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tjsnh

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Everything posted by tjsnh

  1. To the guy who asked about a linux distro for KSP - I'm running Ubuntu, with Steam out of the "ubuntu store" (it's free), and KSP runs great.
  2. I have to admit, this is the first release since I started playing that I'm genuinely excited about.
  3. Checking out the aviation lights link now. Also, this "stockalike station parts" had a suitable light for anyone else looking: https://kerbalstuff.com/mod/351/Stockalike%20Station%20Parts%20Expansion
  4. Looking for something more compact for a lamp part, the headlights there were the right size but attached to rover bumpers. Someone simply MUST have added a smaller lamp light part somewhere. :-)
  5. Looking for a small light part, to be used on a small crew transfer pod to my space station (same role as the soyuz to ISS), but the default squad light parts are huuuuge and clunky relative to the pod I'm using. Can anyone suggest an add-on pack that has some small light parts that might not look so enormous and ugly when attached to a small ship/pod/etc ?
  6. I don't have the correct software to edit the MBM textures correctly (I tried to follow one of the guides using gimp and a hex editor, but my end results keep coming out corrupted). I'm trying to re-skin the yellow cylinder for the accelerometer experiment to be a bright neon green color for use as an ion chamber dosimeter experiment. Anyone with the correct software for editing skins able to do this for me? I would be eternally greatful.
  7. Yeah, getting a proper angle-of-moment on my control surfaces is a serious PITA with a delta design. I've played around with the COM a bit, relative to COL, by just adding some dead weight around the plane (which is otherwise light and flies great with canards) to compare results. The best I've been able to get is that the plane is able to climb .. a little ... after flying off the end of the KSP runway .. with FULL elevator deflection ... but the instant I let off the elevator, it's noseplant into the ocean.
  8. You, me, and at least a few hundred other people .... counting down the minutes....
  9. I run pretty much stock, interesting thoughts on playing around with the CoM. I'll see if I can shift it backwards to see if that helps.
  10. So a question for my fellow Kerbonauts. First, I want to preface - I'm a pilot IRL, so KSP's aerodynamic controls tend to be a bit counterintuitive for me so in asking this question there's a chance that I'm simply doing something wrong. My question is - has anyone discovered the engineering secret in KSP to making a delta-wing'ed aircraft controllable without canards? I expect with 0.90 and the Mk3 parts, delta wing'ed shuttles may get a bit more popular, though for the life of me I can't design one that has good vertical control (can't "pull up", even to take off, and even at 180+m/s). Thoughts? Advice?
  11. That did exactly what I needed, thanks. (I didn't have MM, I basically run stock except for procedural fairings)
  12. I'd just like to throw a "thank you" out. I can't tell you how long I was looking for a simple spherical command pod to use as a Vostok look-alike - and then I found this thread ... Other than procedural fairings, this is the only mod I use (though admittedly, I don't use all of it - only the vostok, soyuz, and R-7 parts). Trust me, I'm a "stock" purist and that's a HUGE compliment. Looking forward to seeing what you come up with for the N-1 after the holiday season.
  13. I've added a science experiment "Take Photo" into MyMod/Resources/ScienceDefs.cfg as follows: EXPERIMENT_DEFINITION { id = takephoto title = Photograph baseValue = 12 scienceCap = 15 dataScale = 2 requireAtmosphere = False situationMask = 48 biomeMask = 3 RESULTS { default = You record a photograph of the situation. } } I would like to add the following experiment block onto all (or at least, almost all) the existing squad probe cores without having to edit the files under /gamedata/squad : MODULE { name = ModuleScienceExperiment experimentID = takephoto experimentActionName = Take Photo resetActionName = Reset Camera useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 1.0 dataIsCollectable = True collectActionName = Take Photo interactionRange = 1.2 rerunnable = True } Any thoughts on how I might go about this? Is there a better way to add this experiment onto all the probe cores?
  14. xmitDataScalar to 1.0 worked - transmitted data is worth the same as retrieved. (for those following along, I had to set this in the PART config, not the sciencedefs config - might be a useful feature for modding in "black and white crappy camera" part low in the tree, and "HD digital camera" part high in the tree)
  15. That worked - thanks! I changed name = ModuleScienceExperiment For some reason I thought name = needed to be a unique identifier. So, follow-up, Anyone know how to make it require a kerbal to run the experiement? For example, if I added my "HDphoto" experiment to a crew transport pod (not a capsule) ?
  16. What I've done so far: Added the following into /gamedata/squad/resources/sciencedefs.cfg EXPERIMENT_DEFINITION { id = hdphoto title = HD Photo baseValue = 10 scienceCap = 13 dataScale = 2 requireAtmosphere = False situationMask = 51 biomeMask = 51 RESULTS { default = You record an HD photograph of the situation. } } and added the following into the cfg file for, for-now, the stayputnik : MODULE { name = ModuleHDphoto experimentID = hdphoto experimentActionName = Take HD Photo resetActionName = Reset Camera useStaging = False useActionGroups = True hideUIwhenUnavailable = True xmitDataScalar = 0.3 dataIsCollectable = True collectActionName = Take Photo interactionRange = 1.2 rerunnable = True } This doesn't seem to be enough - right clicking on the stayputnik gives no option to take the photo. Anyone know what I'm missing?
  17. So, I'm looking to add a science experiment to an existing part. For example, I'd like to add an experiment called "Take HD Photo" to the stayputnik probe core, and have it yield science roughly equal to the goo canister (but I don't want it to be the goo experiment). The final product is intended to be used in career mode. Any advice on where to start? Links to good tutorials on this?
  18. Procedural fairings isn't working. (Only mod I have installed) Upon trying to place an in-line fairing base, the UI experiences bugs and is unable to adjust any fairing bases afterwards. http://forum.kerbalspaceprogram.com/threads/39512-0-24-2-Procedural-Fairings-3-09-procedural-costs-Win64-decoupler-fix-%28August-3%29
  19. I use greek/roman/norse pantheons for names. For example my mun missions - Zeus booster, Athena command module, Aegis lander. My Laythe mission - Slepnir booster, Thor command module, Gungnir lander.
  20. You seem to have zero struts. This would be less than the 324299 struts a craft like that needs. Place struts inside the payload area before attaching the fairing sides.
  21. Struts. Use struts to brace whatever is inside your fairing to the base - or if it's a midsection fairing, connect the top and bottom. This solved the problem for me. (with PF)
  22. https://www.dropbox.com/s/fca60fhbc6e4eab/Athena Mk I Capsule With Aegis Lander.craft Still not sure why the curse download is busted, seems the file was removed without any notice. *shrugs* The dropbox link should work, just tested it. I'll upload another this evening when I get home of just the Aegis lander (as a subassembly) for those who don't use the procedural fairings mod.
  23. Odd, they worked when I set it up .. I'll share them with dropbox or something.
  24. I wanted a Mun mission that used a lander/capsule paradigm, but my previous designs had all used the lander carried on top of the return capsule. This was my first mission with the lander "below" the capsule. The only mod used is procedural fairings to hide the lander, as I placed a strong emphasis on a rocket that "looked nice" - without too many boosters hanging off the side, etc. The mission uses a profile somewhere between the US Apollo mission, and the Soviet Soyuz/LK mission. Multi-stage rocket to the Mun, one kerbal EVA transfers from the Athena capsule to the Aegis lander, which uses the Mun orbit retroburn engine as it's main descent engine and uses RCS for the final landing approach. The Aegis lander launches from the Munar surface, leaving it's base and instruments behind to save weight, meets up with the Athena in Munar orbit where the Kerbal EVA's back to Athena carrying the science experiments with him. The Athena capsule, the (hidden) Aegis lander, and Zeus booster, on the pad ready for launch: Setup the launch with 3 Kerbals in the Athena pod, leaving the Aegis lander empty. Launch on SAS only (don't use any RCS until reaching Munar orbit). The solids burn out around 8000 meters, around 250 m/s - after jettisoning the solids, speed will drop to around 200 m/s , don't worry, this is fine. Begin your gravity turn at about 18000 meters, only dipping 20 degrees. Try to keep your angle of attack steady, but the rocket is huge/long so it'll dip a bit - no huge worry, the mission has plenty of spare fuel. At about 50000 meters, the first stage will burn out - space to the next stage and hit 1 to deploy the Athena's solar panels. Hold your angle of ascent steady between 30 and 40 degrees, stage 2 will burn out right around 100,000 meters. Space to stage 3, the Skipper engine will take you all the way to the Mun. I won't go over the minor details of navigating to the Mun, but stage 3 has a decent amount of fuel so if you have to make a few adjustment burns don't worry. If you run out and have to hit stage 4 en-route it's not a panic, stage 4 has lots of fuel to go around. Once in the Mun's SOI, establish a circular orbit around 110,000 meters. In my sample launch, I spaced to stage 4 after slowing for orbit but before circularizing. Stage 4 has lots of fuel, so circularize your orbit and relax for a few - you'll want to make sure your EVA kerbal transfer is on the "light side" of the Mun. Once you're ready, space to stage-off the procedural fairings panels hiding the Aegis lander. EVA a Kerbal over to the Aegis, in my test mission it was Bill. After Bill is ready, you can detach the Aegis (along with the stage 4 engine) by decoupling the docking node on top of the lander. Use the stage 4 engine for your descent burn. If you've run a clean mission, you should have lots of gas - in my first run with this rocket, I had a little over 3/4ths of a tank at this point in the mission. At about 2500 meters above the Munar surface, space to stage/detach the poodle and fuel tank from the Aegis lander, drop your landing legs, TURN ON RCS, and get ready to land! Make sure to ditch the tank/poodle off at an angle so you don't land on top of any wreckage. The mission is designed for the Aegis lander to finish the rest of the descent using only RCS engines for retro burn, so don't stage into your regular LOX engines. Use RCS to carefully control your descent, and touchdown on the Munar surface. Once you've landed, do your science and plant the flag. I created this mission in career mode, so the frame of the Aegis has a science experiment or two attached. If you're going to use this in career mode, you'll want to change up the science experiments to match your own progression. Press 2 to extend the ladder before you exit out of the Aegis. Once you're ready to return, wait for the Athena to be in a good orbital position for a link up, throttle up then space stage into your engines. This will detach the Aegis crew pod from it's frame. At this point, the Aegis has VERY little weight to it, so small throttle adjustments will have a big impact. My typical, but admittedly not 100% optimal, profile is to launch mostly vertical until my Apoapsis intersects the orbit of the Athena waiting above, fast forward up, then circularize my orbit using the Aegis' engines. I usually use the engines in the Aegis to perform the rendevouz, but if it proves troublesome don't hesitate to switch back to the Athena for the rendevouz, it's got plenty of fuel to spare. I don't normally bother to link up for a docking - it takes too long, but if you want to the Athena has plenty of monopropellent so if you would like to retrieve the Aegis from Munar orbit feel free. I ususally just get close, then EVA over (don't forget to take your science!) but this has the disadvantage of leaving the Aegis in Munar orbit as spacejunk. Once your Kerbal is safely aboard the Athena capsule, you'll want to stage into your return engine if you haven't already. This will ditch the leftover reaction wheel, and give you the oomph to get back to Kerbin. Once you get back to Kerbin, land normally and pop your chutes around 2000 meters to be safe. Of course, if you're landing above the mountains or something you'll need to hit the silk sooner. I use the Athena capsule (and everything above the Aegis) as the standard "cookie cutter" capsule in my Career save, which is why it's got some of the design features that aren't required for this particular mission. Full mission album here: http://imgur.com/a/Yfw3A/embed#1 You can download the .craft file here, from curse: www.curse.com/shareables/kerbal/223205-athena-and-aegis Or from Dropbox (the curse link seems to be having issues): https://www.dropbox.com/s/fca60fhbc6e4eab/Athena Mk I Capsule With Aegis Lander.craft
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