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Everything posted by FleshJeb
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SSTO Under Construction, layout & appearance feedback
FleshJeb replied to AeroGav's topic in KSP1 The Spacecraft Exchange
That nose needs to go. I think I'd run the main central stack to an aerodynamic point, and then surface attach the cockpit, etc and clip them in. I didn't know what the Argus looked like, so here it is: I experimented with ptiched up delta with a 10 deg dihedral recently to deal with the engine clipping problem. It worked pretty well, and the fuel balance was fine. It should clear your 3.75m stack. The nukes are still a problem. https://kerbalx.com/FleshJeb/GavDelta -
Reaction Wheels Going Rogue (on a Minmus Rover)
FleshJeb replied to Hoshi's topic in KSP1 Gameplay Questions and Tutorials
Second guess is an un-calibrated joystick. -
Caps Lock. ;-) Some of us fly with Smart A.S.S. almost exclusively. Of course, now that I have my spaceplane ascent script working, I punch one button on the runway, walk away, and come back to a nice circularized orbit. My inner control freak is strong.
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Mechjeb does not deploy parachute
FleshJeb replied to Xd the great's topic in KSP1 Technical Support (PC, modded installs)
You're probably going too fast for them to open. You may want to try a less steep re-entry, or add a drogue chute. -
EDIT2: The answer is that Python essentially passes everything by reference. This is yet another reason the inventors of it should be tried for crimes against humanity. I'm having an issue where I think setting a variable to a stream "locks" it to the stream, instead of storing the value at that time. Is this correct and intended? How does one capture the momentary value? spd_h = conn.add_stream(getattr, vessel.flight(ref_frame), 'horizontal_speed') spd_h_prev = spd_h() time.sleep(tick) delta_spd = spd_h() - spd_h_prev delta_spd returns 0.0. spd_h() works fine and returns correct values. This works: spd_h_prev = vessel.flight(ref_frame).horizontal_speed time.sleep(tick) delta_spd = vessel.flight(ref_frame).horizontal_speed - spd_h_prev delta_spd returns a sensible number. KSP 1.3.1, KRPC 0.4.4. EDIT: In Python if that wasn't obvious. I'm thinking this is a Python problem.
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Any mod for extending the thrust vector in the VAB/SPH?
FleshJeb replied to Nazamroth's topic in KSP1 Mods Discussions
Oh, you're not the first person to experience this type of frustration. That's actually one of the things I've come to value and enjoy about KSP--The fact that I can be very wrong (ignorant) about something, and have the opportunity to learn from it. A momentary facepalm, my ego is intact, and then on to new and better mistakes Spaceplanes offer a lot of opportunities like these, and I hope you continue to enjoy them. Yell if you need help. -
Any mod for extending the thrust vector in the VAB/SPH?
FleshJeb replied to Nazamroth's topic in KSP1 Mods Discussions
You're having an understandable misconception. The torque values shown in KER and RCS Build Aid are for the engines being off-axis. They have nothing to do with the reaction wheels. Reaction wheel torque is a fixed number (https://wiki.kerbalspaceprogram.com/wiki/Reaction_wheel), and it doesn't matter where you place them on the craft, except that they may cause the craft to flex). For VTOL craft, you're going to want to examine the torques for your drive and lifting engines separately. Just slide the thrust limiters to zero on the engines you're not looking at. In RCS Build Aid, if you have engines that use different fuels, or monoprop, you're going to want to balance those seperately as well. You can look at individual fuels (like LF and Oxidizer) in isolation. I strongly recommend trying to minimize the torque around the ACom (1/2 empty fuel). f you choose to get deeper into spaceplane design, try CorrectCOL in addition to those other tools. The stock lift indicator doesn't account for body drag and lift, so the true aerodynamic center can be well ahead of where you think it is. This will cause really frustrating instability. -
Jett Quasar's Star Wars Replicas
FleshJeb replied to Jett_Quasar's topic in KSP1 The Spacecraft Exchange
Hey Jett, I'm not even a Star Wars fan, but I never get done with one of your videos without a big smile on my face. I'm usually busy engineering something out to the tiniest nub on Yoda's behind, and your work serves to remind me that space opera is alive and very very well in KSP. -
KrakenDrive with Adjustable Thrust [Stock, 1.4.3]
FleshJeb replied to sgt_flyer's topic in KSP1 The Spacecraft Exchange
You know, I haven't played with Krakentech since 0.18 or so. This looks very nicely engineered, I'm going to give it a shot. It occurs to me that you could control this with KRPC (and probably KOS). That might help prevent the runaway and breakage problems. I think these are the relevant items: https://krpc.github.io/krpc/python/api/space-center/parts.html#SpaceCenter.ControlSurface.authority_limiter https://krpc.github.io/krpc/python/api/space-center/parts.html#SpaceCenter.Wheel.stress_percentage -
LOL. Jerks. <--Ten characters I'm kidding, of course--I know how much you guys contribute. I appreciate the food for thought. In the meantime, I'll put some very young forum members on block, so they don't eat up so much screen real-estate. I just dislike doing that, on principle, unless someone is being willfully antisocial.
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I recall the forums having a minimum ten-character limit to make a post/comment. There's been a relatively recent influx of prolific, but low-effort posters who clog up threads by posting things like "Cool!" or "Yay!" I'm glad people are participating, but it's certainly putting a damper on my enjoyment, and I find myself bypassing discussions I would otherwise try to contribute to. Since no rules are being broken, I imagine it's challenging to moderate this behavior. This technical solution may be the best choice. I'd prefer a 20-character limit, but I'd settle for 10.
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Engine Pre-Cooler still useless?
FleshJeb replied to g00bd0g's topic in KSP1 Gameplay Questions and Tutorials
NCS Adapter (under Fuel Tanks) and a 0.625 Small Nosecone for me. However, the blue-tipped Aerodynamic Nose Cone is the least draggy of all the nose cone parts. -
Mid-course Interplanetary Abort
FleshJeb replied to NFunky's topic in KSP1 Gameplay Questions and Tutorials
I think they're pretty well toast--Unless you can send medical supplies to fix/delay the problem on a high dV probe. I'm not sure if that's even possible, because I've never used Kerbalism. What I would do to find out the return viability is use MechJeb to plot an intercept with Earth, set the maneuver to now, and set the desired intercept time to their maximum survival time. That will at least let you know the required dV. Alternately, I think you may be able to set up a Mars a slingshot now, and a maneuver at Mars periapsis that will get you back to Earth on a really hot return. I seriously doubt the viability/scheduling of this approach, and it would take a lot of fiddling. -
Banned for knowing about the parrot.
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Do you ever chuckle at your old missions or concepts?
FleshJeb replied to Ultimate Steve's topic in KSP1 Discussion
To get to the Mun, I used to just transfer until the Apo was at Mun height, and then timewarp through several orbits until the Mun SOI hit the ship. THEN I'd do the multi-hundred km vertical landing. Yeesh. -
Guideline 2.3b, in fact. I can't think of a use for this, but that's because of a failure of my creativity, not that I believe no one has a valid case. Just for my own curiosity, do you have an example? Perhaps a stock "Strip Symmetry" function would solve this problem, as well as a host of others. (Editor Extensions has this function already.)
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I love math too. My KSP spreadsheets and code have arrived at some scary obsessive place. However: A) This is bad logic, even as a snarky response. You could always ignore it. B) Other people might enjoy it more. C) Other people might play it more--Inspiring them to learn where the funny numbers come from. "Hmmm, there doesn't seem to be a linear relationship between the amount I have left in the tank and the amount I have left in the dV readout...Why is that?" D) You badly overestimate most console players. E) You might sell more copies. Foolish goal, I know.
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I use standardized fuel tanks that I can push around and land with a nuclear tug. The tug can also carry my drilling rig. The drilling rig fits in a Mk3 cargo bay. The whole system is rated for mining at Vall and pushing the tanks to my Laythe station. The tug can then pick up an empty and head back to Vall. The tug and tanks are streamlined so that they can aerocapture at Laythe. Tug and tank land, the drilling rover drives under them, and lifts itself up on landing legs to mate with the tug: Note that I abused the crap out of clipping, offset, and rotation to build the drilling rig.
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That's a great book--I love how she presented the Downers. If you ever get into Cyteen and the Regenesis, beware that they're very dense reads.
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SSTOs! Post your pictures here~
FleshJeb replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Using the Kerbol Rising modset. For scale, the side cargo pods are Mk3 tweaked to 5m, and the main rear engine is 5m. The science lab and hitchhikers in the neck are normal scale. Engines by OPT Warp Drive by Interstellar. Tested Cargo capacity = 54 tons I estimate it can do about three fully-loaded round trips to orbit on the internal fuel.. Earlier version that shows the planform better: Anti-grav landing gear from Kerbal Foundries is amazing. It reentered from orbit like a boss: -
This is a great little Quality Of Life improvement, and the backstory is very cute. I will tongue-in-cheek suggest an automatic Revert To Editor option, because my Esc key and mouse finger are worn the heck out.
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This is why I support small content-creators by making direct donations with Patreon and Streamable. The large ones can take advantage of other revenue streams like merchandising or sponsorship. As to supporting the platform they use: They will always be evolving ways of trying to make money, and there will always be new platforms competing with them. May the least-annoying one win. I don't feel guilty at all for keeping myself safe.