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sarkun

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Everything posted by sarkun

  1. I've been playing since 1 or 2 updates before they added the Mun... 0.11 or 0.12 I think.
  2. The SpacePlaneProgram - Play the game as normal... but do not use VAB, only SPH. All crafts must take off like planes (so no cheating and building rockets in SPH). Prioritise tech that focuses on aerodynamics and plane parts. Try to fill entire tech tree, launch interplanetary missions, etc. I did not invent this, saw a forum thread a while back - so it can be done (at least could be before contracts). I'm planning to try this for my new 0.24 career save.
  3. Just wanter to pop in and say I enjoy your KSP stories very much. Double points for tastefully done female Kerbals.
  4. So great that we have progress on kOS! I'd very much like to get back to coding my missions will try this after I get home from work.
  5. You can try Selene: http://forum.kerbalspaceprogram.com/threads/69249-WIP-Selene-Lua-based-autopilot-general-purpose-scripting-layer-for-KSP
  6. Sensor reporter adds a few math functions, ln(x) among them. Don't know if it works in 0.23 though, I kind of abandoned kOS until it gets stable again. http://forum.kerbalspaceprogram.com/threads/51211-Sensor-Reporter-for-kOS
  7. I can't believe anyone would have anything against female Kerbals (regardless how they make them - adding hair or eyelashes or just making their heads more round...). The way I see it, more diversity is always better.
  8. Oooh, that looks awesome! Will try when I get home.
  9. Hi guys, does anyone have a good (meaning fast) natural logarithm script lying around?
  10. I'm working around this by minimising loop usage - in many cases, you can calculate how much time will pass until a certain condition is met - thus instead of using UNTIL or WAIT UNTIL I just wait a set amount of seconds while warping. Not perfect, but so far it works.
  11. And here is the craft file and all of the scripts. They're of poor qualisty, they're literally the first scripts I wrote in kOS ever, but maybe the'll prove useful to someone. https://www.dropbox.com/s/zsivo6xtlg9e9vx/kos%20challenge.zip
  12. Ok, here is my entry: A probe, that: 1) Enters stable Kerbin orbit. 2) Enters Mun SOI. 3) Enters stable Mun orbit. 4) Lands of the Mun. 5) Enters stable Mun orbit again! 6) Goes back to Kerbin. 7) Lands on Kerbin (via parachutes). Gallery: Craft and scripts: https://www.dropbox.com/s/zsivo6xtlg9e9vx/kos%20challenge.zip
  13. Thrfoot, how adamant are you on the "no mods allowed" rule? I've got a rocket able to land on the Mün and go back to Kerbin, and the only mod it uses is Procedural Fairings - after those got introduced I just can't fly anything without them Seeing that posting the craft file is listed as optional - is it ok? If not I'll take em out. Will post the required screenshots and code after I get home from work tonight. And another thing - how reliable must the mission be to count? My lander code does not take slope information into account - so sometimes it will land on the Mün, topple and break apart But other times it is fine.
  14. Hey guys! I\'m not dead yet - just super busy - even more than usual - I started a new full time job this week. Shame about the 0.15 breaking the plugin, but hey, the plugins were experimental as hell I\'ll be traveling this weekend, maybe I\'ll be able to take a look at it on the train. Sorry but I currently have no idea when an update will happen - between my new job and BF3 addiction, there\'s not much time left for Kerbals.
  15. You mean when it\'s still attached to the carrier rocket? Yes, there seems to be a problem in some configurations - decrease throttle to around 85-90% and she\'ll be stable. Common problem in KSP - sometimes the ASAS systems doesn\'t take into account a dramatic change in the crafts mass. The next update will be a cleanup for the last experimental - better plugin for cargo bay, maybe a new satellite? :> I\'ll be working on second stage and Fuji after that.
  16. Hey guys, back from my holidays The cargo decouplers collider is a perfectly flat plate. The \'awkward\' rotation is not a result of some weird collider - it\'s the result of KSP engine rotating parts in accordance to the center of the part. So as I said - what you propose is exactly what is already in place. That it doesn\'t work as good as it should is a separate matter. The center of mass could have shifted a bit, but not by much. I did not notice any dramatical effects. 1) So what\'s the problem? 2) See above. 3) What? 4) You must have placed it inside other colliders. Place it in the middle of the bay. 5) You can use any parts you want. 6) Again - attach as many satellites as you want. Are you sure you constructed it properly? It seems to go straight up with ASAS & RCS turned on. I sometimes forget the cannards.
  17. Well yeah, I\'d appreciate some heads up warning next time, but no harm done really. Pretty nice job on the texture ;-) I\'m away on holidays this weekend, but after i return, I\'ll do an update on the pack. Will have some surprise too. I\'m truly glad you like it Tanks for support!
  18. Working cargo bay: http://youtu.be/ADn_LfEZQRg Jump to 0:28 if you have ADD ;-) You can download it with the rest of my pack.
  19. Yeah I know about the doors - but there doesn\'t seem to be any easy solution. Just don\'t open them until you jettison the MEEK As for the landing gear - it is planned. since C7 has been adopted into the devteam, a landing gear part should appear with the next update (0.15). No point in pouring much effort into a part that will be obsolete within a month. I might do some simple extending skids, but final gear will probably happen only after 0.15. Shuttles are cool. Rockets are cool too, the next thing I\'ll be doing is the Fuji Spacecraft - more traditional rocket department ;-) I\'m not exactly sure I understood you right, but isn\'t what you propose exactly what the current cargo decoupler does? Anyway - I\'m open to all suggestions how to hack this part to make it better. Another thing: I don\'t know what changed, but the new terrain seems... a lot harder on Hope when landing. On 0.13 I could land Hope in one piece no problem, right now I fragment almost all of the time. Did you guys notice it too, or is it that my landing skills just deteriorated?
  20. Are you using the designated cargo decoupler? http://youtu.be/cfLGyvzp83k If not, than you may have trouble getting anything to attach properly - KSP seems to hate the idea of attaching a part in the middle of another part. Hence the rather complicated setup with the cargo decoupler - but as a bonus, the cargo decoupler removes drag of the parts that are attached to it, until it is activated.
  21. omg. OMG. I\'m totally in love with it. No I didn\'t hear about it - not much on it outside of few japanese websites I\'ve found. Thank you so much for bringing this to my attention. Yes, I\'m doing that. Along with a larger second stage for Able. Just need to finish a few things first. Meanwhile: Hope Promo Video: http://youtu.be/ADn_LfEZQRg
  22. Sigh. Sorry for that, forgot to add the damn panels to the release. Fixed now. Note to self: Do not release in the middle of the night!
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