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Everything posted by pTrevTrevs
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0/10 Dont know you.
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I believe decoupling docking ports will cause them to push whatever was decoupled away with a slight force. This probably causes the center section to be pushed right onto the other port.Docking port magnetization will also only be armed once the two ports reach a certain distance from each other, so when you undock the second port you can't redock because the rig doesn't provide sufficient distance to arm the magnets.
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totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
What if you made the inside of the pod hollow and used command seats for the crew? They would automatically spawn outside the walls of the Command Module whenever they went on EVA, and you should be able to enter and exit the pod freely. -
OP updated with more correct placement. @Cupcake...'s craft has been demoted to an Honorable Mention and @Jon144's has been moved to Third Place. Under normal circumstances, I assure you I would have picked it for first place because of how awesome it is, but I have already released the thread and I don't want to upset the first and second place winners by usurping them.
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Are you sure? I'm sure it was more recent than that Let me double check that Yep, you're right, it actually... uh... it actually says June 25.... I guess I was just in a hurry and misread the date. As for the second part of your post, at the time I was certain that @Jon144's helicopter had been features in a previous SCF. After actually cheking I see that the last SCF was done on July 20th, after checking this is appears that it was not. As a matter of fact the last SCF was on July 3rd... How should I rectify this? I could add Jon's craft, but I've already listed Cupcake's, and I don't want to just remove it because "sorry, too early". Sorry, folks.
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19 replies in the course of ten days, and yet no pictures in the entire thread, maybe I should start releasing my craft without any screenshots.
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Don't worry about him, he does insult people a lot, but he hasn't been on the forums since December anyway.
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Can someone go through all the SCFs and count how many times SCF has been released on a day other than Friday? Because at this point I feel like the above version of the logo (or some variation of it) is more common than the original. Oh well, lamenting on my own lack of timeliness won't solve anything, so here we go, the Spacecraft *insert arbitrary day here* for July 30th, 2016! Fifth Place I've always wondered what Kerbals do in their time between missions, and this craft gives a pretty good answer. It's a small swimming pool, bar, and lounge made by @Malaclypse. Fourth Place This here is a little VTOL fighter equipped with two stock missiles. It looks really sleek, sort of like a Harrier, but still a little different. Made by @ghostbuzzer7. Third Place (Modified) Due to a small mistake on my part this craft was almost excluded from the list, but I have realized where I messed up and am making an attempt to fix it. This is a tandem rotor helicopter built by @Jon144. The cool part about it is that it is 100% stock! Now we've all seen stock helicopters here before, but this one can actually carry cargo a significant distance, which is appalling considering the extreme complications involved in build a stock rotary wing aircraft. Second Place A VTOL SSTO is cool, but making an entire series of them is even more awesome! I haven't actually known of @NSEP for very long, but everything I've seen from him looks like it's been very well done. The Mammoth 4 is claimed to carry 20 tons to LKO, and he has concepts for even larger ones, with payloads of up to 20 tons or more! It may not sound like much, but when the entire vehicle (minus the fuel) can be reused, 20 tons can suddenly become a whole lot larger. First Place Well, it seems like the themes this week have (inadvertently) been versatility and efficiency, and @Frozen_Heart continues it with this mothership. According to it's thread, the mothership can be configured for near infinite range, with an ore converter, a dropship to collect ore, and tanks to store it. For larger mining tasks, it can even equip a full size converter unit to yield more fuel more quickly. It can even use ion engines and giant solar arrays to reach the more remote areas of the Kerbol system, such as Eeloo or Moho. If you happen to be someone who likes to weaponize spacecraft, the Co-113A can even carry missiles or fighters. The sayin "Jack of all trades, master of none" comes to mind here, however I truly believe this craft is a Master of all. Alright, that does it for this week, if you would like to do your own SCF please check out this thread.
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A picture of a reproduction Fokker triplane (no originals now remain) painted in the colors of Manfred Von Richthofen. It was chosen to match my rank of "Vintage Plane Addict" My first avatar was a picture of an asteroid colliding with the earth to match my original custom rank of "Destroyer of Worlds".
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You are incorrect. @Columbia, get over here!
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[FORUM GAME] Rate the avatar of the person above you.
pTrevTrevs replied to mincespy's topic in Forum Games!
10/10 Medieval/Renaissance art is the best -
I've been neck deep in trying to mod Silent Hunter 5 since noon (it's now 7:00pm where I live) only to find that one of the programs I need to get the steam version of the game to work with another program required by the mod I'm trying to install won't work because it says it's missing files.... The very file it says it's missing it literally ten files below the program in my folder, it is not missing. Kill me now. I quit. Compared to this nightmare, modding KSP is laughably easy, so count your blessings Anyway, I can still do SCF, but I won't be able to get to it until tomorrow, because I really should eat and rest, this has been draining. Sorry. The worst part about this? I don't even like Silent Hunter 5, I'm only doing this because Silent Hunter III is really unstable with the supermod I'm running it with.
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totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Copy/paste first image into post Copy/paste second image into post Repeat as many times as is necessary encase entire set of images in a spoiler tag, or don't, if it's just one or two images. There you have it, the lazy man's imgur album. I've done this since I joined the forums. -
I just put it right in the GameData file, I'll try replacing the old .dll. Oh wait, my game is running... Well, looks like it's time for some open heart surgery! Yep, it definitely works, but a lot of the paint masks are still really weird/inconvenient, and many parts appear to not have paint masks at all. Here's my F9F after applying paint to every part that allowed it I don't get why some parts like the nosecone and cockpit only have paint in some places. If you're going to do a pattern on it, please just make it the secondary or tertiary colors, and leave the primary color to cover the entire part. Oh well, at least it finally works now. I can actually give Real Ships a try, provided it's still functional in 1.1.3.
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totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I'VE GOT IT! BY GOD, I'VE GOT IT! Balancing and trim still needs some work, but at least it survived this. I'll just label it as an emergency surfacing... The engines now work as well, the craft averages about 8 m/s, with 9.5 m/s being the higher end of the speeds it achieved today There's just one more order of business. Does anyone have a laughing sawfish I can use as a NEBULA decal for the conning tower? EDIT: I also ran the numbers through a Google m/s to knots calculator and it turns out that 9 m/s is roughly 18 knots, which is approximately the top speed of a Type VIIc U-boat, so there's yet another similarity. This is turning out to be the most accurate to life replica I've ever made. Surprising that it took less than three days to get this far! -
[1.1.2] WIP - Make it SINK - Alpha testers needed
pTrevTrevs replied to Fengist's topic in KSP1 Mod Development
Type VIIc U-boat, 100% stock except for your mod Working on this has brought to my attention a few things that may need to be added. I saw your post declaring that nothing new will be added for a while, but please hear me out anyway. High capacity ballast tanks: the Mk 2 tanks work very well for this submarine, since I built the hull around the Mk 2 fuselage. The problem is that the current tanks are not enough to fully submerge the vessel, in fact, the picture above was taken with full ballast tanks. These bigger tanks shouldn't be too hard to add, you can make them Mk 2 as well, just longer and with a higher capacity of compressed water. The ability to fill ballast tanks in the SPH: Making the tanks accessible in the editor will allow them to be used for balancing the vessel on the surface and adjusting the height of the waterline. It makes the tanks much more flexible, allowing people to use a certain amount of water in the tanks to start, then filling or emptying them as needed, without going through the possibly lengthy process of completely filling the tanks. Oops, turns out this is already possible. Disregard the above section. Do ballast tanks have a positive buoyancy when empty? On real submarines, a large part of the buoyancy on the surface comes from the air in the empty tanks rather than the displacement of water by the hull itself. I haven't tested yet whether the ballast tanks are capable of providing positive buoyancy to a vessel yet, so this may already be in the mod. Is there any way at all to make the dive computer work with multiple ballast tanks? It doesn't necessarily have to manipulate them all individually, instead it could only control two and have the rest be unaffected by its inputs. Real submarines do this, with the main ballast tanks in the center of the vessel or on the sides and smaller trim tanks in the front, back and occasionally bottom of the sub. The trim tanks are the ones that are filled or emptied to obtain a precise center of buoyancy. Another method that I thought of (and I have no idea whether it's even possible because I know nothing about coding) is to assign all the ballast tanks in the ship to one of two groups. One group to act as the "fore" tank, and another to act as the "aft" tank. This will allow people to place multiple tanks in different places on the sub, however it may be entirely superfluous due to the possibility of simply adding bigger tanks. You wanted Alpha testers, so here it is, a comprehensive summary of my thoughts on how to improve this mod with the least effort. -
totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
It would, but that's up to him, not me. I don't want to alter the mod for my own use, because if I release the boat after designing it for use with the altered version of the mod then everyone else will have to make the change as well. If I can't make a craft stock, I can at least make it as convenient to use as possible. -
totm june 2018 Work-in-Progress [WIP] Design Thread
pTrevTrevs replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Das Reboot managed to not explode during testing today. I got it to sit right in the water as well, making this the closest I've come to a fully functional, aesthetically accurate U-boat. Unfortunately this was only achieved by filling the ballast tanks to capacity, which means I need more ballast for the boat to be able to dive. This causes another problem, as Fengist's dive computer is only rated to work with exactly two ballast tanks. So keep the dive computer and try to shoehorn as many ore tanks into the hull as I can or ditch the computer and add a few more tanks and compressors... -
It does use the Make it Sink mod by @Fengist. I tested it again though, and it seemed absolutely fine. In fact, I was just on my way to the WIP thread to make another post about it...
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maybe that explains why U-boat 2.0 explodes whenever it touches the water.
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Gotta stay true to the original series, amirite?
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Don't worry (yet), I decided to try stock + Make it Sink first. If it continues not to work, then I'll go nuts with your mod. EDIT: Uh... Does Real Ships actually work in 1.1.3?
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