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Everything posted by Thraken
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I like the Gemini capsule at 1.875 m. I think there is enough parts across mods for 1.875 to feel like a common size. The 1.5 m size feels like a kit since it isn't common. I think your Gemini at 1.875 m is perfect, especially since we get the 2.5 m big G.
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
Thraken replied to Orionkermin's topic in KSP1 Mod Releases
No, they should not be. They should just cushion the landing a bit, parachutes do most of the work. -
I had updated the node_stack's 6th number to fix the tanks not connecting to the bottom of other parts, and was still using this mod. I forget when these parts starting have other parts "fall" through them. It was either 1.0.x, or when I installed the fuel switching mod. I think Lunaran had released the source code to this mod, and I took a look at it. It seems that the cfg file had both the [Resource] details for fuel and oxidizer and the [Module] details for crew. Looks like the code would remove the Crew [Module] details when it loaded if "converted" was false, and it would delete the [Resource] details if the "converted" was true. This would happen when the game loaded the part. (Hence it was possible to put Kerbals in the fueled part from within the VAB.) The right click button to convert was removed from the context menu if "converted" = true. When the right click convert button was pushed, that would play an animation (that ejected the window covers) and then it would add in the [Module] details for crew habitation and remove the [Resource] details from the loaded part and set "converted" to true. Then that would get saved in the persistent file. I can't figure out how to get this running again, but I wish someone could. (why do other parts fall through the wetworks part?) If there was a license I wish this could be transferred to someone with the skill to get it running again. The wetworkshop concept is less science fiction that other parts of the game which are stock (such as nuclear engines).
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Duplicating a part with new texture
Thraken replied to SpitfireAcademy's topic in KSP1 Mod Development
I've used a hex editor to modify the .mu file before. Usually right at the end of the file is where it calls out the texture to use. Often the texture is referenced as a .png, but that doesn't matter. Just change the name of the file, and leave the .png (even though your new texture will be a .dds or whatever) I also have the best of luck in the name of the new texture file is the same number of characters as the old file. EX: radiator.dds solarpnl.dds -
I use TKS/VA parts for a TKS/VA. I also use the parts in loads of other craft besides just station parts. I do have a hard time justifying that 3 Kerbals can fit in the VA. I usually justify it as they can all fit in there without a space suit, so if they want to EVA they need to use the airlock in the 1-Kerbal or 2-Kerbal TKS 1.875m body modules. Speaking of the 2-Kerbal TKS body module... It seems you could use that plus a couple adapters to re-create the mid module of Salyut. (if you wanted to eliminate a part... but it would break saves) I put my vote in for "Small End Upwards". If this were the case, I would use this part as a lander pod too!
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Awesome. Can I ask what mods you used? I'm guessing FASA. Does that come with an IVA of the S-IVB Orbital Workshop?
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I think he is talking about this mod: It was by dtobi, but raidernick took it over. The end of that thread looks like some drama, then the thread was locked. Sad, because there were some cool parts in there. They just don't work anymore.
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[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
Thraken replied to Orionkermin's topic in KSP1 Mod Releases
Can I ask, what mod did you get those wings from? -
[1.0.5] * Rocket Factory * - LeBeau Space Industries
Thraken replied to RaendyLeBeau's topic in KSP1 Mod Development
These pods look great! I would suggest adjusting the Gamma NG-1 pod to have a 1.875m base rather than the 2m base. There are several mods already out there with 1.875m parts. That way it would fit with several more parts than just the custom 2.5m to 2m adapter in this part pack. Do the three new 1.25m 1-Kerbal pods all have different purposes, or are they just visually different? (They all look great) -
My asymmetrical shuttle with one SRB
Thraken replied to Thraken's topic in KSP1 The Spacecraft Exchange
[quote name='Rune']When balancing shuttle-like stuff, you have to remember the only time it's supposed to fly, it's [I]empty[/I]. Check the CoM/CoL with empty tanks, you most likely will have to have the wings quite a ways backwards. A V or T tail would help putting some lift further back, too.[/QUOTE] Rune, you were spot on! I moved the canards from the front of the orbiter to the tail. It ends up being more of a "+" shape more than a "T", but it flies (glides) like a dream now. Amazing how you could diagnose that with just a few pictures. I also limited the thrust on the SRB to 70% which makes the initial gravity turn easier. So with a few tweaks, I'm really liking this and getting better at bringing a winged craft down from orbit. Thanks for the help everyone, and I'll try to upload some more pictures soon. -
My asymmetrical shuttle with one SRB
Thraken replied to Thraken's topic in KSP1 The Spacecraft Exchange
Thanks for the ideas! I'll do some tinkering. I'll probably play with the wings and tail first (probably a V tail), and if I can't nail it there, I can try moving the Vector to the external fuel tank. One good think about this design is that it has given a huge boost to my experience bringing winged craft back from orbit. (BTW, glad you like it PorkJet!) -
My asymmetrical shuttle with one SRB
Thraken replied to Thraken's topic in KSP1 The Spacecraft Exchange
I'm not so certain it is just bad piloting skills on re-entry. I think the Vector is just too heavy. It always flips around when I get into atmosphere. Has anyone else built a space plane with a Vector on the back? -
My asymmetrical shuttle with one SRB
Thraken replied to Thraken's topic in KSP1 The Spacecraft Exchange
I start the gravity turn at about 200m/s. However the gravity turn is very slow until SRB sep. At that point I can adjust angle all I need for efficiency. During this accent I don't know that I brought my A-game. I was thinking about taking screen shots. While I've played KSP since 0.21, this is my first thread. -
While I have built some SSTO (single stage to orbit) planes in the past, I am usually a rocket and capsule KSP guy. This is for a couple of reasons. One is that my computer only has 4GB of RAM and an old processor, and flying a SSTO all the way to orbit can take 30+ minutes, where as rockets are much quicker. Another reason is that due to my limited experience returning a space plane from orbit, most of my SSTOs turn out to be MPTG (Multiple pieces to ground). This means that for the most part (outside of mods), I'm stuck sending three Kerbals up and down at a time. I was never a big fan of the real life space shuttle. It took people up. It took cargo up. And it took both back down. And it was never most efficient at either. Shuttles have also been very tricky to build with KSP. Requiring lots of balancing of COM and COT, and usually throttle up and rolls to get the accent profile to work. Then there was the same problem with me not knowing the best way to return a winged craft from orbit. With the introduction of the vector, I decided to give shuttles another shot, and I have to say I am very happy with what I came up with. It has an extremely simple accent profile (100% throttle, launch, gravity turn, and stage to orbit). It is also 100% recoverable. (or would be if the single SRB didn't drop out of physics range before reaching space) The external fuel tank gets into space on a sub-orbital trajectory, and then spins through atmospheric heating and has parachutes. The orbiter even has parachutes for poor pilots like myself. The one part that is not stock is a fuel valve release from the "smart parts" mod. This is so I can drain the fuel to decrease orbiter weight. I present my creation to you here. It draws heavily on the MAKS, but is not air launched. I really like the asymmetrical design, with the single SRB. It doesn't do cargo. It holds 6 Kerbals. It has plenty of DeltaV for orbital maneuvers, and RCS for docking. It doesn't have enough DeltaV to make it to the Mun, but that isn't what it is designed for. I don't think I took a picture of it, but there is a MK2 docking port on the belly of the orbiter.
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I like the new capsule. I really like the Tantares Gemini, but I think we have needed a 1.875 base capsule that can accommodate a docking port at the top that is larger than .625. I know the TKS VA also fits that profile, but I've never been comfortable saying that 3 Kerbals can squeeze into that VA.
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I'm in favor of keeping the gemini capsule at a 1.875 base. I think that 1.875 should be a stock size, but I'm not a big fan of many other sizes. I believe that OrionKerman had a 1.5 m gemini capsule in HGR (named radish?). Using that capsule always felt wrong, as nothing ever fit it except for the EXACT parts made for it. It took out the creativity. Anytime you grabbed that pod, it was less about "what can I build with this", and more about "I have to build the exact spacecraft that this part was intended for". I believe it is what caused the creation of the Corvus. Corvus is a wonderful (!!!) pod and set of parts, but I just can't get over how I can't see 2 Kerbals fitting into such a small pod. I guess I'm just saying I'm "team Gemini = 1.875m"
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Thank you weeble for the instructions. I had been using Lunaran's Wet Workshop, but it seems to loose the connection nodes once the fuel drains. I think that I will try to add Liquid Fuel and Oxidizer resources to the Skylab cfg from Klockheed Martin Special Parts, and then the same instructions you posted to make that into a wetworkshop.
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Orbit achieved. Circulation complete. Fuel exhausted. Rescue required.
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
Thraken replied to Orionkermin's topic in KSP1 Mod Releases
I just wanted to say thanks for all your work on this OrionKerman! This is a mod that I have used consonantly since I started playing. The 1.875 size really makes sense to me, and the game seems broken when I try to play career without it. (too big of a jump from 1.25 to 2.5) -
Is the command pod still under development? It doesn't seem to be in the download. I'd be very interested in the 1.875 to 1.25 form.
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This really seems to make the most sense to me! If this was to be a 1.875 or larger cockpit, then you'd think there would be room for more than one Kerbal. The 1.875 size might work as a one Kerbal in-line cockpit, but there is a distinct lack of plane parts for that size.
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I also use the inflatables from this mod and have noticed the same things. I believe that dtobi turned over the source to raidernick, so hopefully there can still be a fix for these parts. On another note, I still use the Skylab (awesome to find a mod with IVA). I have modified the .cfg file for this so that it works like the stock lab, and fixed the node_attach_bottom for 1.0. I also fixed the config on the telescope lens and hatch. That is about all that I use from this pack anymore. I'd probably use more, but I have been resistant to install tweak scale into my 1.0 install. I am a big fan of Lunaran's Wetworks crew tanks. http://forum.kerbalspaceprogram.com/threads/61167-WIP-Wetworks-Crew-Tanks I'd love it if we could get the SkyLab part to act like one of those tanks.
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[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Thraken replied to Porkjet's topic in KSP1 Mod Releases
It has to do with a change in how the bottom node attaches. you need to change the cfg from: node_stack_bottom = x, y, z, angx, angy, angz, size To (notice the now negative 5th value): node_stack_bottom = x, y, z, angx, -angy, angz, size -
This appeared to be soooo close! I'd take a alpha release, two crew hatches and everything.
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