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Everything posted by larkvi
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Porkjet, any possibility of teaser images/sketches for the new models? Always loved your models, and how stockalike they are, though I have been using some MKS parts in the meantime.
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
larkvi replied to nightingale's topic in KSP1 Mod Releases
Perhaps a little off-topic, but how do you guys get a kerbal on EVA to the KSC mountains Monolith? It is on a horrible slope, and I have tried walking, driving, and even landing a VTOL on the peak, but the kerbal always ends up falling down the mountainside, and I have never triggered the monolith (or even seen it--I assume it is under the mesh).- 502 replies
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- contract pack
- contract configurator
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
larkvi replied to ferram4's topic in KSP1 Mod Releases
With the suggestions above, I figured it out--I had some procedural parts attached to the wrong node, and it was clipping, with FAR somehow exacerbating the problem. I tested it with an empty service bay, and it seems to work great. Now that I know what the issue was, it should be easy to avoid. My main career plane uses some part clipping, and seems unaffected, but flies well. Thanks, ferram, for all your hard work!- 14,073 replies
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- aerodynamics
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
larkvi replied to ferram4's topic in KSP1 Mod Releases
Right after my first ship with the new FAR exploded spectacularly on the launchpad. Removing far fixed the issue. I was not aware that it was linked to the stock batteries--I will experiment some more.- 14,073 replies
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- aerodynamics
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
larkvi replied to sirkut's topic in KSP1 Mod Releases
Is there a reason that some of the Rework parts are locked to only certain sizes? I was hoping to make a really small lander with the foot, but it seems to only be a large part? Similarly with the Athlete trusses? -
I admit that I really don't understand how flaps and spoilers work in FAR. If I add a procedural control surface to the front of the delta wing, and then set it to flap, then activate it through an action group once before takeoff, is that how one makes a flap? I have not used either Dynamic Deflection or Kerbal Pilot Assistant, as I don't actually know what settings I would want to change. If I was going to use Dynamic Deflection, what settings would I change? I have the main pwings going from 0.600 down to 0.480 -- I assumed they would need to be strong to hold the 1.875 Rapiers. Is that wrong? The tail is narrower, 0.280 down to 0.240. I am finding that the intakeAir reads as 0 around 20,000m. I see the actual thrust go down from 1.5MN to around 600kN in MJ before I switch over, as the closed-cycle creates over 600kN. I will see what I can reduce. It currently carries 500 units of monoprop, since it has no reaction wheels, but perhaps I can shave off some small amounts of weight.
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I am trying to build a Skylon-inspired orange tank hauler to LKO, and am having some issues. I would love pointers. For starters, it needs more runway than is available: after exhausting the entire runway, it gets to 20m over the water before it reaches the 200m/s is needs to climb. I then fly 45 degrees up until about 13-14,000m, where I start leveling off. At around 20,000m, I can get up to about 1100m/s before I have to switch to closed-cycle and point way up, as the nose, ram intakes, and engines will all start to dangerously overheat. I was under the impression that some planes are going 1400m/s before having this issue--is this true? Once I get out of the heat danger zone, I can make it most of the way to LKO, but, as you can see from the image, it takes part of the content of the orange tank to finish getting to 100x100 (my target altitude). Adding more fuel does not seem to help a lot, as it has trouble overcoming the added weight--it can barely take off as it is. Here is a short album: First image shows it empty on the runway, just to show that it starts with 44 tonnes of fuel. 4th image shows how much of the orange tank I have to use. Data + stability derivatives for 10k/mach1, 15k/mach2, 20k/mach4 are all green, but I nevertheless experiencing trouble with the nose bouncing up and down. When re-entering empty (periapsis set to 20k), it goes into a flat spin as soon as it encounters air, but then recovers around 15k, and actually has an good glide ratio (something like 50:3). Which of the FAR windows would be helpful in improving this plane? Tricks on how to avoid so much heat building up? In case anyone is motivated enough to look at the craft: https://www.dropbox.com/s/287gtds2rbhdg66/Skylon%2002%20TEST.craft?dl=0 Required mods: FAR (dev version), B9 Procedural wings, Tweakscale, Adjustable Landing Gear, Mechjeb.
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One of my first attempts with nuFAR: Doesn't quite make it to orbit, but I love the way it looks.
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I personally agree with Moon Goddess' point, and would be very interested in being able to disable nodes I am not using, to make stuff look nicer. Is this a problem with it no longer matching the IVA? (I don't really use IVAs, personally) I have been playing with the new version with its dependencies installed, and I am noticing an issue with overlapping textures where the modules meet, which is a little ugly. I don't know if this is the kind of issue you want reported. Album showing it happening here: http://imgur.com/a/GWWmI#0
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Multi-Layer Insulation Blankets: a Skin for FusTek Station Parts
larkvi replied to InsaneDruid's topic in KSP1 Mod Releases
I love these textures, and wonder if you would consider making them work with the Stockalike Station Parts Expansion mod? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
larkvi replied to girka2k's topic in KSP1 Mod Releases
girka2k, glad that you are back and working on the welding mod. -
Random Crashes while Playing
larkvi replied to larkvi's topic in KSP1 Technical Support (PC, unmodded installs)
It is really disappointing to see this crippling bug so completely ignored. It ruined 0.90 for me, and it and the mountain of other bugs is souring me on the 'release.' I had such a great time on 0.23.5, back when I could play it on my mac. I had to switch to windows to use mods in 0.25 because the way the mac version handles memory is so inferior to the windows version, and I honestly gave up on 0.90. I was recommending this like crazy to all of our may users a couple versions ago, but now I can't, in good faith, until this gets fixed; it is just not a game that runs well enough on a mac to justify playing it on one. -
I don't get it. I am using hard mode, and a mk 1-2 pod with only a chute and a heat shield explodes with only about 20 shield ablated, in a relatively easy 100 x 30 re-entry. I can't imagine coming in from the Mun. 1.0 has all been bugs and explosions for me, and I am used to playing with DREC and FAR.
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How harsh is reentry heating?
larkvi replied to kiwiak's topic in KSP1 Gameplay Questions and Tutorials
I was playing career on hard mode, and I blew up several times in a mk 1-2 with a heat shield with a 100 ap 30 pe re-entry, which was an easy entry in DREC with FAR (it only ablated a few points, then everything went boom); re-entry heating in the new version seems insanely harsh. -
[1.2-1.7] Blender (2.83+) .mu import/export addon
larkvi replied to taniwha's topic in KSP1 Tools and Applications
I think I understand now--I was trying to import the model as an individual file. When I imported it in-place in its folder, it seems to have produced something (it is my first time using Blender, so I cannot tell if it produced the right thing--I expected it to show up textured). -
[1.2-1.7] Blender (2.83+) .mu import/export addon
larkvi replied to taniwha's topic in KSP1 Tools and Applications
Taniwha, is there something we could do as a workaround? -
[1.2-1.7] Blender (2.83+) .mu import/export addon
larkvi replied to taniwha's topic in KSP1 Tools and Applications
I just set this up, and I get the same error message as Cryocore, above, when trying to import the ModuleBase.mu file from the Kolonization mod. Is there a workaround for this? -
SPACE STATIONS! Post your pictures here
larkvi replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Here is my most recent station: -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
larkvi replied to nli2work's topic in KSP1 Mod Development
Love the Tug Cockpit! -
Ippo, it would be nice if this was reconsidered. Could we put a block-list on parts on our end, to customize which parts we use? I am thinking things like using Infernal Robotics with the Parts Rework instead of the Legacy parts or AIES and KW without the fairings, or B9 without the weird giant cube parts. It would be nice to do this automatically, instead of manually each time. Otherwise, I love CKAN.
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With OpenGL and DDS Loader and ATM, I have been having no problems on Windows with all the mods I want (I have removed some parts; the Mac version is not as stable). I was going to reply earlier, but my Minmus base I was working on unexpectedly caught fire.
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No, the legs, engines, solar panels, and the IR parts are not welded, nor are the KAS bays. Most of the others in those two modules are.
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Alewx, girka2k, Malkuth, et al, I cannot thank you enough for continuing to maintain this mod. It makes things work! Here are some of my recent projects that a working 0.25 welding program has allowed: my space station, Mun-base, and stockalike MKS-compatible bases are full of welded parts, thanks to you! http://imgur.com/a/Rt1NH#0
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Random Crashes while Playing
larkvi replied to larkvi's topic in KSP1 Technical Support (PC, unmodded installs)
I got that. Since I have twice as much memory as he game can handle and was not running any mods, *why* is a more interesting question.