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Maukse

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Everything posted by Maukse

  1. Hello to everyone, KSP installed (steam) 1.2.1.1604; a few mods (KER/KIS/KAS/MJ/ScanSat/VesselView), and RPM - latest version from GitHub. No RPM views in stock pods is this normal ? In default version or in 64-bit, in science mod, or sandbox. What can be wrong ?
  2. Hello, fellow kerbonauts. A rapid search on the forum/the internet shown no results. I did uninstall / reinstall the game, without much improvement. My problem is : various mkII spaceplane (made in ksp 1.05) with inline mk2 clamp-o-tron have a trouble when reaching 1500 - 2000meters high and 150-200 m/s surface speed. On screen, the mkII clamp-o-tron disappear, and the view change, just as if this part was now way behind the plane. Any guess about this issue ? Shall I post some screenshot ?
  3. Great suggestion ! Thanks, just did a tweaking of the mkI lander to get "more or less" the same think (I had to rescale it, and change a bit of everything such as weight, remove monoprop and so on). I will give it a try
  4. Thank you for your quick answer ! I did notice during my search that it was not an easy thing to create - especially, with the change in Unity. But it would be usefull, at least in my case ! Maybe if the project is not that gargantuous, I might try myself.
  5. Hello, fellow Kerbonauts ! I would like to know if a surface-attachable "almost" weightless hatch exist ? My point is : I have an mkII bay inline with an mkII passenger cabine. I would like to allow my crew to "eva" from the rear-side of the cabine (=> in the cargo bay). Is there any way to do this ? I've done a few research, but so far I did not found any results.
  6. Is this mod still supported ? I mean - for v1.1, as until then it worked just fine !
  7. Hello everyone, I've just switched to the 1.1 pre-release with KIS/KAS alpha. So far, I mostly made use of winch mounted on my 1.05 aircraft, to realase ships / subs / rover from mk 2 bays => got once a glitch, tried to release a sub, nothing happened. Then, on take-off, the view switched to a distant one, just as if a part of the craft was way behind (still docked, released cable). I suppose this was associated with a mistake in the game loading. Rest is fine Now I will trys KIS for my ground-based refueling operation. Question : do we still have a shortcut to make the winch operation toolbar pop-up ? Regards to the dev !!! :-)
  8. Edited first post to show the pocket-submarine version, and the NERVa-SSTO design.
  9. So I made a nice submarine that fits in a cargo bay ! :-) http://forum.kerbalspaceprogram.com/index.php?/topic/128563-meet-the-hag-edit-now-with-pocket-submarine-meet-the-hiper/
  10. So we could have a layer of liquid Alcohol on Laythe oceans, which should, of course, come with quiet a lot of alcoholic vapour. Interesting hypothesis ! Well, I just have to say, it is a bit annoying that my seaplane can not operate on Laythe but it opens the door for easy submarines exploration then ! I hope there are things to see !!! But unfortunately, I don't think that a mkII cargo bay can hold a nice submarine design.
  11. Greetings fellow Kerbogineer and Kerbonauts, First, merry christmas to all of you ! I have designed a seaplane - SSTO, based on a kerbin seaplane that met my expectations. During test and trials on Kerbin's water, everything went as expected : Front floaters have enough "clearance" to allow my boat out of the cargo bay. Then, while doing a few test on Laythe water (HyperEdit), found out that : As you can see, the plane now is much lower, despite having exactly the same fuel mass. As far as I understand, on Laythe, this craft should weight roughly 80% of its weight on Kerbin. Water displaced by floaters is the same in volume, and 80% in weight. So, it should have the same waterline, excepted if water on Laythe has a different density as water on Kerbin !!! Question : - Is Laythe Ocean made of lighter, freshwater ? - Is KSP buoyancy model taking part of the temperature ? - Why does the water looks clear on Kerbin, and not on Laythe ? My possible answers are : - I have a flaw in my above-stated assumption - Laythe water properties was not yet set as water on Kerbin - Laythe water properties differ from Kerbin's one intentionally What do you think ?
  12. Thanks ! Just added the navy-version ! I will upload pictures of a ground mission later (+craft file if the lander design looks good to some), and maybe the nuke-SSTO one, once it will have a better sea-behaviour on Laythe - I have work to do on it !
  13. Well, I still have to put the craft file online What is the best way to do it ?
  14. Greetings everyone ! I am glad today to introduce you the H.A.G. (hydravion d'assistance globale) - a seaplane able to reach any-place in Kerbin, for rescue or exploration missions. This 90-parts craft should be playable on most hardware. It use mods (KAS, rpm and hullcam) to allow deployment of material from the bay and enhance the I.V.A. Here is a detailed album about the H.A.G. capabilities (Naval version). To sum it up : - Stable fly in all regime (sub/trans/supersonic), in any load configuration - Sea takeoff ability, short landing and takeoff ability - Fuel load is more than enough to circumnavigate around Kerbin, and cruising speed allows to do it in less than an hour - Great to play in I.V.A. For those interested in the design, although being just a stock mk-II jetplane, a few points are worth noticing : - Position of the front floater is critical. For sea-manoeuvrability, you want them as far as possible in the front. This gives disastrous in-flight behaviour. So it had to be tested and fine-tuned. - The floaters increase greatly the drag in an asymmetrical fashion once you take a bit of AoA on the yaw axis - thus, after trials, a dual tailfin-design was found necessary for a good flight behaviour - Nosecone+radial drogue chute was favored over tail connector (landing cleare) and mk25 drogue chute (so much drag !) - Main wing is 3° tilted upward. Top wing is 4° tilted, a has a centre of lift ahead of the main wing's one. This gives the best result for shortening the take-off length and yet keeping a stable pitch behaviour. Based on the same design, I do have : - A ground version, transporting a rover in place of the boat. The rover is a pretty stable one - I will soon plane an expedition to Mount Keverest. - A SSTO "shuttle" version, for crew rotation in LKO. Apart from lower accelerations, it keeps the same flight capabilities (even sea takeoff at full load).Rapier-powered, cargo bay was removed, mkII LF+LO tanks were added with docking port,, rear floaters were converted to LF+LO. - A SSTO "nuke" version, aimed at Laythe exploration. The crew cabine was removed, a docking port was added as well as LF+LO tank. 3100 m/s dV once refueled in LKO. Not yet sent to Laythe. This craft has at least one weakness I would like to correct : at high AoA, if the pitch command is pulled, it has a very weak roll authority. And it has a few points that can still be fine-tuned I guess. I hope you liked the craft, and the post :-) I just hope one day we'll be able to operate, IVA style, such craft in multi !!! Edit 1: Craft file (navy) : http://kerbalx.com/maukse/HAG-n--v5 Edit 2: Here is a H.A.G. equipped with a pock-submarine, Kerbin&Laythe capable ! And now I am pleased to introduce you H.A.G.'s brother, the H.I.P.E.R. ! (Hydravion InterPlanétaire d'Exploration et de Reconnaissance). Based on H.A.G.'s design, it keeps most of its capabilities (i.e. sea landing/take-off, circumnavigation ...) and can orbit with any payload designed for the H.A.G. (submarine, boat, rover ...). It is aimed at Laythe exploration, and doesn't require to be manned during transit to Laythe.- so the crew can make the years-long travel in a more comfy station. If the sub design is interesting for some, just let me know and I'll upload the craft.
  15. It's not a "hit" on the rate. It is not possible (not enough fuel generated to keep the fuell cells running).
  16. I do not use any life-support mode. Just, It doesn't look nice to me to let a kerbal alone for years (decades ?) in a mkI lander.
  17. Of course it doesn't. I could just put an engineer there for years and the job will be done :-) but usually when I put a crew somewhere, it means adding tons of equipments ! Regarding performances - I do use mods (KER/MJ/SCANSat/KIS/KAS) and I do use IVA (with RPM&vesselview) so of course it is harmfull on the framerate !
  18. Or a tenfold increase of the mining operation (without engineere), either straight tweaking of the formula, or introduction of a "mining computer" part that can do the job a get the same kind of bonus as an engineer.
  19. That's almost impossible on Vall : / (too far away from Kerbol)
  20. Impossible for me to get an efficient, automated design. With a 7.71% ore concentration, I can only get 0.005783 ore/s, for 15e/s. Then I can convert this to 0.005247 LF/s & 0.0063613 LO/s 15 e/s it's almost like 1 fuel cell arrays working, that is 0.02025 LF/s & 0.02415 LO/s => a few times more and not taking in account the energy for the converter (!!!). How am I supposed to deal with that ???
  21. Dear all, My gaming experience with KSP has been great since the day I bought the beta (a little time before 0.24). Learned the basic of rocket science, designed, launched missions, to Kerbin muns, and then up to Duna and Eve. Then, found Mechjeb, SCANsat, Karbonite and I began to run space station and automated refueling network. At the same time, I began to use SSTO design (the old soup-o-sphere, with basics Nuke/Jet mk2 SSTO reaching Laythe from Kerbin in one shot, thanks to the old' reentry "heat"). Then came KSP 1.0, and we quickly saw improvements in the atmospheric part of the game. Since 1.04, I am mostly designing planes, and a few SSTO. But the truth is behind this is : - Performance issues limits the possibility to play with massiv space stations / ships on my hardware - The nerf of the nuke engine was a hard blow on interplanetary travels, need more parts to send a station+lander expedition to the Joolean system. - ISRU is a no-go for me now, I can not imagine a stock automated refueling station design that can works on Joolean moons. So basically I've lost all interest in sending anything manned to Joolean moons, which is more or less the only big thing I still have to do in the game. So, I'm loosing interest in the game. I hope 1.1 will bring : - A higher playable part count - LF tanks in all adapter configuration, as LF+LO tanks today - Changes in the ISRU mechanism - please could you do something to make automated refueling doable ? We do have CH-J3 giving "pilots skills", why not a board computer giving geology / engineering skills for mining operations ??? Else I don't see how I could send something to Laythe and back :- /
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