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Everything posted by dunebugmi
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Apollo Program Recreation [1.0.5]
dunebugmi replied to XpertKerbalKSP's topic in KSP1 Challenges & Mission ideas
Here is my rough draft recreation of Apollo 13: http://imgur.com/a/476Qk I was pressed for time tonight (work at 6am tomorrow) and struggled to get the oxygen tank explosion right so this took several tries and some creative use of non-sanctioned mod tools to reposition the craft to where I left off. I had trouble recreating the top of the apollo ship, and also recreating the debris field caused by the oxygen tank explosion (might try a fairing shell next). In these photos the "oxygen tank" is one of the monopropellant tanks sitting next to a small engine (my way of xploding the tank). I did switch crew to the LM for that part of the story and then switched them back for re-entry. Haven't figured out a good way to simulate the battery jumper (KAS?). Also I tried to get the history right, but there are probably a few gaps. I have a shot of the burn with the sun in the window, but forgot shots of them passing by the moon, and also of them fixing the earth in the window for another burn. I'd also like to try some life support mod at some point to recreate the breathing and other problems. Anyway, work in progress. It is really annoying that the screenshot button is the same as the aerodynamic overlay button, so apologies. -
Least fuel to Kerbin orbit challenge
dunebugmi replied to Ocirne94's topic in KSP1 Challenges & Mission ideas
Can I use an ion drive? -
Apollo Program Recreation [1.0.5]
dunebugmi replied to XpertKerbalKSP's topic in KSP1 Challenges & Mission ideas
I think I will give this a try. I don't have all of the mods, but I think I can come up with something interesting with stock parts. -
[1.11.x-1.12.x] Mk1 Cargo Bay Updated (v1.4, 02021 Sep 06)
dunebugmi replied to Kerbas_ad_astra's topic in KSP1 Mod Releases
Thanks Kerbas. You're right, and I can fix the problem with either struts, better design, or kerbal joint reinforcement. However the part I don't understand is why some cargo bays are as stiff as diamond while others as stiff as taffy? Editing the cfg file doesn't seem to improve the stiffness. Is it inherent to the part or the collision mesh or something? -
Thanks Artwhatley, Indeed, Kerbal Joint Reinforcement fixed the problem. I still don't quite understand it though. Why are some decouplers stiff and other wobbly? Why are some cargo bays stiff and others wobbly? Is it something in the collision mesh? I've tried editing the cfg files to change the node size and the breaking force/torque, but the problem doesn't seem to have anything to do with those aspects. In any case, the joint reinforcement solved the problem; case closed.
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Many thanks, Absolute Human. I finally downloaded these and got them working in 1.05. I don't know if this is still true, but at the time I had looked through every modded landing leg I could find-- these landing legs had the largest expanded to collapsed size ratio. I particular, I needed something like this for the netherdyne mass driver mod part, which is huge, and if you resize it to fit mk3 parts, is even huger. I wonder if Adie123 would repost them on Curse, or allow one of us to do so? Adie what is the license for these things? Can we repost them for download?
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Quick follow up: I was reading another thread about wobble and discovered the flexure in the part connection may be a feature instead of a bug? The mark2 decoupler and the mark2 torque ring both exhibit similar behavior to what I am describing here, so perhaps the non-rigidity was intentional.
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[1.11.x-1.12.x] Mk1 Cargo Bay Updated (v1.4, 02021 Sep 06)
dunebugmi replied to Kerbas_ad_astra's topic in KSP1 Mod Releases
Quick follow up: I was reading another thread about wobble and discovered the flexure in the part connection may be a feature instead of a bug? The mark2 decoupler and the mark2 torque ring both exhibit similar behavior to what I am describing here, so perhaps the non-rigidity was intentional. -
Hi there, I post this in Kerbas_ad_astra mk1 cargo bay, but I have the problem with this pack as well so I thought I'd reach out to this group. I need some help with mod cargo bays, including the mk1 and mk2 cargo bay from this pack. I have a problem with open ended cargo bays having weak or non-rigid attachments to other parts (not including squad's stock mk3 cargo bay). Squad's mk3 cargo bay is open ended, but does not have this problem. Also the mk3 cargo bay in this pack seems to be ok. The problem manifests in three visible ways: 1) when sandwiched between an engine below and a heavy load above, when the engine is lit you can see the engine move into the part as if it were pushing into a spring. The total movement length is maybe 5% of the length of the engine. This is not the case with stock parts- the engine is part of the rigid rocket structure and does not move even when at full thrust. 2) the connections to other parts appear flexible like a spring, instead of rigid like stock parts. I will try to include a screenshot- please ignore the explosion and focus on the angle between the long engine below and the fuel tank above-- this is very hard (maybe impossible) to duplicate with stock parts, including the Squad mk3 cargo bay and the mk3 cargo bay from this pack. What you're looking at in this screenshot is TalisarParts mk2 resized version of the Kerbas_ad_astra mk1 cargo bay, but I also have the problem with the mk1 and mk2 cargo bays in this pack. 3) The wierd spring-like non rigid connection seems to be associated with far more occurrences of the kraken, where my rockets will spontaneously vibrate themselves apart under no force. I've also watched rockets with cargo bays land and then from nearly a standstill start to accelerate in precession until they fall apart, again under no forces. I have noticed the problem can occur with non-cargo bay mod parts as well, such as the TalisarParts "cargo bay adapters"; these are very simple size adapters so it confounds me that they would cause this loss of rigidity problem. Perhaps the problem has something to do with the modded part's collision mesh? Or maybe it is the node position with respect to the collision mesh? http://imgur.com/ANWRztO Has anybody else experienced this? Any tips on solving it if so? Thanks, -Dune
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[1.11.x-1.12.x] Mk1 Cargo Bay Updated (v1.4, 02021 Sep 06)
dunebugmi replied to Kerbas_ad_astra's topic in KSP1 Mod Releases
Hi there, I need some help with mod cargo bays, including this one. I have a problem with open ended cargo bays having weak or non-rigid attachments to other parts (not including squad's stock mk3 cargo bay). Squad's mk3 cargo bay is open ended, but does not have this problem. The problem manifests in three visible ways: 1) when sandwiched between an engine below and a heavy load above, when the engine is lit you can see the engine move into the part as if it were pushing into a spring. The total movement length is maybe 5% of the length of the engine. This is not the case with stock parts- the engine is part of the rigid rocket structure and does not move even when at full thrust. 2) the connections to other parts appear flexible like a spring, instead of rigid like stock parts. I will try to include a screenshot- please ignore the explosion and focus on the angle between the long engine below and the fuel tank above-- this is very hard (maybe impossible) to duplicate with stock parts, including the Squad mk3 cargo bay. What you're looking at in this screenshot is TalisarParts mk2 resized version of the cargo bay here I think, but I still have the problem with the original mk1 nonresized cargo bay from this page. 3) The wierd spring-like non rigid connection seems to be associated with far more occurrences of the kraken, where my rockets will spontaneously vibrate themselves apart under no force. I've also watched rockets with cargo bays land and then from nearly a standstill start to accelerate in precession until they fall apart, again under no forces. I also have the problem with the mark2 cargo bay in the Axial Aerospace pack http://imgur.com/ANWRztO Has anybody else experienced this? Any tips on solving it if so? Thanks, -Dune -
Hi I'm new to the forum. Thank you for your work on the Mass Driver Mod. I have played around with the mass driver quite a bit and wanted to publish some findings. First, If you have trouble getting your mass driver's payload into the correct position, vector, and state of individuality/un-attachedness at the same time, there is another mod I found essential called Hangar, by allista. The hangar mod stores parts or complete rockets virtually until you want desire their release. The hangar objects are similar to the cargo bay on a C-17. Anyway I found that if you strap a hangar onto a mass driver, the hangar will create the payload un-attached and on demand. Even better, the payload is bound in all but one direction by the hangar walls. This came in handy when I was trying to fire a payload perpendicular to gravity or in an air resistance or otherwise accelerating environment-- when using decouplers for this my payload would fall away faster than I could arm and fire the mass driver. The specific hangars useful for this were the spaceport and the spaceplane hangar. Maybe I should mention this to the NorthStar guy as well. There is another mod that functions similarly called extraplanetary launchpads, by skykooler & taniwha. Instead of storing premade vessels, EL allows you to build new vessels by drilling for ore. In similar fashion to the hangar mod, once your vessel is built, EL creates a new, unnattached and individual ship upon its launchpad. This was a great way to build and launch new vessels offworld, espescially in vacuum or low atmosphere environments. Finally, I wanted to mention that I have been altering Squad's aerodynamic fairings that came with ksp1.0. I find that if I change the melting temperature to that of Silicon Carbide I can use the fairing to protect all of the parts inside it suitable for being mass driven in atmosphere. I also needed to offset the center of mass in order to keep the fairing-stored vessel from flipping-- at mass driver speeds flipping creates torques and angular momentum that destroy everything. I am still experimenting, trying to get closer and closer to something more realistic, but in the meantime I'll post the code I have changed. Does anybody on here already have a solution like this? maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 0.2 maxTemp = 5200 CoMOffset = 0, -10.0, 0.0
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Hi I'm new to the forum. Thank you for your work on the Hangar mod. I enjoyed using your hangar mod with ksp0.9 and I wanted to mention that it is an almost essential tool for another mod: Netherdyne Mass Driver Mod by NorthStar1989. The mass driver accelerates whatever is inside its radius, but it is extremely difficult to get a ship inside another ship without a complicated decoupler network. With the Hangar mod I can connect a hangar to the mass driver, and then when I release a ship from the hangar it is acting as its own unattached entity, which makes it possible to accelerate with the mass driver. Even better, if one wants to fire the mass driver at 90 degrees with respect to gravity, the hangar body prevents the unattached ship from falling out of the acceleration radius due to gravity. The specific hangars useful for this were the spaceport and the spaceplane hangar. Maybe I should mention this to the NorthStar guy as well.
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