Bosun
Members-
Posts
156 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Bosun
-
I have not had any luck at finding any tutorial or guide to actually make the servos rotate, and I cannot seem to figure it out on my own. I have attached the rotational servos to the wings, and put an engine on it that I want to rotate 90 degrees. How do I make the servo actually move once I've launched? I've gone into action groups and added 'toggle engaged' to one action group, but pressing it does nothing. I've tried adding a controller, and mapped a rotation on the editor, but the same thing - once I've launched, the action group comtrolling the controller has no effect. I'm sure there's a blurb or article on how to do this, but typing the word robotics, servo, rotational or any combination there of only gets me tons of posts that don't actually answer the question of how to use them. Thanks for any help!
-
I don't think the average person really thinks about how close we are to stranding ourselves on our planet with a cascading collision event.
-
DasValdez KSP2 Interview Information
Bosun replied to GoldForest's topic in Prelaunch KSP2 Discussion
That's legit. If the space station's seams between the panels are sealed with pitch, than the sea-water, containing salt, will cause the wood to expand and hold that moisture, putting pressure on the seams, and thereby sealing them. For a wood-deck space station, that's vital to prevent leaks and decompression. Letting the decks dry out would cause so much dry rot on that there dry dock. Honestly that's a cool concept. Brackish water may be entirely useful for sanitation, or could be a very important part of a reclamation system for purifying or cleaning the water. The excess salt could be used in many ways if the water is boiled off from it. I could think of a a couple plausible reasons you would want salt water on a space station -
DasValdez KSP2 Interview Information
Bosun replied to GoldForest's topic in Prelaunch KSP2 Discussion
MySpace < Literally anything -
DasValdez KSP2 Interview Information
Bosun replied to GoldForest's topic in Prelaunch KSP2 Discussion
In Kerbiet Space Program - Rocket crashes you! (Kerbal Space Program has stopped working. Wait for program to respond Close Program) -
DasValdez KSP2 Interview Information
Bosun replied to GoldForest's topic in Prelaunch KSP2 Discussion
How about Colony Construction Container and Pad (CCCP). -
DasValdez KSP2 Interview Information
Bosun replied to GoldForest's topic in Prelaunch KSP2 Discussion
Merchant Mariner, tall-shipper, and all round boat guy here: It's not a dry dock. "Dry" implies the removal of the ship from it's operating environment. If it is designed to operate in a vacuum, with no gravity, a 'dry dock' would mean removing the ship into a pressure-controlled chamber with artificial gravity and atmosphere. Launching a ship into a body of water is similar to launching a rocket from a planet, into space. Where it belongs. One of my BIGGEST pet peeves in space games is the use of the term 'dry dock.' It is simply, a 'dock.' That's all. No 'dry.' Also, it wouldn't be a dry dock in space. It's already dry. Nothing was wet to begin with. It's an Air-dock, or Pressure-Dock. Not a 'dry' dock. Instead of "Yeah, I'm getting hauled out", the phrase in space-faring would be more aptly, "Yeah, I'm getting hauled in," or "My ship's in on the dock," etc. Or maybe "My ship's chambered at the moment, another 3 weeks til launch again." That's elegant, even. Chambered. Heh. Also - shipyard would work. Sometimes shipyards HAVE dry docks. But not all do. Finally - Ships have many things that happen to them in yards and docks, and dry docks, but the only reason you would EVER go through the trouble of hauling a ship out on the dry, is for hull testing, or for work that requires holes, or patching, that cannot be accomplished with the ship in it's operating environment. Minor welds above waterline, painting, even sometimes engine repair and removal/replacement, can allll be done while the ship's in the water. Dry dock is always a last resort. It's expensive, and time consuming and all around will add 3 weeks to whatever estimated time of repair you had in mind. Another pet peeve - I always see 'welding' happening in these 'space dry docks' everyone likes to mislabel. You know what I don't see? I don't often see connections for power, life-support, or water. In a dry dock situation, you shut your generators down. You shut ship-board power supplies down. Shut your water-makers or reclamation down. If you HAVE to get hauled out for any reason or even go to a yard and pay for slip space while you're there, you CAPITALIZE on that time, and do any and every project you think you can, even if it might not directly need it, because you're paying to be there, and don't want to come back soon. Most likely, you're in yard because one of those needs maintenance, which requires you be hooked to station support while it's off line for the ship to continue functioning. Which means cutting a hole in the side of the boat or the deck, to remove the unit and repair/replace it. In the mean time, you run systems support lines to the ship like an IV at a hospital, so that those living aboard during the yard period have running water, heat, power, food. You have multiple connections to the ship where entry ramps for crew, ports for stowage and dunnage, and things like trash and waste can be transferred back to the yard for disposal, and access to normally-sealed ports where maintenance and equipment can attend to business. If any one of you folks ever designs a game that has space ports - please, please consult a real sailor about what goes on in yards and dry docks. We'd be HAPPY to help you create a plausible, immersive ship yard in your game. And for the love of all that is holy - if you're making a ship for Elite Dangerous - consult someone who knows something about physics. You will never have a ship that has no space for plumbing, coolant lines, or any other machinery space that actually runs the ship, and you would never, EVER put a guest quarters right up against a bulkhead that has a massive engine behind it, which is literally just a magic nozzle, because where is the actual engine attached to it going to go? ::Sigh:: To reply to the original idea: Call the object the Orbital Assembly Module, Space Assembly Module, or Colonial Assembly Module or something similar. I feel like 'Module' would work well with some combination of acronymmable adjectives. -
KSP 2 "bull session" with DasValdez today! 3PM PDT
Bosun replied to Snark's topic in Prelaunch KSP2 Discussion
If I had gotten a ticket in time, I'd totally stop by, but, welcome to the w/b/est coast! I hope you get to visit the free-range, organic donut shop! We have many, but may I suggest Top Pot! -
I've been trying to use these engines on space planes, and it seems like one of two things will always happen. 1. I'll get mostly to space, and the engine will explode (it isn't overheated, or at least, doesn't indicate that it is) 2. It'll suddenly throttle most of the way down, despite having adequate resources. And then it will explode. Is this by design? So far I have not been able to run an engine longer than a few minute or so, at low throttle.
-
Ah. Of course. It's one word, and when I typed that in, it only pulled up references to spacedock the download site.
-
Does anyone know the name of the mod that had 3 sizes of pre-made, orbital construction docks? One quite massive? I used to use it in conjunction with this mod (I honestly thought this mod came with them), but now I cannot find those parts, and I cannot find the separate mod for them. They were huge, Star-Trek like bays, with lights. I've tried searching terms like Space Dock, Orbital Dock, Bay, Construction Bay, etc. No avail. Anyone find this mention familiar, and know what it is?
-
Hi everyone, Looking for some RSSVE support - @Phineasfreak ? Sorry, I know the thread's closed over there. DIdn't know where else to look. I've installed Scatterer and EVE and RSSVE, and have the volumetric clouds appearing entirely black, as well as having the 2d cloud layers show up in lovely neon colors? Also - it appears my draw-distance is smaller than the earth is..any way to extend the distance so that black edge on the earth goes away?
-
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bosun replied to Theysen's topic in KSP1 Mod Releases
It appears as though RSSVE is no longer. With E.T. for RSS also out - is there anyone currently developing a visual mod for RSS?- 2,215 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with:
-
Does anyone have any tips on how to Marie Kondo your GameData folder? I mean...I might use that mod one day. I don't always play RSS, but maybe I will....sometime. I've never used the Albucierre, but that's not to say I wouldn't! Ugh, this is hard.
-
I reloaded everything and now I get this error: Traceback (most recent call last): File "D:\KSP_win64\KSRPC\kRPC FIles\LaunchIntoOrbitEdited.py", line 9, in <module> conn = krpc.connect(name='Launch into orbit') File "D:\Python\lib\site-packages\krpc\__init__.py", line 36, in connect assert ok_message == Decoder.OK_MESSAGE AssertionError in Python after attempting to execute a script
-
I had this installed in 1.2.2, just now getting back to it with 1.4. Installed the kRPC folder by copying contents into main director (Schema/GameData/etc, so it all got placed where specified), and re-installed the library with Command Prompt. Now I click on "Start Server" button but nothing happens, run a script, but of course Python throws an error that the machine refused the connection. Of course, I AM the Machine. But that's another story. What am I doing wrong?
-
[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Bosun replied to Theysen's topic in KSP1 Mod Releases
What would I need to change in the files of this mod to make it so that the models did not re-scale? Keep all the statistical changes, but just leave the rendered models the right size so they are compatible with parts that are not included in the re-scale. Also - I'd like to keep the pods scaled to Kerbals, it looks funny. Sue me.- 2,215 replies
-
- realism overhaul
- ro
-
(and 1 more)
Tagged with:
-
[1.2.2] Space Shuttle System new release 26.01.2017
Bosun replied to DECQ's topic in KSP1 Mod Releases
Well, I've managed to get the Shuttle into orbit in RSS. There is, however, not much I am able to manage so far in balancing it's flight, (weight and drag) to get it to re-enter using the correct profiles. The craft is balanced with the end heavy so that upon re-entry even with mild payload, the COG is mid, tending aft. This leads to impossible re-entry. Still tweaking the mass on the nose, though, to make it enough, it starts to mess up launching. ::sigh:: Getting there, but it was never designed (the mod) to fit with the RSS forces. It's like trying to fly a Balsa-wood plane at real plane speeds. -
[1.2.2] Space Shuttle System new release 26.01.2017
Bosun replied to DECQ's topic in KSP1 Mod Releases
Mass, yes. Atmo Keys are ISP in this code, found'em. Change those. I downloaded Real Scale Boosters, and took the stats from the Shuttle SRB in that mod, and started porting the numbers over to DECQs. I like that DECQ's shuttle feels more visually to scale with the Kerbals, as well as to the Earth. Real Scale Boosters parts a lot of times seem 'too big' visually, but might just be me. I'm close. Really close to to nailing a good set of parameters for it. It's slightly different than RSB, but it's close -
[1.2.2] Space Shuttle System new release 26.01.2017
Bosun replied to DECQ's topic in KSP1 Mod Releases
Just to give an idea, KSP, In loading up the Shuttle stock, as DECQ programmed it for stock, without changing anything, you should be able to have it lift off, it just will not make it to orbit. When I changed configs, I added a 1 in front of the max thrust, and a 1 in front of max resources. After that didn't work, I doubled both of those. When that didn't, I made it '2', etc I simply kept 'scaling' up the specs until it did. However, I still don't have it efficient enough to carry payload, as the increased weight of the fuel takes away the gains I've made. I can orbit it. I cannot take payload yet. But give me some time. I'm still tinkering with it. -
[1.2.2] Space Shuttle System new release 26.01.2017
Bosun replied to DECQ's topic in KSP1 Mod Releases
You also have to change the ISP values, rate and Engine Configs for power, max thrust. If you increase fuel, you increase weight. Without increasing power, you won't take off. Speaking of - I can get to orbit unloaded wth serious mod to the configs.... DECQ - Despite changing 'rate' in the Config files, I cannot seem to change the ISP to get efficient enough to get a satellite in orbit. How/Where in your configs for Engine OSM/SSME do I change the ISP? Is it not labeled ISP? Once I get a working config file, maybe I'l share it with you all.