![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
SolarAdmiral
Members-
Posts
229 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by SolarAdmiral
-
Holy crap. A wind tunnel for testing would be the greatest thing ever! I never thought of that. Fantastic idea. Somebody make sure Star Theory hears this. I would love to be able to see what speed and lift my whiplash can hit at 10,000 m without flying all the way there every time I make a minor revision to a spaceplane.
-
A Moving Strut For Breaking Ground
SolarAdmiral replied to SolarAdmiral's topic in KSP1 Suggestions & Development Discussion
Ideally I'd like it to be skinned to look like some kind of piston or something maybe with hinge like joints for either endpoint. It could be done in a way that doesn't seem too unrealistic. Like we could use Breaking Ground hinges for the angle, then these movable struts would look like hydraulic pistons, making for joints that look like construction equipment arms or something. The whole reason I wanted to suggest this idea, is I spent last evening working on a ship with a design I thought would be very practical. A couple of Jumbo 64 tanks I wanted to swivel 90 degrees. I tried to attach each of them at 4 points, a hinge at the base, hinges and pistons strut connected on three sides. Got it all to look perfect in the editor. It worked, but even still there was a bit too much wobble to make it very practical. Which is a shame, because if I built a static version of it in either configuration it could be made really stable with one or two struts. But even with 4 robotic attachments to each tank weighing like 15 tons in total, they still can't be made steady. It would just be nice to be able to beef up the connections to movable parts a bit more than currently available. -
Something I'd really like, or would be interested in any existing mods, would be some movable struts for robotic parts. To help reduce the wobble of large parts attached to moving joints and such. Maybe they could 'go loose' when robotic parts are moving and lock the parts back in place when the movement stops. Or they could help fasten the two parts together restricted to the way they're designed to move in the editor to help prevent wobble or stiffen connections. The robotic stuff is great but the joints aren't quite strong enough to do much with full fuel tanks and running engines without a whole lot of wobble.
-
Check the rest of the Kerbal Space Program YouTube channel. They've been doing these for a while. I think my personal favourite is still https://youtu.be/hUjGW2htpR4
- 290 replies
-
- 1
-
-
- surface features
- robotics
- (and 3 more)
-
Future DLCs--what would you suggest?
SolarAdmiral replied to Klapaucius's topic in KSP1 Suggestions & Development Discussion
You know something I'd really love to see implemented in the game? Some more space program management stuff for career mode. You know all those other tracking stations scattered around kerbin. What if those were something you had to pay for and build. Bring able to choose locations for them. Maybe being able to build new runways and launch pads in suitable locations. If they bring that Mun launch pad over from the consol versions, I'd like to see it implimented as something you have to pay for set up and supply in career mode. -
I'm looking for a dozen or more folks interested in a little game idea of mine. Some folks will be playing as space programs, racing in kerbal time to be first to accomplish great feats of space exploration and collect science. The twist, they can't build any ships themselves. They'll be buying the ships from the other players, contractors designing and selling ships. Space programs compete in the race to be the first. Design contractors will compete to offer the best ships and earn the most money. Come join the discord to help finalize the rules, and sign up to participate! No limit on the number of folks who join. All skill levels welcome! Relaxed pace, as long as you can get around to playing a bit of Kerbal once a week you should be able to keep up. You're still allowed to play along even if you can't keep up too! https://discord.gg/qVnuyYs
-
The Ultimate Jool 5 Challenge Continued
SolarAdmiral replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
Hey awesome thanks! And thanks a bunch for all the work you do maintaining this great challenge! The floating platform was born out of my own laziness mostly ha ha. I've had major troubles landing planes on the rough rolling dunes before, and I find it impossible to hit the small islands reliably with a regular lander. Then, of course, once I built the floating platform my first attempt hit an island without me trying to! The side bonus of course, was being able to reuse the upper stage as my Tylo ascent stage, then the Vall/Bop/Pol lander. To save weight, I used the Jr docking ports. But made sure to adjust some of the Tylo lower stage tanks, and the support beams on the floating platform so that the little landing gear on the upper stage could be deployed and rest on them for additional support. It seemed to work well holding it together. The rover was honestly more a feat of sheer patience than engineering. While it certainly felt like I was driving long enough to circumnavigate it, the actual distance traveled on Tylo by the rover was about 240 km or so. I landed on the equator north of the Tycho crater, landing in the Midlands, drove about 20 km southeast until I hit the Lowlands, then straight south through the Highlands, one of the Minor craters, and finally just to the northmost tip of the Tycho crater. After that, drove back north. The only thing I can think of for the amount of science I managed to grab, is that I hit 5 biomes on Tylo, and another 4 on Laythe. Also, I grabbed two sets of some of the experiments when I could. So I brought home duplicates of the materials bay, mystery goo, and surface samples to max out their science. -
The Ultimate Jool 5 Challenge Continued
SolarAdmiral replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
Hey, alright I've completed it! KerbalX Craft Download - https://kerbalx.com/KerbalSpaceAdmiral/The-Cone-6 Single Kerbin Launch $999,940 funds 1,979.25 tons 348 parts Game Version 1.6.1 No Mods, No DLC 7 Kerbals on Mission Laythe - Jeb and Bob Tylo - Ferson and Bob Vall - Vallentina and Bob Pol - Kateney and Bob Bop - Elizor and Bob Also tagged along - Seanski Biomes Visited Jool High Orbit Laythe High Orbit, Low Orbit, High Atmo, Low Atmo, Segan Sea, Shallows, Shores (Splashed), Shores (Landed) Tylo High Orbit, Low Orbit, Midlands, Lowlands, Highlands, Minor Craters, Tycho Crater Vall High Orbit, Low Orbit, Highlands, Lowlands Pol High Orbit, Low Orbit, Lowlands, Midlands, Highlands Bop High Orbit, Low Orbit, Slopes, Valley, Peaks No Refueling Mission No IRSU Rover for Tylo Jetboat rover for Laythe Total Science - 42,296 -
The Ultimate Jool 5 Challenge Continued
SolarAdmiral replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
Thanks a whole bunch! I'll be back when I complete it. -
The Ultimate Jool 5 Challenge Continued
SolarAdmiral replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
Thanks, sadly no dice. Thanks for your attention if you can get me an answer Jacob sorry for taking your time. I have the resourse window at orbit of Laythe, I did a rather unimpressive and not terribly efficent transfer, I don't have the resource window again until in orbit of Tylo. I was recording the whole thing so I have all the footage. I was intending to have it open the whole way, but of course forgot. And no worries if it is disqualifying. I have an earlier save and can redo it, just as I said I'll also have to redo a long rover stretch. Thanks! -
The Ultimate Jool 5 Challenge Continued
SolarAdmiral replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
Hello, so I'm working on a Jool V run. I just now left my resourse window closed for a transfer from Laythe to Tylo. I've got the window before and after the transfer, but switched back to the tracking station before I did the burn and forgot to open it again. Would this be disqualifying? I just wanted to check because my last save of course was a thirty km jet boat drive and liftoff from Laythe ago. -
And the latest random thing I did. Tinkering with Excel one day, I made a space combat sort of game. Figured I might as well share it somewhere. I suppose here is as good as anyplace. You can imagine your Jeb and the burgundy dot stole your snacks or something. http://s000.tinyupload.com/index.php?file_id=04479254108948041484 The whole game is in the spreadsheet. Everything you need to play! All based on Excel functions, no macros, no Basic, no programming, just a spreadsheet. I tried to apply the same principles to make a turn based strategy game, but quickly realized it would take millions of columns, and gave up. It would be doable, it would just take forever. Disclaimer, absolutely not the most amazing game made in excel, http://gizmodo.com/5992533/awesome-accountant-made-an-rpg-inside-microsoft-excel
-
Yeh, go ahead. Everyone can use this as much as they like. PM me a link to the video to let me see it in action.
-
I thought stuff goes wrong in KSP often enough, that it could use a test pattern. So I made one, hope you enjoy. Jeb likes rummaging through the costume trunk during his downtime I guess.
-
To start with, 2.2 Forbidden content g. Links to commercial initiatives; So if I did, don't think I could sell or advertise them here. That being said, I had considered it. And I do enjoy making them. But there are a number of problems I can't get over. And they would be expensive, I would have to sell them for around $300-$400 dollars at the least, even with "mass producing." If anyone is looking to build one, I would be extremely willing share my expertise, give you easy to follow step by step instructions, and tell you where you can get the parts. I could even write the programming for you for free. It isn't too hard. All you have to be able to do is solder wire, and cut the holes in the metal panel. Or, you could use some sort of plastic or wood case and that would make cutting much easier. You could build one yourself for about $200. Or, if you want a smaller one with less switches, you could build one as cheaply as about $100. Although, unless you are experienced, I recommend you only use round mount switches. Nothing square. Square holes are hard. But as long as you can cut a hole and solder a wire, you can build one of these.
-
Sorry, still new here. I was going to, but I don't know the tags. I looked through the FAQ and searched the forums, but couldn't find instructions for spoiler buttons. Could someone fill me in please?
-
If anyone is interested in the code, So far this seems to be working, using the Arduino Leonardo. [spoilerbutton] boolean anni[5]; boolean digi[12]; void setup() { pinMode(0,INPUT_PULLUP); pinMode(1,INPUT); pinMode(2,INPUT); pinMode(3,INPUT); pinMode(4,INPUT_PULLUP); pinMode(5,INPUT_PULLUP); pinMode(6,INPUT_PULLUP); pinMode(7,INPUT_PULLUP); pinMode(8,INPUT); pinMode(9,INPUT_PULLUP); pinMode(10,INPUT_PULLUP); pinMode(11,INPUT); pinMode(12,INPUT_PULLUP); pinMode(A0,INPUT); pinMode(A1,INPUT); pinMode(A2,INPUT); pinMode(A3,INPUT); pinMode(A4,INPUT); pinMode(A5,INPUT); if (digitalRead(1)==HIGH) { digi[1]=true; } else { digi[1]=false; } if (digitalRead(2)==HIGH) { digi[2]=true; } else { digi[2]=false; } if (digitalRead(3)==HIGH) { digi[3]=true; } else { digi[3]=false; } if (digitalRead(4)==HIGH) { digi[4]=true; } else { digi[4]=false; } if (digitalRead(5)==HIGH) { digi[5]=true; } else { digi[5]=false; } if (digitalRead(6)==HIGH) { digi[6]=true; } else { digi[6]=false; } if (digitalRead(7)==HIGH) { digi[7]=true; } else { digi[7]=false; } if (digitalRead(8)==HIGH) { digi[8]=true; } else { digi[8]=false; } if (digitalRead(9)==HIGH) { digi[9]=true; } else { digi[9]=false; } if (digitalRead(10)==HIGH) { digi[10]=true; } else { digi[10]=false; } if (digitalRead(11)==HIGH) { digi[11]=true; } else { digi[11]=false; } if (digitalRead(12)==HIGH) { digi[12]=true; } else { digi[12]=false; } if (digitalRead(A0)==HIGH) { anni[0]=true; } else { anni[0]=false; } if (digitalRead(A1)==HIGH) { anni[1]=true; } else { anni[1]=false; } if (digitalRead(A2)==HIGH) { anni[2]=true; } else { anni[2]=false; } if (digitalRead(A3)==HIGH) { anni[3]=true; } else { anni[3]=false; } if (digitalRead(A4)==HIGH) { anni[4]=true; } else { anni[4]=false; } if (digitalRead(A5)==HIGH) { anni[5]=true; } else { anni[5]=false; } Keyboard.begin(); } void loop() { if (digi[8]==false) { if (digitalRead(8)==HIGH) { digi[8]=true; } } else { if (digitalRead(8)==LOW) { digi[8]=false; } } if (digi[1]==false) { if (digitalRead(1)==HIGH) { digi[1]=true; Keyboard.write('5'); } } else { if (digitalRead(1)==LOW) { digi[1]=false; Keyboard.write('5'); } } if (digi[2]==false) { if (digitalRead(2)==HIGH) { digi[2]=true; Keyboard.write('r'); } } else { if (digitalRead(2)==LOW) { digi[2]=false; Keyboard.write('r'); } } if (digi[3]==false) { if (digitalRead(3)==HIGH) { digi[3]=true; Keyboard.write('t'); } } else { if (digitalRead(3)==LOW) { digi[3]=false; Keyboard.write('t'); } } if (digi[4]==false) { if (digitalRead(4)==HIGH) { digi[4]=true; } } else { if (digitalRead(4)==LOW) { digi[4]=false; if(digi[8]==true){ Keyboard.write(8); } } } if (digi[5]==false) { if (digitalRead(5)==HIGH) { digi[5]=true; } } else { if (digitalRead(5)==LOW) { digi[5]=false; Keyboard.write('6'); } } if (digi[6]==false) { if (digitalRead(6)==HIGH) { digi[6]=true; } } else { if (digitalRead(6)==LOW) { digi[6]=false; if (digi[8]==true){ Keyboard.write(32); } } } if (digi[7]==false) { if (digitalRead(7)==HIGH) { digi[7]=true; } } else { if (digitalRead(7)==LOW) { digi[7]=false; if (digi[8]==true){ Keyboard.write('x'); } } } if (digi[9]==false) { if (digitalRead(9)==HIGH) { digi[9]=true; } } else { if (digitalRead(9)==LOW) { digi[9]=false; Keyboard.write('m'); } } if (digi[10]==false) { if (digitalRead(10)==HIGH) { digi[10]=true; Keyboard.write('4'); } } else { if (digitalRead(10)==LOW) { digi[10]=false; Keyboard.write('4'); } } if (digi[11]==false) { if (digitalRead(11)==HIGH) { digi[11]=true; Keyboard.write(92); } } else { if (digitalRead(11)==LOW) { digi[11]=false; Keyboard.write(92); } } if (digi[12]==false) { if (digitalRead(12)==HIGH) { digi[12]=true; Keyboard.write('3'); } } else { if (digitalRead(12)==LOW) { digi[12]=false; Keyboard.write('3'); } } if (anni[0]==false) { if (digitalRead(A0)==HIGH) { anni[0]=true; Keyboard.write('8'); } } else { if (digitalRead(A0)==LOW) { anni[0]=false; Keyboard.write('8'); } } if (anni[1]==false) { if (digitalRead(A1)==HIGH) { anni[1]=true; Keyboard.press('b'); } } else { if (digitalRead(A1)==LOW) { anni[1]=false; Keyboard.release('b'); } } if (anni[2]==false) { if (digitalRead(A2)==HIGH) { anni[2]=true; Keyboard.write('g'); } } else { if (digitalRead(A2)==LOW) { anni[2]=false; Keyboard.write('g'); } } if (anni[3]==false) { if (digitalRead(A3)==HIGH) { anni[3]=true; Keyboard.write('9'); } } else { if (digitalRead(A3)==LOW) { anni[3]=false; Keyboard.write('9'); } } if (anni[4]==false) { if (digitalRead(A4)==HIGH) { anni[4]=true; Keyboard.write('u'); } } else { if (digitalRead(A4)==LOW) { anni[4]=false; Keyboard.write('u'); } } if (anni[5]==false) { if (digitalRead(A5)==HIGH) { anni[5]=true; Keyboard.write('7'); } } else { if (digitalRead(A5)==LOW) { anni[5]=false; Keyboard.write('7'); } } delay(50); } [/spoilerbutton]
-
Alright, update time. I have fought off the siren call of 0.24 to finish the panel and I can happily report all systems green. Although, funnily enough in very Kerbal fashion, everything worked fine but the fail-safe failed. I learned some things in this last day. You can combine your indicator LED and the pulldown resistor... but not if your LED is so bright you have to increase the resistance to the point it no longer functions as a pull down. And the Keyboard.end() function doesn't apparently end keyboard functionality, who knew? The story, Without working pulldowns, all the panel could do was scream at me, "gggggggggggggggg58885888588gggggg588585". But a few new pulldowns installed and that cleared right up. I was supposed to be able to escape the function loop by tripping I/O pin zero. But that didn't work. After that was done it worked like a charm. The only other problem, is the toggle for precision control. I don't think Caps Lock is an ASCII figure. But, I figure I can just use backslash and remap the KSP control. And here's some pictures. Here's the panel all lit up. Anyway, hope you enjoyed it. I'm off to play some 0.24. I've been thinking about uploading some videos of the panel in action on youtube, we'll see if anything comes of that.
-
Stripy tape could be good... But I think for now I'm going to go with a couple sticky notes. I'm using an Arduino Leonardo. A little USB controller chip with open headers. At $30, it costs about what it would to buy a keyboard to cannibalize. There will be a bit of C++ involved. But I should be able to handle it. I have spring return switches, for the abort, cut engine, and stage switches under the molly guards. I wouldn't use those for stuff like gear and RCS and whatnot though. All in all, I still think the hardest part was getting a good paint job on the thing.
-
Hey everybody, I thought I'd share my current KSP project. Ever wanted to play the game with the satisfying click of a steel toggle switch? Combine my love of computer programming, retro industrial controls, label makers, and KSP, and this is what you get. (It might have gone a little over budget...) Step #1-Holes Everyone loves holes. My dad's a welder, and with a drill press it was easy. I got the panel for $20 at the local princess auto. It was originally a "Kantech 400" whatever that was. Nothing says you can like "Kantech". Step #2-Paint Nothing says space like matte grey spray primer. This is the third paint job. The first was interrupted by a plugged spay paint nozzle. The second paint turned out to be much darker and glossier than I wanted. Third time was the charm. Step #3-Hardware This is why we're all here. Lots of stainless steel toggles, and even some molly-guards. The one on the top right is a key switch. And top middle is the old lock for the box, which I don't have the key for. Step #4-Labels I like embossing label makers way more than anyone should. I am really happy with how it turned out. The remaining holes are for LED indicators. Hope you enjoy. Next comes mounting the LEDs, soldering the wiring, and programming it to input via USB. Hopefully it will be ready just in time for 0.24!
-
Stand Alone Map View - Multi monitor KSP [1.4.x][Plugin]
SolarAdmiral replied to Unit327's topic in KSP1 Mod Development
Hey, good news. I figured out the problem. (Sort of) I took my wireless router out of the equation with an 80' crossover cable. That I have for some reason. Then it worked. So my router was the problem, somehow. Thanks again for helping me with the first problem I had. -
Stand Alone Map View - Multi monitor KSP [1.4.x][Plugin]
SolarAdmiral replied to Unit327's topic in KSP1 Mod Development
Well, thanks for trying. Don't worry about it. I'll tinker around with it and see if I can't fix the problem. I've tried it without firewalls. It could probably be my router that's the issue. I had a hell of a time trying to get it to work with multicast and things like that. I'll see if I can't try connecting the computers in a different way. I'm pretty sure telemachus is the only thing I've got installed. -
Stand Alone Map View - Multi monitor KSP [1.4.x][Plugin]
SolarAdmiral replied to Unit327's topic in KSP1 Mod Development
Server http://pastebin.com/rVmJj0Ec Client http://pastebin.com/v2BBZWCt I had to trim the server file. It was filled with 500 kb of this; HandleD3DDeviceLost HandleD3DDeviceLost: still lost Skipped frame because GfxDevice is in invalid state (device lost) (Filename: Line: 1650) That wouldn't be the problem, would it? Anyway, I had to cut it to make the log fit into pastebin. Hopefully I didn't also cut anything useful by accident. -
Hello everyone. I've been playing KSP for awhile. I remember playing before maneuver nodes, and when the fuel tanks used to be blue. But never did anything more than lurk here. Until now. I'm not ashamed to admit that what finally got me to start posting here was needing help getting a mod working. I have some big plans. If I manage to finish any of them I will be sure to share them.