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KingPhantom

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Posts posted by KingPhantom

  1. i posted 2 findings in the wrong thread :(. links below.

    i love the update but the alarm clock is way off with transfer windows. it was 100d too late for the perfect return from duna to kerbin. i had to do massive corrections.

    and the maneuver creator doesnt take the first possible window. also when you try to go from kerbin to mun. you have 1 transfer slot every orbit but it took one 2days ahead. that was a bit strange. and it was not a direct transfer it went to mun but then i had to do one extra orbit for the encounter (see screenshots in linked post below).

    thats a bit strange TBH. but its the correct direction just needs some tweeks that we can trust on this 2 really usefull gadgets.

    https://forum.kerbalspaceprogram.com/index.php?/topic/203252-kerbal-space-program-112-on-final-approach-is-now-available/&tab=comments#comment-3994567

    https://forum.kerbalspaceprogram.com/index.php?/topic/203252-kerbal-space-program-112-on-final-approach-is-now-available/page/2/&tab=comments#comment-3994878

  2. just tested the maneuver node creator. works descent to me and i like it. but it doesnt take the next possible transfer window. i did a test with mun and it created not the next possible node in the orbit. it took one 2d ahead and the new path went to muns altitiute but took a trip back to kerbin, pass kerbin and then go back to mun to have an encounter :). that is a bit strange to be honest :)

    OX2ol4.jpg

    see where mun is when i was on my way to it.

    ntzONM.jpg

    arriving there it switched to a return to kerbin orbig (with PE 84000) and on the next trip i had my encounter.

     

     

     

  3. great update. i just tested the alarm clock and compared it with the mod.

    a transfer from duna to kerbin:

    - mod was 100d ahead and i was able to make a perfect and efficient way back

    - new alarm clock widget scheduled the transferwindow 100d after the mod and i needed double the deltaV as on the window with the mod

    it seems that there is still something off. maybe it fixable with a hotfix.

    the maneuver node widget looks good but i havent got much to test that for now.

    i love the new update. i think this are 2 things that we needed. but they have to be correct that we can trust on that. the comparsion of the alarm clock widget with the mod gave alot of different values for the same actions in the same save.

     

    and around dres i got alot oft crash to desktops

  4. 8 minutes ago, 5thHorseman said:

    The file is settings.cfg. IMO it's more important than my persistent file :)

    I back it up before installing a new version (I do so manually) and have never been sad by it.

    If you can get a backup of the file, there are no new settings for 1.9 that I saw so you can just put it in there and it'll work fine. but if you're using Steam and don't back anything up then it's probably gone :(

     

    thx. its just about the graphical settings. i have to find them complete new.

     

    but the inputs will come from time to time. i will push buttons to do something when i need it. then i remember the input layout :)

  5. 19 hours ago, Angel-125 said:

    Does Deployed Science work in orbit too? Specifically, the coding behind the experiments? If so, that would bring an interesting dimension to space stations as well.

    i hope that all parts are also usable in space... i smell a canadarm on the stations. that would be AWESOME

     

    iss031e070790.jpg

  6. i tried this one. but i doesnt work. probably my syntax is not correct.

    i ignored location files in this one and i just "added" a new "themeName". i dont know if this is possible that easy.

    @PART:HAS[#name[Size1p5_Tank_01]]:FINAL
    {
    	MODULE
    	{
    		VARIANT
    		{
    			name = Green
    			displayName = Green
    			themeName = Green
    			primaryColor = #00ff00
    			secondaryColor = #006600
    			TEXTURE
    			{
    				mainTextureURL = GSSkins/Parts/FuelTank/Assets/Size1_5_Tanks_green
    			}
    		}
    	}
    }

     

  7. In my near to 1000h of KSP I have built many rockets (not that much SSTO or planes but rockets). I wasnt everywhere but where I was i did it with a return and as much science as possible.

     

    Interessted in space flight all the time and a fan of the Saturn V i built last month my own Lego NASA Apollo Saturn V (Set 21309). With that model i tried my first ever "real life build" in KSP (full stock! - i dont use part mods).

    I'm really happy with it so i want to share it with you!

    The NASA Apollo Saturn V is designed for Mun and is capable to do a equatorial landing. It should be much forgiving as i over engineered it a bit. Check the staging all the time because KSP make a mess with it after you redock the lander (LM) to the comand module (CM). For the return acending with the lander make sure do DEACTIVATE the main engine of the LM after touchdown on mun. Otherwise you can't throttle up and press space (staging) to leave with the top of the lander. Use the correct timing with the CM to have enough fuel for the rendevouz and docking.

     

    Now to the special one. After using the Saturn V i tried to pump it up a little bit to be cappable for Duna... and it worked! I also added a lot of science (sorry that i wasnt able to include also the science jr... i will keep going to try that in a B version)...

    This is the NASA Apollo Saturn VII. It's a little more challenging to fly and is able to do a equatorial landing on duna. The hardes point of the journey is the return from the Duna surface to the orbit. Make sure to deactivate the mainengine of the LM and enable SAS. Wait for the CM in orbit and lanuch. Make a proper acending and keep an eye on the Duna atmosphere. You dont have much fuel for this manouver. Probably practice this manouver with the use of the "CM+LM" craft and cheat it in a duna orbit (ALT+F12).

    For the descent of the LM don't go in to deep. Use maximum of half of the tank to slow down. Just use the engine to brake near the surface. Let the paracutes do the main work but they are not able to slow you down enough. They need time so keep the path flat. Its just a practice thing.

    After you are able to land, start and redock you can use the Saturn VII in carrer. With small modifications its usable in mid-to-late-techtree.

     

    Have fun with it!

    Edit: Pictures are the VII for Duna. No Action Groups needed except "ABORT!" this can be use if the s*it hits the fan until 2nd stage after that its not usable anymore (decoupled). You can do everything with "Space" (Staging).

    NASA-Apollo-Saturn-VII_FullSize.jpgNASA-Apollo-Saturn-VII_FullSizeOpen.jpgNASA-Apollo-Saturn-VII_CM-LM-Transfer.jp

  8. On 22.11.2017 at 7:40 PM, IAmNotCreative_21 said:

    I don't think it is worth it. I use 1.2.2 anyway there are terrain seam issues with 1.3 plus I have a MASSIVE visual overhaul that only works in 1.2.2. So it looks good but no thank you.

    lol really? :)

    i also have a visual overhaul... with 1.3 :). and the terrain issues with the overhauls seems to be fixed. works fine for me. love it :)

     

    its hard to wait for making history. but i understand it. until then i will play ksp and with my new lego nasa apollo saturn v rocket :D.... 1969 pieces of pure rocket science history!

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