that point, it will hopefully be easier, because you'll have the better antennae and rockets. Don't give up hope so soon!
  11. That looks really good! I'd love to get my hands on that, and I'm sure for the time being you could just tell it to use the Shuttle IVA until you're finished (I'm not an expert with this. That might be a silly idea on my part). I'd also love that craft file; I'm very interested in how you made those wings. I've really struggled with making big wings for airliners.
  12. Silly me; of course it was 0.18. I knew 0.8 sounded wrong.
  13. I remember the old demo, the one based on 0.8, was it? Just Kerbin and the Mun, and only 1.25m parts. I played that for ages, trying to land on the Mun and make it back to Kerbin safely. Of course, having no understanding of orbital mechanics at that point, I ended up with an insanely over-engineered vehicle. I think it was 30 Hammers on the first stage, and then another stage of 27, followed by a couple of huge liquid stages. I'm so glad I got hooked on this game. It really helped me focus on what I wanted to do with my life, as well as teaching me about a whole bunch of physics. As an Aeronautical Engineering student now, I credit this game with fostering my passion for design, engineering, maths, and physics.
  14. Okay, that was weird. Turns out that the name "Reliant" appears when I open the file in GIMP, but not when I actually use the texture in-game. How interesting. Anyway, thank you so much for your help, @Capt. Hunt. I can now have my old fleet of shuttles back ready to fly again.
  15. Thank you for your help. I'm terribly sorry to be a pain, but it appears as though that's the file for the Reliant. If you can't find the blank file, don't worry about it. I'll have another search of my old files tomorrow and see if I can stumble across it.
  16. Does anyone have a copy of the blank (nameless) Super 25 texture? I want to remake my old fleet of shuttles. Thank you very much to all of you lovely people helping keep this thing alive. It is still one of the most beautiful mods for KSP, even after all this time.
  17. So there was a mod called Lights Out that did this. It turned off all of the VAB/SPH lights, made it night outside, and turned on all of your lights. I found it on SpaceDock, but it's for 1.3.1. It would probably need a touch of love and care to get it to work; that is, if it doesn't work in 1.4.X already. I haven't exactly had a chance to test it. https://spacedock.info/mod/1006/Lights Out Adding this as a stock feature would be nice, but what can you do?
  18. Oh, if it's the portraits disappearing, you should be fine. Hover your mouse cursor over the door, and something saying "crew hatch" or similar should pop up. Just click, and it will let you EVA your crew, without needing the portraits. Of course, if that doesn't work, then I'm sure the fine people here can come up with some fix, probably involving defining an IVA for that part.
  19. This could be very useful for those times when you forget to extend your deployable antennae. I know that's happened to me enough times to make me wish for a quick cheat for it, rather than have to open the settings menu, turn off communications, deploy the antennae, then go back to the settings menu to turn comms back on. A very good idea; I'm all for it.
  20. Quick update: Added the stock version. The stock landing gear doesn't look too nice, especially for this, which is why I used Kerbal Foundries Adjustable Landing Gear in the first place. Update #2: KerbalX didn't seem to want to let me update the craft file to remove the single Making History part. The stock replacement I used doesn't look as nice anyway, so I've got the non-MH version as a separate download for all of you people who haven't got Making History.
  21. Shooting vertically up out of its airfield is the Kerbal Electric Lightning F.6, an interceptor designed to quickly reach Kerbiet bombers. Powered by two engines mounted one over the other (quite a unique configuration), this aeroplane will serve you well for all of your needs, be they peaceful or militarist. Full album: https://imgur.com/a/y3Ih2 This is my first decent aircraft replica, and it's not perfect. Its performance is a little lacking compared to the real Lightning, but she certainly is great fun to fly. I've never tried making a cockpit frame before, so any comments on that would be much appreciated. Flying Notes: Don't be overly hard on the stick. She's quite manoeuvrable, but you don't want to suddenly find yourself flying back to front. Disable Engine 2 (Action Group 2) while taxiing for a more realistic taste, and have your throttle at the first small notch on the gauge. Sometimes the flaps like to change which direction they want to deploy. Sorry about that, but you'll just have to invert their direction in-flight. Download Modded Version: https://kerbalx.com/CommanderSmith/Kerbal-Electric-Lightning-F6 Download Non-Making History Version: https://kerbalx.com/CommanderSmith/Kerbal-Electric-Lightning-F6-No-MH Downlaod Stock Version: https://kerbalx.com/CommanderSmith/Kerbal-Electric-Lightning-F6-Stock MOD LIST: Kerbal Foundries Making History If you want a version with guns and missiles, I'm afraid you'll have to add them yourself. I might make a BDArmoury version at some point, but no promises.
  22. Okay, I'm moderately certain you're using an old version, because I'm not seeing some of those issues. I seem to recall some antennae being relays, but more importantly, they are certainly under the communications tab. Previous versions of KSP, and thus Ven's, didn't have a communications tab, and antennae were under science. This is the first bit of evidence to suggest you're not using the right version. Furthermore, the docking port with a parachute is definitely in the right category for me, as is the Mk.1 cargo bay. The categories you describe them to be in are categories that did not exist in the game until a few versions ago. Because of that, it would certainly seem that you're using an older version. Now, I'm no telepath, so here's what I reckon you've done, which is a perfectly reasonable thing to do, and I'm surprised I haven't seen more issues. You've clicked on the link on the OP to "Download VSR", and downloaded the latest release. That seems reasonable, right? Ven hasn't been involved much lately, you see. The mod's not dead, and Ven will occasionally come on and fix a few things, but people are using the Github to make updates and fixes, but they don't get put in a release. Here's what you need to do to get it working properly. 1. Go to this link: https://github.com/VenVen/Stock-Revamp 2. Click on the green button that says "Clone or Download", then click "Download ZIP" 3. Install as per any other mod 4. Enjoy your new non-ugly parts I'm sorry to hear that you've been having troubles. If this hasn't fixed it, then we can take another look and see what's been going on.
  23. As an aeronautical engineering student, I certainly find the wing boards not very realistic. However, from a gameplay perspective, they make the most sense. Consider wing boards but as symmetrical aerofoils. How do you put them together? If I make a wing requiring several boards, it would look all wavy because of the fact that the thickness changes along the chord length. To correct this, we instead keep them as flat boards, although with rounded edges to make them look a bit better. Things would get even more complicated with cambered aerofoils. An example of a similar issue is the old Mk.2 fuselage shape. It wasn't symmetrical across its cross-section for a very long time, up until Porkjet's parts were merged into the stock game. Until then, the parts were fatter on the top and rounder on the bottom. Sure, it might look more realistic, like an SR-71 Blackbird, but if you wanted a bomb bay, for example, you couldn't just use an inverted cargo bay, because the shape is wrong. There are plenty of other issues with proper aerofoils and camber, but you can see how adding in more complicated, albeit more realistic geometry, can mess with the modularity required of KSP. I can't make a bigger wing for my aeroplane or spaceplane if the wings are all curvy like in real life. Sometimes realism has to be sacrificed for the sake of gameplay. Furthermore, KSP's aerodynamics model isn't complicated enough for aerofoils and camber effects to be computed effectively (that would be extremely intensive computation), so it's better if it ignores it. In saying all of this, I have seen some very complicated designs for huge aircraft that use a large number of wing boards placed at various angles to create something that looks like an actual aerofoil. Take a look around, and I'm sure you can find some very creative uses of wing boards.
  24. You mention the crew views being very low because of the large helmets. You can have the helmets removed in IVA with a line in the internal config (take a look at the config for the Mk1 Cockpit; I can't remember exactly what it is). I understand if you want the crew to have helmets on, but that is an option if you want.
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