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Everything posted by ultrasquid
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Silisko Industries Addon Development - Thread 2
ultrasquid replied to NovaSilisko's topic in KSP1 Mod Releases
Satellites come in many shapes and sizes, from small as a milk crate to as big as a school bus, depending on its purpose. So while I agree that the Probobodyne components should be available at larger sizes, the smaller sized parts are still useful and should remain along side any that are resized. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
ultrasquid replied to Taverius's topic in KSP1 Mod Releases
Yes, I\'ve experienced what you\'re talking about. The drift with the standard wheels is much more pronounced when using these enlarged wheels. I think this may be a problem with the original models that these modifications only magnify. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
ultrasquid replied to Taverius's topic in KSP1 Mod Releases
Even with stock landing gear, planes will drift to one side or the other of the runway. Either make corrections with manual rudder turns to compensate or install a MechJeb module and use the Smart A.S.S. SURF, set heading 90° and pitch at your preferred takeoff angle (between 25° and 50° usually works). You might have to do both, but it will result in more successful takeoffs if you\'ve built the plane with a proper thrust/weight ratio. -
To Mech-Jeb or not to Mech-Jeb, that is the question...
ultrasquid replied to Vostok's topic in KSP1 Mods Discussions
When playing a game in alpha stage of development, it seems to be our duty as players to push the game to its limits and report any difficulties. The way you do that is up to you, and it is just as, if not more, important to test it at factory defaults as it is to test it with hacked cfgs and mods. Both are fully legitimate. When mission objectives and scoring become implemented, then we can talk about what constitutes cheating. Until then, just do what makes you happiest playing with this wonderful toy, and report back if you do something interesting or happen to break it somehow. -
I think in some cases small errors in the collision model were causing some newly built ships to explode. I hope this will be restored sometime in the future, but I guess some bugs have to be worked out and this change made most rockets playable.
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Balloons indeed can and have been put in space. The first communication satellites were giant aluminized mylar balloons called Passive Reflectors. I\'ve been hoping for a PCR module to throw into orbit, but that\'s not what we\'re talking about here.
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To Mech-Jeb or not to Mech-Jeb, that is the question...
ultrasquid replied to Vostok's topic in KSP1 Mods Discussions
Once there is a campaign mode for the game, with rules and mission objectives (even then being as freeform as possible) the MechJeb flight computer can be one of the things with which to reward the players. Specific features of MechJeb could unlock after the player achieves mastery of the related function in manual control mode. This way, the challenge is there, and players moving to more advanced levels would have the option of continuing to play using the skills they\'ve developed, or choose to let MechJeb handle those tasks and focus on other parts of the mission themselves. -
[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
ultrasquid replied to DYJ's topic in KSP1 Mod Releases
I\'ve been having trouble with the inline VTOL hinge. If I mount them with bilateral symmetry, they bend in opposite directions, even if the models appear to be aligned to the same degree of rotation. -
I\'ve seen some feminine sounding names turn up among the randomly generated kerbonaut names too, but the ratio is way too far from parity and needs adjustment. As I understand it, the names are built from syllables, so adding some more suffixes ending in a, ee, ey, lie, nie, dottir, and ko, for example, should push the names closer to even
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But then the threads will continue to be bumped to the top based on the most recent reply. If they were sorted only by the most recent edit to the originating post, they would remain in the order of author updates instead.
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Too true! I saw some tests on Youtube of aerospikes fueled by a hybrid gas-solid propane/acrylic system. The one made of steel melted and failed rather quickly. The nozzle they machined from solid graphite lasted a bit longer, but that material has its own issues (it can\'t like vibrations very much, could it?).
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Jet fuel and empty tanks are buoyant! And lander legs bounce on water for some reason.
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No, they are not. NovaSilisko has an inflatable habitat module in his BACE collection, so the animation can be done, but that item is not a fuel tank. There are spherical and domed-cylinder tanks included in the Kosmos collection, among others. These shapes are ideally suited for containing compressed/liquified gases, but they do not reduce in size as they are depleted. You are requesting a new part that combines features of these.
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As threads are organized by their most recent reply comment, it is difficult to find recent updates to mod parts. It also makes it uncouth to comment on less recent parts, raising accusations of necroposting. I do not know if this is possible with the SMF software, but to enable thread sorting by most recent edit to the first post would largely solve both problems.
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Elastic bladder fuel tanks have a history in early aircraft design, as they provide fuel pressure from any angle without requiring a mechanical pump. There are, of course, limitations to how well this works, but it\'s a cheap way to pump fuel in small airplanes.
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Impact of community mods to the released version.
ultrasquid replied to Adie123's topic in KSP1 Mods Discussions
There should be some sort of formula based on the various other statistics to compute the cost of parts that can be applied to mod parts. If that mechanic can be figured out, then there should be no problem including mod parts in a career mode game. -
Looking for BIG WINGS and other essential spaceplane parts
ultrasquid replied to TheStigma's topic in KSP1 Mods Discussions
Also TiberDyne Aerospace R&D Division - Shuttle Booster System Version 2.0 and a few others -
[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
ultrasquid replied to r4m0n's topic in KSP1 Mod Releases
Mount the camera on a Damned Robotics rotatron. One of C7\'s old hardpoints might help in between. I\'ve done this and it works to make a functional panning camera. Automated tracking would take a different approach. I\'ll try a few things -
Well, yes, that\'s something completely different, and very kerbal too
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This is all thanks to the simplified/incomplete aerodynamics model KSP currently uses. If that ever gets refined for greater realism, we could lose the ability to fly these uniquely kerbal aircraft.
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I gave it a run through TheWubMachine and here\'s what came out: http://snd.sc/NQFAiZ
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Seems both militaristic and sentimental at the start, easing into something not quite operatic enough to be Star-Trekky toward the end. It needs a bit less of the drum rolls and more James Brown style funk horns.
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I managed a fairly successful oblique winged plane. It flew fine and well at a wide range of wing angles until I tried to make it turn. I think the key is using the MechJeb Smart ASS Surf control and also not having any control surfaces attached to the rotating wing.
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Try installing a MechJeb module and use the Smart ASS Surf function to manage your pitch and heading. See if that helps at all.
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I ran across this interesting illustrated rendition of David Bowie\'s Space oddity. The look and story reminded me a lot of KSP: http://www.wired.com/underwire/2011/08/space-oddity-childrens-book/?pid=4701&viewall=true Do any of you know other stories that inspire your KSP missions? Please discuss them here.