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Everything posted by CaptKordite
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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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I made a rover even uglier than the last one. The Habitation Module I'm using for an airlock doesn't allow you to enter with any science so I went in and modded the CFG file to allow that. Did the same for the other Orbital Modules because it's no fun exiting a Soyuz to gather up science and then not being able to bring it back to the cosmodrome.
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My Kerbals can now exit their LZhM moonbase, no longer trapped inside. Thanks.
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The hatches on the three Vega 12 Airlock Compartments no longer work. The hatches at the top and bottom of the modules work but there doesn't seem to even be a hatch on the side. The square hatch-looking thing is there on the textures but pointing at it does not bring up the "crew hatch" that you can click on and EVA. This is not the case for Turcana, Hadar, Hamal, and Tantares Orbital Modules. The crews now trapped inside their LZhM munbases would like a solution.
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The orientation switches will be good. They did that in stock for that reason. And, sure, I could restore the parts, but I share most of my craft on Kerbal X, and I think it's impolite to share things that don't work. For the craft in my VAB and Kerbal Construction Time queue I've stripped out the the Rana part and replaced it with a Docking Port Jr. It's bigger and heavier, but it does the thing, though I may go back and replace the cores with stock parts and their variable orientation.
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So, the Rana Structural Mount is no longer a coupling? I wasn't using it to dock struts together (yet) but I had been using the part for rovers to "control from here" on the front.
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This may not be comprehensive: Eridani.Mount.2 Eridani.DockingMechanism.1 Eridani.DockingMechanism.2 Eridani.Engine.1 Eridani.Antenna.1 Eridani.Antenna.2 Eridani.Antenna.4 Eridani.Crew.1 Eridani.Crew.2 Eridani.Solar.1.2 Eridani.Solar.2.2 Eridani.SolarDorsal.2 Eridani.Node.1 Eridani.NodeSupport.1 Acamar.Lab.1 Acamar.Lab.2 Acamar.SolarLab.1 Rana.Mount.2
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You might want to double check that. It fragged a number of craft I had in orbit and a crap ton of craft in the VAB say Invalid Parts and will not load.
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He's red because he's a Red. A commie. BOLSHEVIK! Space for the People!
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[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
CaptKordite replied to Divico's topic in KSP1 Mod Releases
Yea, I already have World Stabilizer. The issue seems related to height. Adding struts between the gantry parts and the rocket helps for tall rockets but taller rockets need more. Adding Launch Stability Enhancers to the rocket helps. Adding the Enhancers to the gantry helps even more. And, back to talking about Kosmodrome. . . these ar the settings to move the Kosmodrome from the Great Desert to Woomerang. Lat: 45.4358 Lon: 136.1049 Alt: 56.02839 Rotation: 226.633 I may end up moving it a little to the southwest so that launches from the old Woomerang pad don't go over the facility. -
[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
CaptKordite replied to Divico's topic in KSP1 Mod Releases
Just changed a filename and got grass. -
[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
CaptKordite replied to Divico's topic in KSP1 Mod Releases
The first thing I tried was moving the spawn point up but that didn't seem to work. Next, I went to the Proton launch pad and removed the concrete platform, leaving the plug and spawn point at the center. I duplicated that plug and placed it in the holes of the Soyuz and Kourou launch pads. That was apparently enough because, after that, the Launch Platforms spawned on top of the platforms. I'm guessing the plug acts as a new, higher collider and supersedes the original one. Not going to obsess over it because it works. YAY!!! The next thing is to figure out why the larger craft on the Proton launch pad wobble so much and eventual break off of the attachment node to the launch platform. I had this behavior with larger craft on the stock launch pad (KSC or Woomerang) but found that adding struts between the rocket and the launch clamps stabilized the situation. On the Kosmodrome pad, though, the wobble gets worse and worse until it disconnects. I've added some flags and things around the Kosmodrome to make it a little more lived in. My next project (aside from trying to not have my rockets fall apart) is to change some colors a little. I'd like the platform to be green to match the surrounding terrain at Woomerang rather than the original desert location. I'd like to change the buildings to give them a little texture. -
[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
CaptKordite replied to Divico's topic in KSP1 Mod Releases
So, I have figured out a little bit of Blender and can load up the models, delete the doohickies that get in the way, and resave them. The problem is that the spawn point is in the middle of the model. When the AlphaMansae's Modular Launch Pads platforms spawn, the support legs clip through the platform causing the whole thing to disassemble violently. I can move the spawn point up but that doesn't seem to change anything. How can I get the platforms to spawn on top of the Kosmodrome platforms instead of inside them? -
[1.0.5] Kosmodrome - Space Centre v1.0 Career Edition (24.02.2016)
CaptKordite replied to Divico's topic in KSP1 Mod Releases
I've moved the Kosmodrome up to the Woomerang launchsite to better represent where Baikonaur is. Haven't quite settled on the alignment yet (runway north/south or east/west?). I would very much like to also use AlphaMansae's Modular Launch Pads but the gantries in Kosmodrome are part of the KK models and get it the way. Am I going to have to learn modding to strip those out of there to have just bare platforms? -
[1.9.x] Kerbonov Kn-2 Cockpit Module Continued
CaptKordite replied to linuxgurugamer's topic in KSP1 Mod Releases
I've never been good at planes, building them or flying them, but these parts have inspired me to give it another go. Not too bad. Built from scratch. Lifts off from the runway at 40 m/s. I've even been able to land it on the runway. Craft file at https://kerbalx.com/CaptKordite/Kerbonov-KN-1 Took the stock Aeris and swapped out the cockpit. Pretty agile. Lifts off the runway at 60 m/s. I like this one. Kind of a slug to get off the runway (100 m/s) but I've only broken the bottom engine off once. -
For converting the Blok V to the N3 I ended up dropping an additional 15% of thrust because the stats given by Astronautix suggested that. Even so, like all the N1 parts, it was still pretty over powered. The atmosphere-optomized Blok V engine lifting a Soyuz still had over a 3 TWR off of the pad. Since this is pretty much like all the other parts, I'll call it comparable. Add a Blok G stage and I can take a Soyuz LOK to the Mun. The thing is. . . . I have no rocket engine sound. I looked at the Blok A and B CFG files and the settings appear to be the same but, for some reason, the engine is silent.
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I've been thinking about the N3. The N3 (or NIII) was a 1963 proposed part of the N1 family of rockets that took the third stage Block V and replaced its vacuum-optomized engines with essentially the same engines that were on the Block B (four instead of eight) to make it a first stage. Like the N2 started with the Block B as the first stage. According to http://www.astronautix.com/n/n111.html Stage 1. 1 x N-111 - A. Gross Mass: 192,000 kg (423,000 lb). Empty Mass: 20,000 kg (44,000 lb). Thrust (vac): 2,540.000 kN (571,010 lbf). Isp: 331 sec. Burn time: 216 sec. Isp(sl): 296 sec. Diameter: 4.80 m (15.70 ft). Span: 6.80 m (22.30 ft). Length: 12.00 m (39.00 ft). Propellants: Lox/Kerosene. No Engines: 12. Engine: NK-19. Status: Study 1963. Comments: Variant of N1 Block V for first stage use. Number of engines would have to be increased and reduced expansion ratio nozzles fitted for sea level use. Least attractive of N1 variants and seems not to have been pursued after draft project. Now, before I screw it up too badly, I think I need to create a renamed copy of _LLV_V_Engine_1.cfg with the few changes to the engine stats and add an entry in the localization cfg, reference all the existing models, scale back the thrust (half the Block B), copy the Atmosphere Curve of the Block B, and I should be good to go. Right?
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From From http://www.astronautix.com/l/lk-700.html "Block III Soft Landing Stage: Mass 3500 kg. The unique soft landing platform consisted of six landing gear, each equipped with long ski-like landing pads. This design could accommodate safe landings at vertical velocities of up to 5 m/s; lateral velocities of 2 m/s; and provide a level launch platform on 15 degree slopes. Before launch of the ascent stage special electric devices in each gear would level the platform." I built some legs with the Breaking Ground robotic parts and landed on a 16% grade on the mun. I adjusted each leg until the LK was level.
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In reading up on Chelomei’s L3, I found that the landing skis were not just to have a wide landing footprint but also that each ski could be adjusted to level the craft before ascent. How difficult would it be to add a slider to the parts to allow them to adjust through 180 degrees? Kind of like the cargo bay doors.
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A single stack was enough for my Vostok.
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Seems pretty close, comparing Kerbal to Human height. Proportions make it difficult. Kind of like the way Lego minifigs are misproportioned for the things you want to build for them. Plus, Kerbal crew spaces are notoriously devoid of any equipment that would make the space more properly cramped so underscaling works better than overscaling. .
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In better light, they are reds. Pinko commie reds. Bolsheviks!
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Thought it would be useful to share a comparison between the Vostok as built with the Making History DLC and the Tantares version.
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