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KSP2 Release Notes
Everything posted by tg626
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I'll be sending 5 jeb, bill, Bob, and 2 "red shirts". Lander carries 2. Based on Von Kerman's... Er I mean Von Braun's 1968 IMIS proposal
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I'd like to see that... :-)
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This... Apollo 11 Launch Countdown:
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Breathing SFX When On EVA
tg626 replied to Bomoo's topic in KSP1 Suggestions & Development Discussion
I think all the chatterer fx ought to be stock. The Eva breathing and the comms chatter add so much to the game. And the occasional sstv burst makes some fun pictures too. -
So where is the file that the names are picked from?
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KSP was mentioned in the JPL panel during the Star Trek convention in Las Vegas today. A member of the audience mentioned it, referencing NASAs asteroid redirect content while asking if more were planned for NASA and ksp or other video games in the interest of involving youth in the space program. While they had no direct answer for the question, indicating only that they would be in favor of any such collaboration that would engage students in the fields that lead to careers which might be connected to space exploration, at least one of the four member panel spoke as though he knew of, and perhaps even played KSP. He also mentioned an Xbox game, which had players landing on mars, bragging "and I landed it the first time". The panel included JPLs " Mohawk Guy" still sporting the signature hair which made him an internet star.
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Sorting function in tracking station
tg626 replied to M3tal_Warrior's topic in KSP1 Suggestions & Development Discussion
I totally agree, I also think that scrolling lists in the tech tree screen needs to respond like a normal scroll bar ( it does elsewhere, like lists ) to the scroll wheel and clicking on the bar. So, all this. And sirrobert? Love the Sig! -
Boeing 747 replica with shuttle.
tg626 replied to Megalodon 720's topic in KSP1 The Spacecraft Exchange
And now for something completely different.... Are those ROADS in the first screen shot? -
Kerbals apparently don't like hitting their head.
tg626 replied to TotalNewb's topic in KSP1 Discussion
Df? ...... -
Am I just a bad pilot? (Noob spaceplane help)
tg626 replied to goldenpsp's topic in KSP1 Gameplay Questions and Tutorials
Off the top of my head you're too close to stall speed. And when landing its pitch to control attitude, throttle to control decent rate. Its counter intuitive, but that's how it works. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
tg626 replied to sirkut's topic in KSP1 Mod Releases
This ought to be a bit more "up front" I think. If it's in a readme I missed it, I only found it after hunting for why I couldn't change the sizes and only had ENORMOUS hinges... -
This may seem like an oddball question, but is there any record of who made the various antenna models? I've segregated them from the mod so I can add them as cosmetic additions to my vessels. I can of course keep that to myself and it won't really matter, but if it's permitted, I thought that packing them up just to be used for eye candy might be of interest to others as well...
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Thanks Woppert!
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
tg626 replied to stupid_chris's topic in KSP1 Mod Releases
Yes, press "h" -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
tg626 replied to stupid_chris's topic in KSP1 Mod Releases
Edit how? Or as Starwaster seems to suggest, do I have to read 184 pages to try and find it? EDIT: Well I found rc.stack in the save file (so glad we can have our own named saves now) but I'm a little lost on what needs to be altered. Fwiw there is a rc.stack part that is part of the vessel, I mention this just in case the intention was to manually put the chute back after it had been lost. It appears to me it isn't lost, at least not YET in the save file I am looking at.... EDIT2: Reload with v1.2.2.2 installed. No joy. Here's the "part" section of my save file... PART { name = RC.stack uid = 2399009926 mid = 2316873231 launchID = 11 parent = 0 position = 0,1.3105583190918,0 rotation = 0,0,0,1 mirror = 1,1,1 istg = 0 dstg = 0 sqor = 0 sidx = 1 attm = 0 srfN = None, -1 attN = top, 18 attN = bottom, 0 mass = 0.4809169 temp = -869.1506 expt = 0.5 state = 0 connected = True attached = True flag = FederalProductions/Flags/KSPA rTrf = RC.stack EVENTS { } ACTIONS { } MODULE { name = RealChuteModule isEnabled = True caseMass = 0.35 cutSpeed = 0.5 timer = 0 mustGoDown = True deployOnGround = False spareChutes = 5 initiated = True capOff = False wait = True armed = False oneWasDeployed = False staged = False launched = True baseDrag = 0.32 chuteCount = 5 EVENTS { GUIDeploy { active = True guiActive = True guiIcon = Deploy Chute guiName = Deploy Chute category = Deploy Chute guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } GUICut { active = False guiActive = True guiIcon = Cut main chute guiName = Cut chute category = Cut main chute guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } GUIArm { active = False guiActive = False guiIcon = Arm parachute guiName = Arm parachute category = Arm parachute guiActiveUnfocused = True unfocusedRange = 5 externalToEVAOnly = True } GUIDisarm { active = True guiActive = False guiIcon = Disarm parachute guiName = Disarm parachute category = Disarm parachute guiActiveUnfocused = False unfocusedRange = 5 externalToEVAOnly = True } GUIRepack { active = True guiActive = False guiIcon = Repack chute guiName = Repack chute category = Repack chute guiActiveUnfocused = False unfocusedRange = 5 externalToEVAOnly = True } GUIToggleWindow { active = True guiActive = True guiActiveEditor = True guiIcon = Toggle info guiName = Toggle info category = Toggle info guiActiveUnfocused = False unfocusedRange = 2 externalToEVAOnly = True } } ACTIONS { ActionDeploy { actionGroup = None } ActionCut { actionGroup = None } ActionArm { actionGroup = None active = False } ActionDisarm { actionGroup = None } } PARACHUTE { material = Nylon preDeployedDiameter = 2.5 deployedDiameter = 48.5 minIsPressure = False minDeployment = 900 minPressure = False deploymentAlt = 700 cutAlt = -1 preDeploymentSpeed = 2 deploymentSpeed = 6 parachuteName = RC_triple_canopy capName = cap2 forcedOrientation = 20 depState = STOWED } PARACHUTE { material = Kevlar preDeployedDiameter = 10.5 deployedDiameter = 20.5 minIsPressure = False minDeployment = 30000 minPressure = False deploymentAlt = 2500 cutAlt = 1000 preDeploymentSpeed = 1 deploymentSpeed = 3 parachuteName = RC_canopy2 capName = cap forcedOrientation = 20 depState = STOWED } } MODULE { name = ProceduralChute isEnabled = True caseID = 3 lastCaseID = 3 size = 4 lastSize = 4 planets = 0 presetID = 9 originalSize = (1, 1, 1) top = 0.1544 bottom = -0.1304 debut = 1 initiated = True mustGoDown = True deployOnGround = False secondaryChute = True timer = 0s cutSpeed = 0.5 spares = 5 EVENTS { } ACTIONS { } CHUTE { chuteID = 0 modelID = 1 typeID = 0 lastTypeID = 0 position = (0.0, 0.0, 0.0) isPressure = False calcSelect = True getMass = False useDry = True preDepDiam = 2.5 depDiam = 48.5 predepClause = 900 mass = 4.18 landingSpeed = 6 deceleration = 10 refDepAlt = 700 chuteCount = 1 deploymentAlt = 700 cutAlt = preDepSpeed = 2 depSpeed = 6 } CHUTE { chuteID = 1 modelID = 0 typeID = 1 lastTypeID = 1 position = (0.0, 0.0, 0.0) isPressure = False calcSelect = True getMass = True useDry = True preDepDiam = 10.5 depDiam = 20.5 predepClause = 30000 mass = 10 landingSpeed = 80 deceleration = 10 refDepAlt = 700 chuteCount = 1 deploymentAlt = 2500 cutAlt = 1000 preDepSpeed = 1 depSpeed = 3 } } } -
Zomg o_o . . . . . . .
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
tg626 replied to stupid_chris's topic in KSP1 Mod Releases
V1.2.1 I think. Curious problem tonight. Typical Apollo style mission, landed and returned to orbit. Switched to csm which has a stack parachute below its doing port. As soon as the craft loads, it appears that the parachute freezes in place and the rest of the csm flies on in orbit. The camera view then acts like its on an elastic being stretched between the frozen parachute and the moving csm. The parachute disappears from the staging too. Does this sound familiar? Or have I found something new? I'm posting this tonight, but don't have time to update to 1.2.2.2 tonight.... I'm just wondering if the update will fix this or if the mission is hosed.... -
Took a little to figure out how to cobble it together... although as I write this I'm having a DOH! moment of wondering if one of the craft files did it already... LOL... Anywho... I'd love to see a lander that can fit in the "petal" adapter tho. I can't seem to come up with one that doesn't overlap the SPS engine... Speaking of... the SPS engine is monopropellant powered now??? Is that how it was IRL? I thought it was hypergolic... although that's not a KSP fuel option.
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Erm.... I just went to download the v1.0 package using the links on the 1st page/1st post, and it seems to have beta content. Is that intentional?
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It seems to work ok, but the GUI is nekkid... none of the textures load (All I use is Docking Cam and Lazor Cam)
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
tg626 replied to stupid_chris's topic in KSP1 Mod Releases
2 launches. One with the "Radish" capsule, then when this happened, the good old Mk1 pod. Booster is an RT-10, with a decoupler between it and the pod. I launch, tip over to 45 degrees headed due east with SAS on, turn off SAS and decouple booster at burn out. Both times, the capsule flipped over and flew heat shield first, as it should. After apogee, it slowly turned over and continued to fall heat shield first. When the "Real Chute Cone Chute" is triggered, the capsule flips and starts falling nose first with the teathers going back through the capsule. When the deployment altitude is reached, the chutes unfurl and the capsule ACCELERATES to 1000m/s+ breaking the chute, the sound barrier, and the kerbals inside.... It's like the whole force vector is backaswards... Thoughts? Never mind... that's what I get for mucking with things when I don't know what they do.... -
The 2014 Officially Unofficial Apollo 11 Recreation Thread
tg626 replied to The Jedi Master's topic in KSP1 Discussion
My version, launched and completed yesterday, 20 July 2014. (Third image is an animated GIF, which doesn't seem to work in an imgur album...)