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Everything posted by icedown
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I've decided to see what it looks like out there. I've never actually been past Eeloo. I launched 4 hours and 40 minutes ago and just accelerated past 0.01c (3Mm/s). Still inside the orbit of Dres at 30,400Mm. Also wanting to see if there is a speed limit.
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Capsule Flipping on Re-Entry
icedown replied to Octantis's topic in KSP1 Gameplay Questions and Tutorials
If the drogues are below his CoG, that would cause him to flip. I'm wondering if he didn't put them on the sides of the service bay. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
icedown replied to Boris-Barboris's topic in KSP1 Mod Releases
I found out the hard way that this mod does not like B9 procedural parts. Are there any procedural wings that it does play well with? Well it wasn't B9, removed tweakscale as well and it's still showing csurf = false. I've posted my modlist below. Any idea which one might be causing this? -
I don't see a picture but it sounds like your in career mode and you have a pilot that is brand new. SAS function availability is determined by pilot level or probe core capabilities.
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Lost Valentina today at the end of a mission where she flew around Kerbin in a light jet collecting data. A thrust reverser on the left engine failed to deploy after touchdown resulting in copious amounts of fireworks.
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[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
I'll have to actually play with TST before I can answer that. I've only looked at the 2mm video so I don't know anything about them operationally at the moment. I will look into it though. I know in the previous thread that the guys that make TST said they were doing a rewrite but I don't know if that has been completed yet or not. -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
Don't feel bad, it took me 4 separate launches before I spotted the show gui button -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
@ultraviolet150 I've added a short Imgur album as a tutorial to the OP -
[1.5.1] Cacteye Optics Community Takeover: Updated 10/22/2017
icedown replied to icedown's topic in KSP1 Mod Development
This mod was designed to actually remove the skybox as you focus in. When observing bright objects such as planets, the telescope's exposure time is to little to gather enough light to view anything dim, like stars, in the background. There are plans to add deep space processors and a new telescope frame for them. Ones for nebulae and one for DSOs like galaxies and clusters. I'm working on how the best way to implement those at the moment. To gain science with this mod, once in orbit, right click on the telescope part itself, not the processors and click show GUI. A window will appear that shows you the view from the telescope. On the bottom of the window is a slider that allows you to zoom in and there is one that controls the gyro sensitivity if you have the advanced gyro on the craft. Select a planet as a target and zoom and control the attitude to keep the planet in view so that it is fairly large and visible in the camera view. On the bottom of the camera view are 2 buttons, the left one takes a picture to do the science, the right one takes a screen shot from the camera. One you click the do science one, a standard science window will pop up, it's usually behind the main window. I'm working on a better main window for future releases. Yes, and the version before that was very different as well. I chose to go with the KSPVerson.Build for formatting since the last 2 already had different versioning systems. They will remain in this pattern as long as I have it. -
[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
icedown replied to Andem's topic in KSP1 Mod Development
I've taken over development of this mod from Andem. With the new forum software they can no longer change ownership of the thread so I've created a new one. New Development Thread- 71 replies
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CactEye is a plugin and set of parts that allow for modular orbital telescopes. CactEye telescopes feature a fully-functional science system, and is upgradable/serviceable (primarily through Kerbal Inventory System). Orbital telescopes also now become fundamental to discovering asteroids. Unfortunately, Some people on here don't like the forum rules regarding Mod development, leading to Angel 125 dropping this project. This now is open to the community to add to, and work on collectively. In order to keep the mod orderly, We will hold a vote on features, parts, etc. before including anything in an official release. CactEye Telescopes works best with Distant Object Enhancement by MOARdv. CactEye Telescopes integrates with Research Bodies by @JPLRepo CactEye Contracts require Contract Configurator by @nightingale Downloads Release Thread: http://forum.kerbalspaceprogram.com/index.php?/topic/141280-112-cacteye-optics-community-takeover/ License: http://creativecommons.org/licenses/by/4.0/ "Cacteye Telescopes Community Takeover" is a derivative work of "CactEye Telescopes Continued" by Angel 125, which is a derivative work of "CactEye 2" by Raven, which is a derivative work of "CactEye Orbital Telescope" by Rubber-Ducky. It is licensed under CC BY 4.0. Current Release: 1.5.1.15 10/29/2018 Updated to 1.5.1 Changed out of power GUI action to close and notify user rather than just blank the window Previous Changelogs None Yet! Contributors: @Andem @Sethplays @Angel-125 @Rubber Ducky @Raven. @KaiserSoze
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The problem was the wobble was literally unstoppable. I let it just set with no inputs for about 3 minutes and it didn't ever dampen and my shuttle was way off of start attitude.
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Anytime I recover a craft to the SPH, when i either open it in the SPH or launch it again, it is pointing straight up like when loading a sph craft in the VAB. Is there a way to fix this or do i just need to open them in the sph and correct the attitude prior to launching? The ability to move craft from SPH to VAB would be nice too. Just recovered my little jet to the VAB,
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Landing gear can't wait for 1.2, needs bandaid.
icedown replied to cephalo's topic in KSP1 Discussion
I had issues with my gear at one point but it was that I had put them a little to far forward and they were on a slight upslope of the cockpit. This caused to be pointed a little forward and they would explode over a certain speed from stress. -
Is there a way to tighten up the joints on this. I just launched a Cacteye telescope and the whole time I had it attached it was waving back and forth in response to sas commands to keep the orientation fo the shuttle.
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Here is the best way to show what I mean. The first picture is flow when the engine is operational. A solid cylinder is used to represent the exhaust plume that is separated from the rest of the airflow because of it's energy. The second shows the airflow at the same speed with the engine not in operation
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Actually drag reduction only progresses to the point that pressures in the propellant flow equal those of the outside atmosphere, after that there is no longer a reduction in drag. This is true of aircraft jet engines as well, though they never actually (Hopefully) shutdown in flight, they are always idling and therefore producing thrust.
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Thrust is not generated by anything behind the engine, it is generated almost entirely in the combustion chamber. This is where the propellant is accelerated producing thrust. This does extend down into the nozzle a little but not much. When the engine is shut down becomes a low pressure area that adds to the total drag of the component. The engine can be in operation, produce no thrust but reduce drag also. If the exit velocity of the gases equals the surrounding airflow, this would reduce the drag but produce very little thrust. The high pressure area behind the engine is due to the expansion of gases, while this is what creates thrust in the combustion chamber, throat, and part of the nozzle, once it exits it no longer produces any form of thrust, but it does still contribute to the reduction in drag due to the air flow does not have to fill the void behind the engine as it does when it is off.
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It actually would since there is now a low pressure area directly behind the engine where the propellant normally comes out. This would cause an increase in drag while the engine is not in operation. Drag and thrust are not necessarily opposed forces thrust direction can be offset from the vector that drag is acting at.
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I've noticed it doesn't like negative presets. have a really hard time getting those to take. Not sure it's this mod or IR though.
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CactEye is a plugin and set of parts that allow for modular orbital telescopes. CactEye telescopes feature a fully-functional science system, and is upgradable/serviceable (primarily through Kerbal Inventory System). Orbital telescopes also now become fundamental to discovering asteroids. Unfortunately, Some people on here don't like the forum rules regarding Mod development, leading to Angel 125 dropping this project. This now is open to the community to add to, and work on collectively. In order to keep the mod orderly, We will hold a vote on features, parts, etc. before including anything in an official release. CactEye Telescopes works best with Distant Object Enhancement by MOARdv. CactEye Telescopes supports Research Bodies by @JPLRepo CactEye Contracts require Contract Configurator by @nightingale Downloads Development Thread: http://forum.kerbalspaceprogram.com/index.php?/topic/141298-112-cacteye-optics-community-takeover-updated-06052016/ License: http://creativecommons.org/licenses/by/4.0/ "Cacteye Telescopes Community Takeover" is a derivative work of "CactEye Telescopes Continued" by Angel 125, which is a derivative work of "CactEye 2" by Raven, which is a derivative work of "CactEye Orbital Telescope" by Rubber-Ducky. It is licensed under CC BY 4.0. Current Release: 1.5.1.15 10/29/2018 Updated to 1.5.1 Changed out of power GUI action to close and notify user rather than just blank the window Previous Changelogs Contributors: @Andem @Sethplays @Angel-125 @Rubber Ducky @Raven. @KaiserSoze
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[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
icedown replied to Andem's topic in KSP1 Mod Development
Here is a full release. Change log: Compiled against 1.1.2 Fixed UI lockup after doing science Fixed AppLauncher button not working Fixed all configs being written to DebugMode Added ability to stop modifications of asteroid spawn rates This has not been updated on SpaceDock yet Download at Github As you should always do when updating a mod, you should remove the old one before installing the new update.- 71 replies
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[1.1.2] Cacteye Telescopes Community Takeover (V 7.1.0)
icedown replied to Andem's topic in KSP1 Mod Development
Just putting this one out there to see your thoughts. What about adding a fine tuning controls for making nice screen shots? @oniontrain That is definitely EVE causing that. I'll see what can be done about that.- 71 replies
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Can't Activate SAS
icedown replied to DaveBowman's topic in KSP1 Technical Support (PC, modded installs)
Could also be mech jeb, having smart ass on.