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Everything posted by linuxgurugamer
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The Retro Solar Rescue
linuxgurugamer replied to Human Person's topic in KSP1 Challenges & Mission ideas
Sunday evening, hopefully starting at 8PM- 214 replies
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- save burbarry!
- hard
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(and 1 more)
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
linuxgurugamer replied to Porkjet's topic in KSP1 Mod Releases
Can you explain it to me? I thought that the ModuleGimbal simply took the specified transform and change it according to what was needed. Apparently there is something else going on as well -
The Retro Solar Rescue
linuxgurugamer replied to Human Person's topic in KSP1 Challenges & Mission ideas
Mission update: All vessels have been successfully test flown into 300km orbit. The mission will consist of two vessels, the first will be the main stage and tanks, it will be launched only partially fueld. The second vessel will carry extra fuel and the crew compartments, heat shield, etc. I'm using the Nuclear Lightbulb from the old mod Atomic Age which I'm working on reviving, Stream this Sunday, and I hope to put together a video of the rescue (beyond just a recording). 1st launch will be the main stage and tanks. It does not have any RCS, but it does have reaction wheels. It will get into orbit and be oriented in a normal angle. Nose cone will be jettisoned to expose the 3.75m docking port 2nd stage will launch and rendezvous. 2nd stage has lots of Monoprop and verniers, so it will be very maneuverable. Crew stage will separate, and the KAL9000 will do the docking and fuel transfer, and then undock. Jeb will then dock the crew modules and the vessel will be ready to go. Escape Kerbin SIO, and end up following Kerbin. Then we wait until Burberry is close to kerbin. Jeb may go in the freezer for some of the wait Burn retrograde until the orbits have been reversed, then aim for an orbital intercept with Burberry. Get Burberry on board, both go in the freezer until close to Kerbin again. Depending on how far we are, we may do the reverse burn immediately, all depends on how far from Kerbin we are. Get back to Kerbin and land. Celebrate! Give away a copy of KSP Hopefully this can all be done in a 3-4 hour stream.- 214 replies
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- save burbarry!
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
linuxgurugamer replied to Porkjet's topic in KSP1 Mod Releases
If I have to, I will, but I'd really want the visual to work. Thanks -
Cupcake's Dropship Dealership...
linuxgurugamer replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Yup. Some of those other parts are unnecessary, are just there to look "cool" -
Cupcake's Dropship Dealership...
linuxgurugamer replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
My first SSTO, gets to orbit with about 300 dV remaining, and when back in atmo, has about 5-10 minutes of engine power -
I'm working on some engine configs, and found that the gimbaling only works in one direction. Code here: MODULE { gimbalResponseSpeed = 3 // SAS really hates this, fasten your seatbelt this ship is gonna get FUNKEY useGimbalResponseSpeed = true name = ModuleGimbal gimbalTransformName = Reactor gimbalRange = 7 // Added the following to see if it would help, it did not enableYaw = true enablePitch = true enableRoll = true } Not sure what else to look at any ideas? I'm seeing this in multiple engines. The models are old, not sure if that would be a factor. My understanding was that the ModuleGimbal simply finds the transform and moves it in the appropriate direction.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
linuxgurugamer replied to Porkjet's topic in KSP1 Mod Releases
And it's still a thing, unfortunately. I might just have to disable gimbling if I can't get it figured out. -
What is this in the settings config?
linuxgurugamer replied to ZooNamedGames's topic in KSP1 Discussion
I'm pretty sure the models are different -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
In general, the larger tanks gained more volume, the smaller tanks lost. -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
No, your vessels will not vanish. -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Hello all, I'm happy to announce that the kerbals have been very busy refining these parts, and are finally able to let people try them: Note that while the parts are the same, volumes and weights of the tanks have changed, which may affect existing craft files. -
I am happy to announce that the rebalancing of KW Rocketry has reached the stage where I feel comfortable releasing it as a beta here: https://github.com/linuxgurugamer/KWRocketryRedux/releases/download/3.2.0/KWRocketryRebalanced-3.2.0.zip License and source as in the original, and included in the download as well. Github repo is the same, just in the Rebalanced branch The changes are to all the masses of the tanks, the volumes of the tanks, and the removal of the two branches of engines. Instant response is now included, if you want to use the graduated response, please install the PatchManager (available here: http://forum.kerbalspaceprogram.com/index.php?/topic/163072-13-patchmanager/) and install the included patch Note that while the parts are the same, volumes and weights of the tanks have changed, which may affect existing craft files.
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No, for many reasons. Sorry
- 4 replies
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- touchscreen
- surface pro
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So, I've started doing some updates. I've added back the old battery as an alternative, with the same specs as the current one, mainly because it looked nice. Unfortunately, since the size of the part changed, I can't do a texture swap. Not much time today, but I'll be continuing this over the next few days. I'm including this in a mod revival pack I'm putting together, which will consist of a number of old parts mods which the license allows me to adopt. In order to keep things sane, each mod I revive will be in a subfolder inside the main revival folder. This will make it easier to track licenses and set things up so that you can only install specific parts of the mod Regarding the engine being OP, I've seen some other comments about it: So, I'll definitely be reducing the thrust and increasing the fuel rate on it