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KSP2 Release Notes
Everything posted by linuxgurugamer
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Make sure you have the dependencies installed Put the current one back, start the game, go into the flight scene and hit Y. Then post the log file
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Maybe you should disable animated gifs in your browser? I feel for your nephew, but you can't control the world. What browser are you using? Here is a web page which describes how to do it for different browsers: https://www.pcmag.com/article/345706/how-to-stop-animated-gifs-from-auto-playing-in-your-browser
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Yes, but he likes to build using stock parts only.
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Forum user @satnet created this nice little mod to give your planes EC even when the engines are off. Based on real-life parts. Original thread is here: https://forum.kerbalspaceprogram.com/index.php?/topic/122568-wippartplugin-the-rat-pack-ram-air-turbines-terrain-warning-thrust-reversers/&tab=comments#comment-2218163 After noticing a sharp rise in crashes Gene Kerman commissioned a study on why rockets and planes crash. The resulting 3,151 page report was turned over to SatNet Aerospace to research and develop parts that could reduce crashes or make them more survivable. The first parts to come out of the project were Ram Air Turbines and the group was quickly dubbed “The RAT Pack". Even as they expanded into more flight safety parts the name stuck. Terrain Awareness and Warning System. It is as close as it looks and the plane did survive (barely). LEST Saving The Day. Launch Escape System Trigger aborting automatically. Terrain Radar. Landing on the Mun. A RAT-360 and RAT-6000 on a plane landing on Duna. The RAT-360 is center of the frame and the RAT-6000 is in the lower right. Active TR-L. An activated thrust reverser with an LV-N. Inactive TR-L. An inactive thrust reverser with an LV-N. A TR-1 with a RAPIER installed. RAT-6000 Animation: The RAT Pack: Ram Air Turbines The RAT Pack provides Ram Air Turbines that generate power from flowing air. I was partly inspired by a documentary on the "Gimli Glider", a 767 that had to glide to a landing with nothing but batteries and a RAT to power critical systems. A couple of spaceplane landings where I had to constantly manage electric charge to maintain control and keep enough for the landing gave me some incentive to actually build it. The RATs are designed to provide emergency power and have peak power at or slightly above that of an RTG. Electric charge output is a function of both airspeed and atmospheric density. RAT-1 "Pinwheel" Ram Air Turbine - As basic as they come, it provides little power and must be activated manually. RAT-360 "Cage Master" Ram Air Turbine - Generates more power and will automatically start up when electric charge is depleted. RAT-720 "Topper" Ram Air Turbine - A RAT built into a nosecone. It has a higher peak power than the RAT-360, but has a performance curve similar to the RAT-1. RAT-6000 "Pack Master" Ram Air Turbine - The most powerful RAT. This one has the ability to control electric charge flowing from its internal battery and turns it on only when it is activating. It is able to generate peak power over a broader range. EPM-MK3 "Emu" Emergency Power Unit - A complete emergency power solution with a RAT, Fuel Cell, and APU. Thrust Reversers Thrust Reversers redirect the engine thrust. They are used to reduce stopping distance once landed. I developed it primarily for Duna spaceplanes where a short stopping distance is a huge asset. They will redirect the thrust of the engine attached to them. Attaching multiple engines will not give you the desired behavior as only one engine will be reversed. TR-1 “Backup" Thrust Reverser - Designed to fit a Turbojet or RAPIER engine. TR-L “Way Back" Thrust Reverser - Designed to fit longer 1.5 m engines, particularly the LV-N. Terrain Awareness and Warning Systems A Terrain Awareness and Warning Systems (TAWS) gives you a chance to avoid a crash by warning you while you still have some time to react. It uses the radar altimeter and some calculations to figure out what the terrain looks like. It also has an obstacle detecting radar (FLT Radar), however it only activates below a certain altitude and uses a fair amount of power when in use. TAWS-1 "Lookout" Warning System - Equipped with Ground Proximity Warning System (GPWS) and Forward Looking Terrain (FLT) Radar. TRS-1 "Lookdown" Terrain Radar - Terrain scanning to improve landings. Launch Escape System Trigger I came across this post Launch Escape System Rocket Stack Failure Detection and thought it was in line with this mod and a great idea. LEST-1 "Oops" LES Trigger - Detects a unplanned dis-assembly and hits the abort button for you. New Dependencies Click Through Blocker ToolbarController Availability Download: https://spacedock.info/mod/1963/The RAT Pack Available on CKAN Source: https://github.com/linuxgurugamer/RATPack/tree/master/RATPack License: CC-NC-SA-4.0 Questions and Answers: NOTE: I'm referencing the stock textures. If you modify or remove textures from the stock parts these parts will fall back to the solid black placeholder texture.
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[1.12.x] Loading Screen Manager
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
New release, 1.2.5.1: Fixed Sub button (for controlling whether subdirectories are included) Added tooltip to sub button Added tooltip for X button Adjusted position of tooltip for masks Fixed hovor color for sub button Removed unnecessary line from AssemblyVersion.tt: <#@ assembly name="EnvDTE" #> -
[1.12.x] Loading Screen Manager
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
It is, and it appears to be a bug, I'll see if I can get it fixed soon -
I'll take a look, but in general I usually avoid alpha releases.
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- launch pad
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[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
linuxgurugamer replied to Nereid's topic in KSP1 Mod Releases
You won't lose any settings, he stores the settings in the GameData directory, not in the SAVE directory -
[1.12.x] Loading Screen Manager
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Tell it to ignore subfolders -
Actual Time warp in VAB/SPH?
linuxgurugamer replied to Cloakedwand72's topic in KSP1 Mods Discussions
I don't think timewarp works with it. Like I said, I don't this is good for you. Timewarping in the editor doesn't really make sense, anyway -
Actual Time warp in VAB/SPH?
linuxgurugamer replied to Cloakedwand72's topic in KSP1 Mods Discussions
There is a mod called EditorTime which allows time to pass in the editor, you can find it here: It's not perfect, I wouldn't recommend it, especially for what you are looking to do -
You say 80m is the highest, but I'm seeing 60m as the highest in the version I have. I have version 1.3.4 installed. 120m would be enough for what I need. You say v2.0 base has two elevators, I gather that's going to be available soon?
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@Angel-125 I have a small problem with the Buffalo rover. I have a small Buffalo with the M1-A2 grizzley wheels. The problem is that when I extend the ladders, the wheel seems to pop up, when I retract the ladders, the wheels drop down. Is this a known problem? This is a 1.4.5 game, Buffalo version 2.6.4, with all recommended mods installed. I'm working on a video with this rover.