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took

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Everything posted by took

  1. I'm pretty sure you win the thread. Thanks for doing something great
  2. Yeah, I am talking about the SPH -- mostly. I'll try to catch it next time it's happening but if I could produce it reliably, I'd have probably figured out the problem. I thought this probably would be common as I'm not using many mods. Can you explain some of the buggy-ness? Or is it is what it is? And it's not that they don't give what I expect, it just gives different than the preview. I honestly don't know WHAT to expect, as I've been able to create flying machines just by manipulating the vectors (regardless of construction quality). Or are you saying that even the vectors shown in the SPH after placing a part could be off too when put into motion?
  3. Agreed and many thanks for the texture work and the idea! Does anyone know how this will affect IVA naviballs? Edit: Ah ok, I see the changelog.
  4. Anyone know why what I must call the "predicted" CoL doesn't match the actual CoL when placing parts? I mean it does like maybe 80% of the time, but there is always that part that just looks good and then shifts it slightly to the left/right when placed even though the "preview" CoL looked good. Also anyone know why even at the same exact part orientation (but a different camera perspective) turns red from green? It doesn't even seem as consistent as "make sure the line of sight of the camera isn't touching other pieces," I try to do that as much as possible and it's still probably the most frustrating thing about the game.
  5. Very cool link, I am familiar with the shell theorem, but I read the wiki anyhow. I'm not sure if the ring would have to be designed symmetrically though. And as you said, pushing it back without breaking it might (lol) be tougher than it sounds. Edit: Just to be pedantic, I looked up definition of ring, and the one I'm choosing is the one that enclosed a space - not necessarily perfectly circular.
  6. The more I play the more I'm falling in love with efficient compact designs that achieve superior or similar results. I'm so tired of strapping rocko-jumbos. So I'm gonna try a smallest vessel design right now! Mind you I don't have many mods so it's all stock parts and some aren't unlocked from career so don't be too hard on me. I guess I'm asking for a bit of clarification: "The craft must lift off horizontally" Does that mean it must be an aerospace plane with wheels? Or must have some "horizontal" velocity while lifting off? Most lifting off of anything I know is done vertically.
  7. Rigid rings unstable? In KSP or the reality of space design? I imagine some advanced Newtonian mechanics textbook could work something like that out, I'm just curious where it was worked out for you / in example.
  8. Any possibility of using corrective thrusters? I'm not saying it's not an absolutely insane thing, but construction the station with those drifts in mind - calculations may be required (). And with the sole purpose of having fuel to burn to correct, or using ion engines with solar panels and pure fuel. It's just a hypothetical discussion now, pretty much, don't take me too seriously or assume that I'm trying to push it. Haha.
  9. Indeed, the lazor systems mod - the longest possible connecting station with as fewest parts as possible on each node, and a correcting engineering feature for the changing CoM would be required. Not to mention a powerful computer. I'm starting to back away from "impossible" and more like "LOL you need a 1000 people all working cooperatively to do it in a timely fashion, so forget it"
  10. Hey then...so with that mod...its possible to ATTEMPT, and then so it cold be possible with the right "oomph" and engineering (counteracting the CoM change via construction and thrusting), and the smallest object with SoI. So not a stock challenge, but...maybe?
  11. It is indeed impossible then. What happens when a ship goes outside the range? Any mods to increase physics range? I didn't mean for this challenge to turn into a questionnaire but you seem knowledgeable and these things aren't very highly searchable.
  12. Well, Minimus has 60km radius, so if your space ship consists of FEWEST parts possible (want to keep lag to a minimum) it's fairly easy to make a 100 meter Jumbomax satellite. So like...3769 vessels...Yeah maybe that is impossible with the game engine being how it is. - - - Updated - - - I never specified it had to be a planetary space station. Any small asteroids capable of orbit?
  13. Challenge: Build a space station that spans the entire orbit ring. Connect your pieces until they loop around. I think that the last one would be the hardest and would take some engineering to solve the problem of docking both backwards and forwards simultaneously. So, I don't know if this is possible, but I think the lowest orbit around mun is like 4.5k, I'd probably start at 5k meters. I believe the game calculates that from the surface so for 2*Pi*r to be an accurate thing you need to include the radius of Mun...which is 200km if the wiki is right. So thats 2*pi*205km / length of vessel (not counting the loss in height from an angled orientation) = amount of connectable stations required. So yeah...KSP multiplayer...a couple hundred people...should be possible...not a large scale thing at all, right? Anyways good luck. Don't die out there...or forget to quicksave on the 99th station.
  14. It was easy to just kinda fall into place! It's rare that I read a forum and don't just roll my eyes 24/7. People here are interested in KSP and discussion about it in a sane manner. What kind of crazy internet utopia are you trying to build?
  15. I figured this was the case, but there seems to be some argumentation on the side of it not being a game limitation, when I've played other flight simulators that attempt some aerodynamics...so I guess that kind of settles it, it's not normal plane behavior. But it's fun, and it's a game so /forgive and /mod. Also for those curious what plane I'm flying: My first actually "flying" plane. Mind you it needs SAS and RCS to do it.
  16. I've posted a few times here since I registered yesterday, but hello! I'm having great fun with KSP, and after about a week of the career mode, I'm delving into mods and the community. Which seems great if not slightly ksp-infautated, but who isn't?
  17. Well, I figured out why it wouldn't be a problem on the Mk3. I don't have that cockpit unlocked in career mode yet . Let's see if this solves the problem! Yep, looks great, thanks for the quick support. I don't think I've ever woken up to a fix before. Btw, is there any way to remove the white text on the blank MFD? I know it's your branding, but I end up putting the ones I don't use to sleep anyways - with the black MFD blank would be about the same thing. Nit picky I know....Sorry Edit: Now I'm just being attention needy, but the MFDs change a weird grey color if I alt-tab and alt-tab back in. Not game breaking as fiddling with the MFD changes it, but do you know if that's a game engine thing? I'm not sure how fastidious people are about reporting "bugs," but I hope I'm not being annoying. I understand it's fan work and I really appreciate it.
  18. The extremes I'm seeing is two basic jet engines taking a plane to about 700 m/s+ relative to the surface - straight up at 0 degrees inclination - propelling the plane straight out of the atmosphere and into the orbit. Then I'll turn around and dive nose first and go from 700 m/s to ~100 m/s free-falling straight back down. I don't think there is anything right about that, and if you have the .craft or a link to a vehicle that is very well designed for aerodynamics, I'd love to load it up and see if the issue changes due to better drag coefficients.
  19. I took a quick look, but I'm heading to sleep. Thanks for the replies. Does FAR mess with space much? I don't have much trouble with the space maneuvers (yet). So I wouldn't mind just making the atmospheric stuff a little more challenging, but by the sounds of it it makes it frustratingly difficult (to some).
  20. Fair enough, if it's a feature of the atmosphere to be extremely dense at 10km - do we see other effects from that? If it's just a way of saying "that's how it works get over it." I get that too
  21. Does anyone know how common it is for a plane with just 2 basic jet engines to reach 36km?
  22. I think air density is a fair point, however I'm not sure about the extremes I'm seeing. I'll try to compare it to something but even with that explanation, falling and not gaining speed doesn't make sense. Edit: I suppose my drag could be such that the higher air density at lower atmosphere is causing more force than gravity pulling me down - which would account for slowing. But uh, I didn't design a brick and I'm pretty sure normal planes with jet engines can "swoop down" level out, and increase their overall speed by trading altitude. I'm still not sure what's different here.
  23. I find that climbing with my plane gains speed relative to well...anything, and loses speed when falling. Is that how normal planes work? I was under the impression it was the opposite, namely trading speed for height and vice versa. I could be misunderstanding the indicators, I suppose.
  24. So I'm doing a little bug-testing. Apparently, the MkII cockpit is just not even registering kerbals at all now. Any other cockpit seems to work (both EVA/IVA and revert) and has the MFD intact. If I start a mission with two kerbals, and one of them assigned to an MK II - I don't get a kerbal display at the bottom right, and I cannot switch or IVA the kerbal. The bug seems less severe on the VAB launchpad, the Aerospace landing strip is where it originally happened. Using updated files from main post, and installed correctly. - KSI MFD v1_2 - KSI MFD Black for 1_2 -RasterPropMonitor.0.15 Apparently the bug is centered around the Mk2 cockpit. I made a ship that was composed of all the command modules available. It reduced my active kerbals to 1, even though I had 7 - and would not let me switch in any way. I remade the vessel with all the command modules except MK2, and it worked. I hope I didn't miss a line in installing these mods that said "BTW MK2 is broken."
  25. Love your mod and all the work that obviously went into it. But I installed your mod, and I'm experiencing a few issues that JUST started happening, right after mod installation. I put all the GameData folders in the GameData root directory of the install. I replaced files when prompted when installing the black MFD skin. Now, when I launch a mission my Kerbal display in the bottom right corner goes black until I enter IVA. If I go to EVA without going to IVA first - I get a black screen crash, if I go to IVA first - I get my Kerbal display back upon exiting IVA. If I go to EVA after IVA, it won't let me revert (to launch, to vab, etc) at all. The one time it did not crash, I went EVA with a Kerbal that was in the front of the ship - and it wouldn't let me get back into the ship, saying the "module is full." When it wasn't, for sure. I'm going to load my game up a few more times and make sure this error persists. I am using the stock MkI/MkII combination of two cockpits on one plane.
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