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CaptKordite

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Posts posted by CaptKordite

  1. On 7/1/2021 at 7:14 PM, Jhorriga said:

    Not sure how to go about installing these,

    You have to start with installing the Kosmodrome mod from https://spacedock.info/mod/263/Kosmodrome

    You then install the handful of files from my Kosmodrome.zip files into the extant folder. The files I have replace a few files from the original.

    The Kosmodrome_0 folder will go in the Game Data folder. I probably should have done that differently but export the files of the zip into a folder called Kosmodrome_0 in the Game Data folder and it should work.

     

  2. RandomAnnoyingGuy suggested NASA/Goddard's G.Projector at  https://www.giss.nasa.gov/tools/gprojector/download/ and that did the trick. I can produce equidistant azimuth maps from any point on Kerbin. This one is centered on KSC and has a scale of 0.5 km per pixel. Now if only something like Kerbal Wind Tunnel would give me an accurate estimate of aircraft endurance so I could know how far a plane will fly while still in the SPH. Just got to fly come more in Snadbox and use what knowledge I do get to better estimate. I'm sure it's a lot like building a real airline industry.

    KSC-AzimEqui

     

  3. I threw together a range map to help my Un-Kerbaled Start playthrough. It's not perfect. Because of the projection, the "outer" range circles (750 and 1000 km in particular) should be more square-ish, but it's a good approximation to quickly estimate whether a given aircraft has the necessary range to get somewhere. What would be best would be to find a program that would draw an azimuthal projection using the Kerbin map, that way you could do the calculation for any location. So far, all I've been able to find are azimuthal generators for Earth.

    KerbinSide GAP Ranges

     

  4. 11 hours ago, Judicator81 said:

    Any chance you still have updated model files

    Try these two files:
    http://www.tasigh.org/ksp/Kosmodrome.zip

    http://www.tasigh.org/ksp/Kosmodrome_0.zip

    The first are the redone MU files to strip the gantries off the Gagarin and Kourou launchpads and also add the plug. The second are all the config files that will place the plugs where they need to go, move the whole thing up to Woomerang, and all sad some bits and pieces. That second was generated by KerbalKonstructs so I assume it works. I've never monkeyed with it before this.

  5. On 9/20/2020 at 7:36 AM, Kunosheru said:

    is it possible to download crafts for these mods for version 1.9.1 at the moment?

    I've got a bunch of craft suitable for 1.9 over at Kerbal X. The most recent Mir and Munbase stuff is 1.10 but from the Caspian Space Monster back to Kotsov are all 1.9.
    https://kerbalx.com/CaptKordite/craft

    2 hours ago, golkaidakhaana said:

    I know I just wanted a realistic buran that I could launch with the energia.

    I very much like the Black Badgers Tungusga-Avalanche.
    https://kerbalx.com/The_Black_Badger/Tunguska-Avalanche

    I've made some mods to his version and strapped it to a TantaresLV version of Energia. I'm still monkeying with it so look to see it being uploaded on Kerbal X in the next week or so.
    https://kerbalx.com/CaptKordite/Caspian-Space-Monster

  6. On 8/9/2020 at 2:59 AM, prinjrius said:

    Decided nonmongo to experiment with Buran

    I, also, have been experimenting with Buran.
    50207986693_8fda76fe44_c_d.jpg

    My literal first attempt at flying the Soviet Burya space shuttle. The orbiter is a Tunguska-Avalanche (craft file https://kerbalx.com/Flakbadger/Tungus...) from Flakbadger at Kerbal X. I added a 16-seat passenger compartment and rebalanced the RCS. Then instead of his stock Energia launcher, I built a new one with Tantares parts. The launch was a little squirrely because I did a roll to get a lower inclination but otherwise didn't have too many problems getting to orbit. It looks like a 200 km orbit is it's operational altitude. The added passenger module cuts down the on orbit dV from 500 m/s to about 350 m/s.
     
    Coming back, I reentered a little steep and and exploded the nose cone. I also overshot my runway. (Hey, it's only my third reentry of a spaceplane ever). Mis-staged the landing parachute (I'll need to work on action groups). I then had my jet engines running, trying to get control, which I couldn't until I was well below 5000 meters (rereading the craft description would have told me that). At that point, I had expended too much fuel to get back to the runway and put down on the steppes. And was surprised when it didn't explode.
     
    Not bad for a first flight.
  7. 18 hours ago, hendrack said:

    Would you mind sharing your config?

    In KerbalKonstructs I edited the Kosmodrome group to move it up to Woomerang.

    Lat 45.4284
    Lng 136.1036
    Alt 55.03783
    Rotation 225.999

    In the GameData\Kosmodrome folder, I renamed beachlight.dds to beachlight.bak. Then I made a copy of the file squadgrass.dds and renamed it to beachlight.dds.

    That is all.

  8. On 7/20/2020 at 10:26 PM, theJesuit said:

    @benjee10 does the camera provide its own image as in hullcamVDS?

    It can now.

    Create a file    GameData\HullCameraVDS\MM_Scripts\Benjee10_ARK.cfg

     

    @PART[ARK_filmCamera]
    {
        MODULE
        {
            name = MuMechModuleHullCameraZoom
            cameraName = WideAngle
            cameraForward = 0, 0, 0
            cameraUp = 0, 0, 0
            cameraPosition = 0, 0, 0.15
            cameraFoVMax = 60
            cameraFoVMin = 20
            cameraMode = 0
        }
    }

     

  9. On 4/8/2020 at 1:01 AM, Sokol_323 said:

    Can we add the old Kosmodrome mod to Kerbinside? I love the assets with the giant pit in the ground.

    I moved the Kosmodrome to Woomerang to play a Soviet/Tantares career. To solve the problem with craft exploding I learned just enough Blender to create a launchpad plug so that the rockets (or Modular Launch Pads) sit on top of the pad instead of down inside.

    49999322077_88d087a51d_w_d.jpg49997704663_a0ee4c3914_w_d.jpg

    A stockalike flame pit would be great, though.

  10. My PTK-S atop an Angara 1.5.
    50093794257_4cc914d59a_w_d.jpg50093561746_29847fc035_w_d.jpg

    The rocket was a little noodly on the ascent. Using the grey Tantares 1.5 D tank instead of 2 white C tanks, while less authentic, works better. The R-01209 engine is very quiet compared to other engines. I needed to use both an Alnair LES B and an A to be able to pad abort the dual capsules. It might help to have attachment nodes on the tops of the LES to account for that. I don't understand why the attachment node for the short LES A is set 0.6 meters away from the base.

     

  11. 7 hours ago, CaptKordite said:

    I have seen an illustration for the DLB moonbase that use a rover as a counterweight for lowering the ramp for the base modules

    I've found the illustration I was looking for. It's a digging rig that starts standing on end. It comes with its own little work rover to act as a counterweight to lower the ramp. It then digs a hole and will lower the hab module into the hole. I've seen later illustrations that simply had the modules on the surface and covered over with regolith.
    index.php?PHPSESSID=r5hl509cm33elgeqfom6

    In KSP, it is looking easier to add wheels to the modules and have them move themselves around. They will need to sit on the surface though. Back in 1.5 there was a mod that covered over it's modules. I wonder if there could be some sort of KAS module to do something similar with any module.

     

     

  12. 53 minutes ago, Beale said:

    How does the deployment work?

    After landing, the Breaking Ground hinge lowers the ramp and rover. Disconnect the docking port and it rolls off. I have seen an illustration for the DLB moonbase that use a rover as a counterweight for lowering the ramp for the base modules but, using the Chelomei landing skis allows the ramp to lower without that.

    Eventually, I'll have an expanded version of Barmingrad. Trying to find illustrations of the solar farm. They may not have even gotten that far in development (though there was a full scale version of the habitation module that was thoroughly tested).

    And, so far, the only problem I've had with 1.10 is with Trajectories.

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