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Everything posted by Sterbehilfe
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Sterbehilfe replied to Athlonic's topic in KSP1 Mod Releases
I think you are mistaken about where the sounds come from. What chatterer plays are "real" astronaut / cosmonaut sound recordings from the STS and Apollo missions (hence the folder names). They are obviously heavily modified (i think reversed too) to make them sound "kerbal" but they are all being used.- 751 replies
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Sterbehilfe replied to Athlonic's topic in KSP1 Mod Releases
I've ported my previous patch to allow unmanned / SAS capable vehicles to chatter aswell (with matching robotic soundset) to the current version. Tested and working under Win10 x64 http://atomicstryker.net/files/ChattererMachinesPatch.zip If you are concerned about sourcecode, this is a pull request on github too. Imma steal yo excrements- 751 replies
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Sterbehilfe replied to Athlonic's topic in KSP1 Mod Releases
Absolutely zero patience and the urge to try out ksp modding resulted in a pull request for the probe chattering. https://github.com/Athlonic/Chatterer/pull/15 If you want to try it out, the referenced patch file contains the needed sounds and a compiled chatterer .dll Just remember you have to delete your plugin config file or add the "machines" audioset, similar to how "valentina" is registered inside- 751 replies
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Sterbehilfe replied to Athlonic's topic in KSP1 Mod Releases
As a developer myself, i don't really like people asking for things and offering no help. So here you have a pack of 30 "drone-ish" sounds cut to about the right size and in ogg format. I ripped them off youtube videos. Not all of them are what i'd call ideal, but the alien nostromo bits are basically perfect. http://www./download/rjf4cuit6iasi1u/chattererdronesounds.zip #01 - #05: analog modem dialin #06 - #09: floppy drive #10: 1993 pc boot #11 - #15: old printer startup #16 - #30: alien, nostromo computer sounds I was this close to actually jump into VS and implement them myself. But then again, im lazy, and i don't really know what i have to set up to get kerbal stuff to compile. EDIT 2: And also, i was wondering what the angry sounding soundbits were. Of course, russian. Figures.- 751 replies
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Sterbehilfe replied to Athlonic's topic in KSP1 Mod Releases
I'd like to second this request. I fly probes a lot and would love them chattering aswell, making beeps or modem chirps or diskette drive / hard drive noises.- 751 replies
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Sterbehilfe replied to stupid_chris's topic in KSP1 Mod Releases
Once FAR is in play, you basically have to control your stuff down or else aerodynamics will tear it apart. Deorbiting all my reusable boosters is what i do while i wait for other maneuvers. That being said, the default parachute deployment height of 700m is way too low for ballistic reentry. I'm still going mach 2 at 8 kilometers height, still have mach 1 around 4 km when i deploy the chutes, and depending on terrain height (not even talking highlands, just the raised dark green plains biome around ksp) i smash into the terrain at 100 m/s while the chutes deploy. I generally raise it to atleast 1700. -
This is amazing, finally i can warp 4x physically lossless, without being afraid of the game breaking apart. Using 8x physical lossless in atmosphere with FAR makes everything stutter and flicker, but hey it still works. You saved me so much time waiting for my reusable boosters to aerobreak back to KSP. Thank you!
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[old thread] Trajectories : atmospheric predictions
Sterbehilfe replied to Youen's topic in KSP1 Mod Releases
So if i understand the limits correctly, this only predicts the right landing spot if FAR doesn't make your craft fly? I tried landing a reusable Booster (2 orange tanks and then some, fairly long) and the prediction was wildly wrong because my "balanced brick with fins" started flying in the atmosphere, i even "bounced off" around 25km and started ascending for a little while -
Official FAR Craft Repository
Sterbehilfe replied to tetryds's topic in KSP1 The Spacecraft Exchange
Try using the structural intakes and Tweakscale to make them bigger. They didn't heat up a lot on my reentry, unlike the fuselage intakes and shock cones. -
Official FAR Craft Repository
Sterbehilfe replied to tetryds's topic in KSP1 The Spacecraft Exchange
http://www./download/6t1n39ig2d6c9xi/GodSSTO3.craft Mods used: Kerbal Joint Reinforcement http://forum.kerbalspaceprogram.com/threads/55657-1-0-2-Kerbal-Joint-Reinforcement-v3-1-3-4-27-15 nuFAR http://forum.kerbalspaceprogram.com/threads/20451-1-0-2-Ferram-Aerospace-Research-v0-15-1-Fanno-5-10-15/page848 MechJeb http://forum.kerbalspaceprogram.com/threads/12384-PART-1-0-Anatid-Robotics-MuMech-MechJeb-Autopilot-v2-5 Kerbal Engineer http://kerbal.curseforge.com/ksp-mods/222685-kerbal-engineer-redux Tweak Scale: http://forum.kerbalspaceprogram.com/...new-Stock-part (for wings, fuselage, engines, intakes...) Instell Incorporated Experimental Technologies: http://forum.kerbalspaceprogram.com/...l-Technologies (scramjet engines) Spacey Heavy Lifter: http://forum.kerbalspaceprogram.com/...82015-05-09%29 (proper 2.5m reaction wheels, vanilla ones suck) Action Group Bindings: 1 - toggle Rapier on/off 2 - toggle Scramjets on/off 3 - switch Rapier airbreathing mode 4 - open cargo holds 5 - deploy drill 9 - deploy solar panels Guide to orbit: Press F10 to disable memory leaking temp. gauges Press X to null thrust Press spacebar to engage all engines and gimbals Press 2 to turn off the scramjets again (flameout) Now full thrust, steer a bit because the runway isnt aligned You won't be able to liftoff before the runway ends, thats fine Engage SAS and CAREFULLY orient the plane about 10-15 degrees upwards when you run over the runway end at around 200 m/s If you pull up too strongly in that first moment the soup will tear off the wings Once in the air, immediatly retract the gear and keep inching the nose upwards Power back a bit, stay at around 300 m/s or mach 1, the engines can take a 45° and higher ascent no problem At 10km up bring the nose back down to 20° and throttle to full Keep climbing and accelerating. Past 400 m/s you can press 2 to turn the scramjets on Past 1250 m/s you can turn off the Rapier with 1, else it will switch to rocket fuel because low atmosphere You should be able to use the Scramjets to get a 75km Periapsis (they might be op because they don't flameout at 250% air intake usage - if this bothers you just turn them off using 2 and use the rapier - 1 - for the last couple hundred m/s) Then circularize and press 9 to deploy solars Reentry: Retract any gear, solar, cargo doors, kerbals Get Apo/Periapsis at ~20km Kerbin Keep the nose about 15 or 20 degrees above your velocity marker Engage the (air-)brakes No need to use RCS for either as- or descend -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sterbehilfe replied to ferram4's topic in KSP1 Mod Releases
A question: Does FAR balance the "overpowered" stock aerobrakes? Another question: Does it matter whether air intakes are open or closed? Aerodynamically? Otherwise? And: I have encountered issues where my plane would inexplicably fly unstable, drag strongly to the left or right when launching it after fiddling in the hangar. When i restart KSP and load the same plane however it's smooth flying as it should be. On a different note, i figured out what was causing my engines to have different thrust: TAC fuel balancing. Switching it off immediatly yielded full fuel flow in all engines.- 14,073 replies
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Tried it. Liked it. Some ideas: - you should point point out TAC fuel balancing is also mandatory, the nuclear engines get fuel deprived quickly without it - it flew kinda jittery, without SAS i can't really hold it still. Using the s fins as wings? Nice - at the edge of the atmosphere it started veering/yawing. I think you need to move those tail fins more to the outside of the craft, it works like this because you have fairly powerful reaction wheels for a vessel that size - rcs aid points out your rcs thrusters are not suitable for docking/precision maneouvers, not balanced around CoM - due to my veering problem i didn't manage orbit, just a high ballistic flight, also one of the scramjets had a flameout (do i need to TAC balance air intakes?) so i had only nuclears left, not enough thrust to accelerate past gravity - reentry was very nice, though, again, had some veering EDIT: Did a second flight with all TAC balancing enabled. Managed orbit this time. Although i have to ask: How balanced is that Houdini engine? It still worked at 0.01 atmosphere. I don't think actual scramjets work with that little air. Lets see here ... mumble mumble NASA scramjet 70,000 feet mach 5 ... earth atmosphere density at that height is 1.39 / 23.77 = 0.05 .... huh. Maybe?
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sterbehilfe replied to ferram4's topic in KSP1 Mod Releases
But do i know that? I'm an end user here as far i know the AoA or DPCP stabilizers throttle back when im flying wrong. But good to know. I found 2 more wrongs with my plane by myself ... the CoM was excentric in regards to the rocket engines, and its possible my "throttling down" happens because of low power. But wait, engines in KSP work without power .... i just dont know. On the up side, i managed my first reentry without tearing the plane apart.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sterbehilfe replied to ferram4's topic in KSP1 Mod Releases
I have a problem with my dual-engine SSTO: When firing my 2 mainsails on suborbital trajectory (after turning off all intakes and jet engines) to get to orbit, sometimes one of the two suddenly loses thrust / throttles down. Subsequently the craft starts spinning. WHY DOES IT LOSE THRUST. The log doesn't mention anything of interest around that timestamp. I am using TAC fuel balancer and have turned off all FAR FA options. [LOG 16:03:07.208] Tac.FuelBalanceController[FFFBE1AA][149.50]: Rebuilding resource lists. [LOG 16:03:07.244] [CHATR] Capsule starts the exchange... [LOG 16:03:09.113] Updating vessel voxel for GodSSTO2 [LOG 16:03:09.984] Updating vessel voxel for GodSSTO2 [LOG 16:03:10.856] Updating vessel voxel for GodSSTO2 [LOG 16:03:11.929] Updating vessel voxel for GodSSTO2 [LOG 16:03:13.129] Updating vessel voxel for GodSSTO2 [LOG 16:03:13.781] [Progress Node Reached]: RecordsSpeed [LOG 16:03:14.202] Updating vessel voxel for GodSSTO2 [LOG 16:03:15.533] Updating vessel voxel for GodSSTO2 [LOG 16:03:16.576] Updating vessel voxel for GodSSTO2 [LOG 16:03:17.758] Updating vessel voxel for GodSSTO2 [LOG 16:03:18.810] Updating vessel voxel for GodSSTO2 [LOG 16:03:20.003] Prandlt-Meyer Expansion Curves Initialized [LOG 16:03:59.738] [Orbit Targeter]: Target is null [LOG 16:05:05.338] [Progress Node Reached]: RecordsAltitude [LOG 16:05:32.905] [CHATR] Capsule starts the exchange... [LOG 16:06:07.995] [Progress Node Reached]: RecordsDistance [LOG 16:07:31.517] [CHATR] Capsule starts the exchange... [LOG 16:08:56.914] [Progress Node Complete]: RecordsDistance [LOG 16:08:58.764] Active Vessel is in atmosphere. Cannot save. [LOG 16:09:06.438] [CHATR] Capsule starts the exchange... [LOG 16:09:43.236] Active Vessel is in atmosphere. Cannot save. [LOG 16:10:22.781] RCS lock/unlock [LOG 16:10:28.735] Active Vessel is in atmosphere. Cannot save. [LOG 16:11:03.560] Active Vessel is in atmosphere. Cannot save. [LOG 16:11:13.918] [CHATR] Capsule starts the exchange... [LOG 16:11:38.765] Active Vessel is in atmosphere. Cannot save. [LOG 16:12:13.993] Active Vessel is in atmosphere. Cannot save. [LOG 16:12:20.994] RCS lock/unlock [LOG 16:12:22.208] RCS lock/unlock [LOG 16:12:49.250] Active Vessel is in atmosphere. Cannot save. [LOG 16:12:53.572] [CHATR] Capsule starts the exchange... [LOG 16:12:57.679] Game Paused!- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sterbehilfe replied to ferram4's topic in KSP1 Mod Releases
Which reminds me, my Center of Mass is too far back and the plane likes to tumble ass-first. I should scrap one of my 2 Monoprop tanks and mount the other one in the front for some counter weight.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sterbehilfe replied to ferram4's topic in KSP1 Mod Releases
I've kept working at my goliath. I fixed the situation with not enough thrust by adding a second mainsail, and i achieved this by using a super sized mk2 bicoupler. This monster won't even take off in time without switching on the rockets for a bit. But it achieves orbit. And if i do it right, it should have enough dV to get to the Mun or Minmus and refuel there. Right now there's an issue with the mainsails, though, they gimbal wrong (i assume because of the dual rump).- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sterbehilfe replied to ferram4's topic in KSP1 Mod Releases
I've increased my number of tail fins to 3 and it doesn't spin out anymore. The problem with getting to orbit remained, it was not enough thrust after all. I replaced the 3 LVN with a single mainsail (had to replace the main liquid fuel tank with rocket fuel) and i just managed to get a 130 km suborbital flight. On reentry, the mk1 fuselages exploded due to overheating, so i have to somehow fix that. Putting all of them above the wings perhaps? Also i have the distinct feeling the mk3 Monoprop tank is wayyyy to much. Or i need bigger monoprop engines. @Bishop Are stabilizers stock parts? I only see winglets. And no, i don't use winglets. The small front wings are tweakscaled S-Delta Wing and S-Elevon One's.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Sterbehilfe replied to ferram4's topic in KSP1 Mod Releases
Hi, i'm new to tinkering with nuFAR transonic designs and i'm hoping someone could help me with my SSTO design. The idea was a huge SSTO with integrated full science payload and ore processing for offworld refueling. I'm using tweakscale to get stock parts in the correct sizes. Now, that plane flies well enough, but when i try to get it to orbit, problems arise. As far i can tell with nuFAR you have to jet to around 17,18 km height, achieve whatever speed you can, then burn upwards to orbit. The plane gets to that height, i level out and accelerate. Around 800 m/s the nose starts pulling to the left hard (SAS and FAR stabilizers enabled), the plane starts to tumble, and aerodynamic pressure tears it to pieces. I assume because the wings are too wide for a transonic design? Should i try a different ascent profile, just jet straight up? TWR is high enough. I just dont know if the LVNs can get me into an orbit. Don't think so, really.- 14,073 replies
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