Deltac
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Everything posted by Deltac
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BobCat Ind. - Colonization, exploring and research vehicle
Deltac replied to BobCat's topic in KSP1 Mod Development
Firstly, Bobcat will probably say no due to it being not his work, but that's up to Bobcat, so we can ignore that for now. Secondly, how detailed is it? In terms of polygons and the likes. If it's too much, some people will be disappointed by a lag storm Looking at the pic, from what I remember, you need a plugin if you want to view the Kerbals inside the rover if it's a command pod (See Bobcat's Historical American Pack). If it's set up like the stock rover seats, then the only problem would be the Kerbals getting out of the seats. You'd want to do a good collision mesh, but if it flings your Kerbals 200 km away from the rover when they stand up, then we might be stuck with opaque windows to hide the lies! The next question then would be: What will the rocket look like to carry that thing to celestial bodies? That brings up a good point: When Squad introduces Aerodynamic damage, how many people will be angry that they can't get their bases and trucks to space? -
[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
Yes. People have been clamoring for RCS balance for a long time now. See Tiberion Shuttle mod. -
[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
This is actually an old "bug". I put bug in quotes here because in order to "fix" it, we would need some additions to KSP, not fixes for whats there. In .21, I remember they tried implementing an RCS balancer when you press caps lock. I tried it in .22, but the balancer didn't seem to be there. For all intents and purposes, the kliper and buran have imbalanced RCS arrangements. In real life, it's a simple thing of programming a translate-by-wire (fly-by-wire anyone?) system that will control each port so that you have a smooth translation. In vanilla KSP, we have no such thing. Each port fires at the same amount no matter what. As for MechJeb's RCS balancer, for me at least, it did not work with the Kliper. It completely disabled some ports, meaning translation was even worse! Anyway, this is a problem Squad is already aware of, and they'll get to it when they can. -
I did that back in .18 I believe, and never got to the surface before the capsule crashed into an invisible barrier (no overheat problems). So we can say this, "The surface of Kerbol is hard."
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BobCat Ind. - Colonization, exploring and research vehicle
Deltac replied to BobCat's topic in KSP1 Mod Development
oh, then in that case: Read before assuming pictures mean anything. -
BobCat Ind. - Colonization, exploring and research vehicle
Deltac replied to BobCat's topic in KSP1 Mod Development
Be wary of bobcat's many threads. http://forum.kerbalspaceprogram.com/threads/20286-20-x-BobCat-Ind-Release?p=579845&viewfull=1#post579845 -
Nothing is suicide when Jeb is at the controls.
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He's already aware of it. We all are. Whether or not he'll make this is totally up to KSP.
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[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
I can't remember, but I think that's an iffy subject here on the forums. -
Oh don't worry about that stuff, as far as I know, there's no copyright with posts
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No, it was a pic found on the internet @Lovad: I decided to give the Saturn V a try. It seems to handle better than what I was previously using for a Mun mission. My payload is well below the 90 ton limit, which leaves me room to expand on my design if I want to. The second stage tends to overheat quickly. Is the overheat on purpose?
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Hey, did someone just reference a post of mine?
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[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
It does not require a plugin. Make sure you are using Q or E in the VAB to flip the wheels. A and D causes bad results. Additional: Also, the Lunakhod is bigger than I thought. -
[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
You are only allotted a maximum of 3 explanation marks per sentence. -
Add in 10% mystery Goo without changing the other numbers, and you have it. Yes, Jeb's coffee is 110%. Because he his Jeb.
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The docking port on Bobcat's Buran is also animated. Might want to contact Bobcat to see if he did any magic.
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[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
The Buran's flight model was buggy? I didn't notice. I guess it's because I never let Kerbals do the flying. Or mechjeb. xD -
You'd need to look at where KW and Novapunch put their 3m (and 5m for nova) parts
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Deltac replied to sumghai's topic in KSP1 Mod Releases
There just isn't enough pics for this module. -
Why don't you try?
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Unless otherwise stated, Everything should work for .22. If you want parts to show up in the Research nodes, that will take a quick cfg edit.
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[0.22.X] BobCat ind. Historical spacecraft thread
Deltac replied to BobCat's topic in KSP1 Mod Releases
As far as I can tell, the current historical packs should work a-okay with .22. In order to get the parts to appear on the tech nodes would require just a simple cfg edit. However, to create new nodes entirely probably requires a plugin. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Deltac replied to sumghai's topic in KSP1 Mod Releases
I'm loving everything so far. I just ran a test to see if the vehicle could return from the Mun. Basically what I like to do is use an upper stage to get the crew vehicle and lander to the mun, and then circularize around it, discarding the upper stage when finished, thus leaving all the fuel in the crew module. After the mission is done, and all Kerbals are (hopefully) on board, I use the crew vehicle to return to Kerbin, circularize at a high orbit, and then de-orbit at a targeted Ocean. Targeting an ocean from the Mun is, well, I'm not rocket scientist, so don't judge me So, the service module with the provided engine can indeed get the Mk1-2 pod and crew back to Kerbin in a circularized orbit with about 300 to 400 m/s Dv left to spare for de-orbit operations. Based on past experience with Minmus and it's smaller gravity well, I'd have to venture a guess that going from Minmus to Earth would also be possible, but I have not tested it yet. Disclaimer: I used HyperEdit to get the vehicle and crew into Munar orbit, and then used Mechjeb for return testing.