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purpleivan

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  1. Errr... sort of. I've come close to doing the work for a new "photo" a couple of times over the last few months, but then something got in the way each time and I forgot about it. All I can really say about the future of posts to this thread is "maybe"... if I get the urge and then follow through on it and there's no distractions that pull me away.
  2. Thanks for posting that... saves me making a simple tutorial doc with images. I should have thought of just looking for a tutorial vid, but my day job instincts kicked in and I jumped into putting something together myself. Glad I didn't have to.
  3. Are you having problems understanding how to use the nodes (i.e. the pulling of the handles of the node in the GUI), or is the problem that you know how to physically use it, but don't know what kind of node you need to make to act as a guide for a burn to get to the Mun?
  4. You can use a site such as Imgur to upload it to and then use the link for it there, to add it to your post here.
  5. For those interested in this kind of thing, I can recommend the Youtube channel of Lunarmodule5. https://www.youtube.com/@lunarmodule5 For many years he's been putting together videos that contain the audio for multiple NASA missions, including (but not limited to) the Apollo missions. What they've done for most of their videos is to remove the really long gaps between transmissions, so although they're not fully realtime transmissions, a set of videos for a single Apollo mission will still last multiple days, when played back to back. They also include a lot of still images actual mission footage in their videos, that relate the current portion of the mission. These are interspersed with clipsof simulation software showing the craft and plantary bodies, e.g. the Apollo vehicle heading from the Earth after TLI, manoeuvring to dock with the LEM. I've watched a lot of these (mostly Apollo missions, but also the STS-1 Shuttle mission) and can highly recommend them. Here's a couple of pics to give an idea of what they look like.
  6. Ooo... Ooo... what fact about my playing of the game do I have. Well, I'm going to cheat and post 2 facts (ha!). 1. This one is sort of the opposite of the one in the OP. I didn't make any kind of winged vehicle in my first two years playing the game (not even an SSTO). However, in that time I visited all the planets and moons multiple times. That meant that the first time I visited places like Runway Island, Dessert Airfield and the pyramids, it was by rocket. 2. Back in the days before mods provided handy visual tools for creating manouveur nodes for interplanetary transfer windows, I used a piece of paper with circle of angles marked on it (like a protractor) to identify where in my orbit the node needed to go. I'd hold it to the screen, then find the angle for the node, that I got from Alex Moon's transfer window calculation site, then hold the tip of my finger over the desired angle, pull the paper out of the way, and finally create a node there.
  7. Ok, just a bit of a "huh... what?" moment, seeing the change, especially given it's timing with regard to recent(ish) events. Understood that this is just tying together KSP1 and KSP2 under "KSP"... the game we know and love. Concerns answered.
  8. I think that raises more questions than it answers. Given the current febrile situation re the forum, can you expand on that a bit. Is it known if there any significance to the banner being added?
  9. Found it in ScifiVisualEnhancements_Glows. Should have noticed and checked that... the name says it all really Thanks again @dok_377 for pointing me in the right direction.
  10. I've recently resurected my game install (mine was pretty ancient) to the latest version, plus updated all my mods, plus I added a few new ones. Everything working fine, except that there is now a glow around the Mun, giving it the appearance of having an atmosphere (see image below). I suspect it's due to a setting in one of the mods in my install, but I'm not sure which one. I vaguely remember having a similar issue a few years ago and it being mod related. I suspected it might be an issue with the bloom settings for the flight scene profile in the TUFX mod, but adjusting the intensity setting to 0 made no difference to the wierd Mun glow. However, it did affect the bloom effect generally in the scene, so I think I can rule out that idea. Just in case though, this issue appeared with the default settings for the TUFX mod (so not me screwing up its settings). So... hopefully someone has come across the same issue themselves and knows what the solution might be. The icons on the right should give a reasonable idea of my mods list and I'll be trying some things later this evening, to see if I can pinpoint the issue. To be clear, this is not affecting Kerbin, so not a general issue affecting all bodies, just the Mun.
  11. All the versions of the boats are now on KerbalX. Cruiseboat Combo Coastal Cruiser Coastal Cruiser 2 Kitchen Sink Kitchen Sink - NoSub All except the Kitchen Sink craft use stock parts. That one has some Making History DLC parts used somewhere on the minisub, plus some Ballast Water Tank mod parts, to allow it to sink. Something you may need to do if you want to be able to use the minisub carried in the Kitchen Sink, is to find a mod to allow you kerbals to sink in water.
  12. The KSS will take a bit of work to get working as a ship file, as there are some mod parts used (for the submersible) that I don't have the mod for and the ship fails to load. I'll look into that and see if I can get hold of the relevant mod and provide version of the ship with and without the submersible, so with or without need for that mod. I've not put a ship on Kerbal X for a very long time, but I'll look into that.
  13. You're in luck @Eclipse 32 as I've found the craft files for the boats, although there are none of the aircraft or the "Juice Moose", as I no longer have those files. Some missing parts errors pop up, for out of date mods like RCS Sounds and Docking Camera, but the ship load and operate fine without them. You can download the boats from here. https://drive.google.com/drive/folders/16WUtswgSGnB-BA2WqRuNFb_Gg7rE0W92?usp=sharing There are files for 4 boats in there, with the "Coastal Cruiser" being the original ship I started the trip with. At some point I switched to a stripped down version, with just a single jet engine and no ISRU gear, which is either the "Coastal Cruiser 2" or the "Coastal Cruiser 2x"... can't remember the difference between the two of those. There is also the "Coastal Cruiser Combo" that was the Coastal Cruiser on top of a wheel vehicle, to take it to the water. That's the thing I used to start the whole trip in. If you want to get in the water quickly with one of the boats, best use the Vessel Mover mod to get one in the water from the launch pad. Have fun.
  14. I'm not sure if I still have them @Eclipse 32 but I'll take a look.
  15. Fingers crossed for a launch this time.
  16. Someone asked if it was possible to still land on the control tower on Runway Island in v1.25.5, after I posted some (pretty ancient) pics of a flight just such a landing, in the Creepiest Lonliest KSP Moment thread. So I decided to take a flight there today, with similar, far from a perfect landing, results. Got the thing snagged between the antenna and had to use the F12 menu to free it, before "landing" it on the roof of the tower.
  17. To answer your question... yes... yes it is. I just now made a landing there, albeit with a slightly smaller vehicle, so the whole thing could actually fit on top of the tower. However, things didn't go quite according to plan. It took 3 attempts to get a trajectory that didn't overshoot too much, or fall too short, but I finally made. Launch and staging went fine. Then it was time to deply the chutes. Just eyeballing this so that they were deployed a short time before i'd pass over the top of the tower. The idea was for them to bring the vehicle to a quick halt, but as the deploy altitude for them was the default of 1km and I was about 6km up at the time I released them, I had to quickly run around and set chutes to the max of 5km deployment. Looking good at this point. Almost alighned vertically with the tower and the tanks were about 50% full, so a decent amount for manouvering for the landing. However, I had to find a couple of chutes I'd missed, that we still set to 5km deployment, as this meant my vehicle wasn't hanging fully vertically. The time I spent doing that meant I had to waste some fuel slowing the decent. That resulted in me running out of that delicious stuff before I was properly lined up with the roof. As I was REALLY close to making that landing, I decided to jump into the F12 menu and for thelast 10 seconds or so, give myself infinite fuel, so I could nudge the vehicle over a few metres before landing on the tower. All of which resulted in this. I could be a smartass and say this was my plan all along. That I was going for the much harder "land on the antennas" goal, but in truth I fluffed the landing and got knabbed by them, like a tasty piece of chicken between a pair of chopsticks. To free the vehicle I again went to the F12 menu, dropped gravity to 0.02, then with some light bursts on the engines, got free and landing it on the tower itself. Kinda... sorta. One of the landing legs exploded on impact (I think as a result of suddenly turning gravity back to 1.0). But any landing you can walk away from..... With the landing completed, it was time for the crew to scoot down to the tower top, for their time in the spotlight. I could probably have made the landing without resorting to the F12 menu, after another couple of attempts, including some tweaks to the vehicle setup. But it's still true to say that a landing on top of the tower in 1.12.5 is still possible.
  18. As I remember it took a few attempts, but I was determined to land that thing on the roof. Not a long trip for each attempt, so didn't take too long to accomplish, but very satisfying to nail the landing, even if it was just about hanging on, up there.
  19. My creepiest moments both happened on the creepiest of creepy places... Runway Island. This was back in my early days in KSP (2014) and back in those days I didn't fly anything with wings, just rockets, so my trips there were by rocket up and then parachute down around the runway itself. The first time I went there, I launch my lander/rover by rocket towards the island and dropped onto it with parachutes. The landing went fine and Bob (I think it was him) started to explore the buildings around the runway. After stopping at the control tower, he drove the the open hanger, but a few seconds after venturing inside, the screen went black for a moment, then the view reappeared, with just the lander can remaining of the rover, high up (hundreds of kilometres) over Kerbin. To make matters worse, the lander can was zooming away from Kerbin at many km/s on an escape trajectory from Kerbin. For some reason I EVA'd Bob and grabbed a screenshot of the event. The two slowly drifted apart, but still rocketing away from kerbins at 10's km/s. So Bob decided to just hang out and take in the view, knowing there was no way home. Vehicle and crew lost. My second creepy tale of Runway Island happened when I sent a later, larger vehicle, to deliver a whole bunch of kerbals there, for the "Old Tower Challenge", in which the aim was to get as many kerbals inside the room at the top of the control tower. I launched a test flight, with just Val as pilot onboard, to try out the lande, another "rockets up, chutes down" affair. I don't have pics of that flight, but here is one of the my precarious landing on top of the tower, for the challenge entry itself. The kerbally cargo of which can be seen inside the tower. On the earlier test flight, a landing anywhere near the runway was good enough and Val touched down just off the runway, on the opposite side from the tower. She then left the lander to take a look around on foot. Almost as soon as she stepped off the thing, it started to slowly (probably about 1m/s) float upwards. No engines firing, no-one on board to fly it, it just slowly rose upwards, into the air. I watched it for a couple of minutes or so, feeling very puzzled, as it climbed to an altitude higher than the tower, before deciding to load the gamesave I made afer touching down, after which behaviour was normal. So... if you're thinking of going to the runway island, my advice is don't go alone, don't go at night (spooky!!!) and watch what you're doing in that hanger.
  20. Given xAI's owner, hopefully not. Is there any more to this though, than Musk having said that he wants xAI to develop games. Amusing quote in that article though. “Too many game studios...are owned by massive corporations"... says the worlds richest person.
  21. I did a publisher transfer of a Steam game in the last couple of weeks and and as part of that process, there is an agreed date, at which revenue from sales goes to the new owner. In our case that date was a couple of weeks after the agreement that triggered the transfer (sale of a game belonging to the company to a publisher) was signed, so that it lined up with the end of a month. So the date at which the sale of the IP occurs might not be the date that sales revenue switches to the new owner, as that depend on the details of the agreement between the two companies involved.
  22. It's possible that whoever bought PD didn't plan to keep all the IP that it has, but may have been negotiating a sale of some of them, to one or more interested parties. Of course that would make for pretty complicated negotiations and planning, but it's not out of the question. So, in theory at least, company X (not suggesting it would be RW) could buy up PD, with a sale of the KSP rights to company Y (again, not likely to be RW, but a publisher or other project financier) with RW lined up as the developer for to the work for company Y. All of that is wild speculation, but the wick seems to have been turned up regarding talk around KSA, a couple days before the news of the PD sale is confirmed. Might mean something or, it's just coincidence... and those things happen all the time. Either way, an attempt to revive the KSP franchise by RW, given the people involved, would (on the face of it at least) be a good thing... if it happened.
  23. I've got something over 3000 hours in the game and I had no idea that this stuff had been added. Almost all my playing time was 2014-2020, so these additions in v1.12 (in 2021) slipped under the radar for me. Good to know that there are some bits and pieces in the game that will make a re-exploration of the system worthwhile... even if they were added 3 years ago.
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