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[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
robertlong13 replied to robertlong13's topic in KSP1 Mod Releases
Yeah, I basically abandoned the game (and this mod) during the final stretch of my PhD. Fortunately, I just defended last month, so I'll be picking the game up again soon. Has nobody made a better IVA for this pod yet? It's been a while. If not, I'll see what I can do about updating and improving this. -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
robertlong13 replied to robertlong13's topic in KSP1 Mod Releases
The latest version is compatible with NavUtilities. It's actually not possible for me to add a cfg to somebody else's mod folder (well, it's possible, but I can't distribute it). I simply made my own version of MFD40x20 and added a page that loads up if NavUtils is installed. -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
robertlong13 replied to robertlong13's topic in KSP1 Mod Releases
Ah, I see what you're saying. I'll take a stab at those for the next major release. For now, the screens up above the windows should work well for hosting flight logs and vessel viewer (though they are a tad small). I also like doing all-IVA missions, which is why I'm glad I added the Nav Utilities page for landing my shuttles. I literally didn't know anything about Unity/Blender before making this mod. I just couldn't wait for a Mk3 IVA and decided I'd learn. If you're interested in learning and contributing, send me a PM. I'd be happy to guide you. It would make these changes happen much faster. -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
robertlong13 replied to robertlong13's topic in KSP1 Mod Releases
As I've mentioned, this mod is a work-in-progress, and the feedback is quite welcome. I'm probably going to fill in some dead space soon as well as remove some things that aren't quite relevant to spaceplanes (the GPWS is designed for vertical landings, so it's unnecessary, and the realchute buttons aren't needed). I'm not sure what you mean by "elevating the middle", but making changes to the shape of model is huge pain. Docking window IVA is the top of my to-do list. That will be the major feature of my next release (soon™). Agreed. That blank space is boring, but I don't want to put anything useful there because it's so far out of sight. I'm probably gonna fill it with non-functional "decoration" switches or something. I quickly get bored placing non-functional props, but they do really bring a pod together, and I'll need to do it eventually (unless anyone wants to place some for me ). In addition to the IVA, a HUD is probably the next major feature I'm adding. This will actually require me to make my own prop as none of the built-in HUDs quite look right in there. -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
robertlong13 replied to robertlong13's topic in KSP1 Mod Releases
Crap!! Brain fart. Fixing Fixed now. Thanks for the heads-up. I wish I caught that before more than 70 people downloaded it. Took me 3 tries to get that thing updated correctly. -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
robertlong13 replied to robertlong13's topic in KSP1 Mod Releases
This is an RPM bug. Wait for the next RPM release, or apply hotfix 28297 posted in the comments here: https://github.com/Mihara/RasterPropMonitor/issues/506 I'm not sure what's causing the ground proximity issue. I'll look into it. -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
robertlong13 replied to robertlong13's topic in KSP1 Mod Releases
It's working fine on my end. Make sure you have the 1.1 versions of RPM and Module Manager. Copy over the ASET directory and Apex directory from your old install. It looks to me like the ASET props are missing from your install. -
STS Challenge v2 (Closed)
robertlong13 replied to mythic_fci's topic in KSP1 Challenges & Mission ideas
I caused the explosion on purpose. I rolled hard and slammed into full throttle, which quite reliably rips something off. Normally, the carrier is quite forgiving when exiting at 25% throttle. The explosion actually took a few tries to time the picture correctly. Yeah, I originally planned to do the EVA rescue, but I wanted to utilize the extra fuel in the broken shuttle to make an inclination change, as they eat up so much fuel. Plus, it plays into the story of re-purposing the shuttle as a space station. I'm really looking forward to building the space station---which is the reason I actually got interested in building a shuttle anyway. But first, I'm going to make some much needed updates to my Mk3 IVA mod. -
STS Challenge v2 (Closed)
robertlong13 replied to mythic_fci's topic in KSP1 Challenges & Mission ideas
And here's my rescue mission. That Kraken has attacked me every time now. This time, I was almost to a stop when it hit, so no big deal at all. Maybe I should just get rid of my strakes. -
STS Challenge v2 (Closed)
robertlong13 replied to mythic_fci's topic in KSP1 Challenges & Mission ideas
Here are my STS-3 pictures. Ran into that darned KSC Kraken again. This time, he ate both my strakes. Normally my ship flies just fine without them, but this time everything got really bumpy. I should have turned SAS back on; I may have been able to salvage that landing. Fortunately, I quicksaved moments before this. I read somewhere that restarting KSP and loading the quicksave makes the problem go away (one of the reasons it's so hard to fix; it's not highly repeatable). I landed just fine on the revert. I had no other reverts. I used 2 information-only mods in this round. FIrst, was the docking port alignment icon on my navball. Second was ScanSat. Lining up these re-entries for these highly inclined orbits is really tough. I have to time synchronize my orbit perfectly, and the only way I know how to do that is with the ScanSat orbit overlay on the map. -
STS Challenge v2 (Closed)
robertlong13 replied to mythic_fci's topic in KSP1 Challenges & Mission ideas
I took on the STS-2 challenge. This was a fun mission, those sats look so cool spinning out. I decided to put the operations module in the cargo bay for fun/practice/challenge. Landing this thing with 10 extra tons is so different (shuttle is normally 31 tons with empty cargo bay). I had to put canards on the front just to give more pitch authority for the flare. I also find myself actually using my drogues on the landing now, which looks so much cooler. My right strake was eaten by a bug just prior to landing. I know that, in the past, the rule on "safe landing" has been pretty strict, but the rational is that this challenge is the ultimate test in design and piloting skill. I think that my landing, despite losing an important piece right before a critical maneuver (through no fault of my own) is a testament to both of those things. What is the policy on quicksave/quickload? I have a quicksave from when I was over the mountains, so I could revert and demonstrate that landing properly. -
STS Challenge v2 (Closed)
robertlong13 replied to mythic_fci's topic in KSP1 Challenges & Mission ideas
Introducing the Space Shuttle Breakthough. I wanted to make a design that didn't have the thrust alignment issue of the "realistic" shuttles. Having all my engines pointing down saves a lot of headache whenever I need to adjust my payload weight. With this design, I can easily reconfigure for anything between 0-50 ton payloads. If I need to do more, I can just slap on more tanks and boosters. Originally, I was gonna do it with two drop tanks, but in order to fit the rules, I needed to connect them with girders to constitute a single "carrier vehicle." I believe this craft fits the rules description. As you'll notice, I have a lot of mods installed (this is my dirty installation I use for designing stuff in sandbox). I didn't use them. This is a 100% stock vehicle. -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
robertlong13 replied to robertlong13's topic in KSP1 Mod Releases
I just migrated. Sorry for being so slow on the uptake there. -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
robertlong13 replied to robertlong13's topic in KSP1 Mod Releases
Yeah, I need to do some customization of the MFD pages. I didn't actually know about the NavUtilities mod; that thing is cool! I just sorta slapped the props in there. It'll probably be weeks before I can dig into this (between my dissertation and wanting to actually play KSP sometimes). I'll see what I can do about the "Pod Cams", but 2 and 3 should certainly be doable. -
[IVA][1.1] MK3 Pod IVA Replacement by Apex (WIP)
robertlong13 replied to robertlong13's topic in KSP1 Mod Releases
Just did. Should be working now.