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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. I just tested, it is not working well (3.0.5) on 0.90, will wait for update
  2. So, I just tried this on a clean install directory. I went through my entire list of installed mods. Most were there, but the following aren't: LoadOnDemand KSPRC - v 0.1.9 "Kerbal Space Program Renaissance Compilation (Curse) Mission Controller (on Kerbalstuff) ACT (Active Texture Management) Glow Strips Hotrockets Community Cfgs (Hotrockets IS supported, just not this) JeffersonFlights Stock-Like RCS Block KSPX - Kerbal Stock Part eXpansion (available on Kerbalstuff) Radial Engine Mounts RCS Sounds SmartParts Strategem Is there anything I can do to help get these supported? Thanks in advance.
  3. Would be nice to see the craft files for the winning entries. Also, a suggestion for another challenge: Fastest to orbit. Orbit defined as a Peripsis of at least 100km. Stock parts, with FAR, possibly KW rocketry? No cheats allowed. If there is interest, I may do this, unless you want to.
  4. Smartparts is still available: http://forum.kerbalspaceprogram.com/threads/64227-0-23-07-Feb-Smart-Parts-V0-4-NEW-V0-4-Improved-fuel-sensor-valve-and-altimeter
  5. Very nice, but now you have to bring them home
  6. I tried this mod, and while it looks nice, had a problem. The first rocket I made was a simple nose cone, payload, booster & fins. It went straight up, and was so fast that it exploded due to atmosphere friction. Yes, I am using FAR.
  7. Well, if a part does the same thing as stock, I'll allow it
  8. It would help to try the tutorials, other wise you are just wasting your time Your review wasn't worth watching, since it only showed you failing time after time.
  9. What's the difference between this and the Edge of Oblivion pack? I assume you can't have both of them installed. Thanks
  10. Well, since there doesn't seem to be anybody submitting the low-power version, I'm putting one of mine in play. This is rated as a 12 engine rocket, since there are a max of 12 engines in the first stage, although only 8 fire in the beginning. I used MechJeb to test this, along with the other entries. Other than that, this is a stock rocket, along with the weight mod I have in the nose. This rocket lifted 18 Kt to orbit, and it can do more, I just haven't tested anything more than this yet. If you try this, engage SAS and do the initial ignition by hand. When the first set of boosters burn out, engage MechJeb. You have to do it this way otherwise MechJeb will fire the second set at the same time, which will overspeed the rocket. There is an interesting oscillation during the first MechJeb stage, probably due to unbalanced thrust, but it doesn't seem to hurt. This is by no means finished. This is a rocket I'm building to set up a rescue attempt for a Kerbal who is lost in solar orbit. This gets to the final orbit with plenty of fuel left over, it hasn't even jettisoned the extra fuel tanks in the 3rd stage yet. Craft file: http://download1477./pnzu1cib7j7g/58hkbx8kz8qv67a/rescue+5.craft The craft file contains a 15T load at top, just change it to 18 before testing if you like. See the basic image I posted earlier for an overview and exploded image of the ship. Here are some images of the ascent, after the SRBs have been dropped:
  11. Cute. OK, I'll allow this, but still feel that you are taking advantage of the rules. Even though they are all connected, this is still essentially a single rocket which is cloned and then tied together. As you say, you can add as many as you like, but then you are in a category all by yourself instead of competing with others. correct me if I'm wrong, but I'm counting a total of 36 engines in the first stage, including boosters.
  12. Waiting eagerly for a complete mod. I hope you will put this on kerbalstuff
  13. Well, what about: It would need a radio, but I suppose you could add that as a second module on the rocket, or replace the parachute with it. On second thought, replacing the parachute may not be a great idea, you'd want the probe to have enough time in atmosphere to record and transmit the data. I would also think that an extended battery might be useful, depending on how long it will take to get from an orbiting ship to the planet.
  14. ok. I'll look at it this evening. Kudos for being willing to update to keep the spirit of the rules
  15. Gaaads So, that means you have 73 gig of data, how many different installs do you have?
  16. Deserter! Glad to hear from you. I'm actually from Long Island, moved here many years ago
  17. I was wondering, could these be used as probes on a ship? Kind of like, I'm sending a ship to Eve, and just want to launch a few probes in the atmosphere? It would need a radio, but I suppose you could add that as a second module on the rocket, or replace the parachute with it. On second thought, replacing the parachute may not be a great idea, you'd want the probe to have enough time in atmosphere to record and transmit the data. I would also think that an extended battery might be useful, depending on how long it will take to get from an orbiting ship to the planet. Obviously, there would be no recovery, and landing would cause it to self-destruct/explode
  18. I did get it to orbit (both of them), so technically it works. But, you are essentially taking a single rocket and cloning it next to each other. Being docked together doesn't make something a single item, it is two items docked together.
  19. So, I see that there are a number of free C# IDEs out there. Which would you recommend?
  20. Hi, Your mod isn't yet listed on your page: http://bobpalmer.github.io/UmbraSpaceIndustries Looks very nice, will be trying it soon. LinuxGuruGamer
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