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drhay53
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Everything posted by drhay53
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No Problem! Are they in this thread somewhere, or a different one? I did some searches on this topic with the likely keywords but nothing really came up.
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In the mod support section of the OP, I noticed all of the links to configs for other mods say "LINK MISSING". Does anyone know where I can track down configs for mechjeb and NavUtil support?
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Cygnus Recoverable SSTO Rockets (15 to 600 tons)
drhay53 replied to Warzouz's topic in KSP1 The Spacecraft Exchange
Just wanted to say I've been using these for all of my launches the last few days, and so far, everything up to 150 tons of payload has been incredibly stable for me. These are extremely well-done. I was wondering if you've thought about making a stable of lifters using SpaceY and KWRocketry engines? I'd just like to use them because they're cool. I don't know if you use them at all in your own save or anything. Regardless, your lifters are my main go-to for getting anything to orbit. Thanks a (few hundred?) ton(s)! -
I'm looking for a tool or mod that will optimize the landing site on a body based on the known values of resources (obviously considering resources beyond stock). I.e., if the user wants to optimize the total amount of resources, or, the total amount of N number of specific resources (configurable), etc. Does anything like this exist, or would it be easy to put together?
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parts [1.2] Karibou Expedition Rover [0.3.0]
drhay53 replied to RoverDude's topic in KSP1 Mod Releases
Just a note about my landing issues; I was using one of the Karibou radial cores on the top of the Karibou module, and switching to that. However, the yaw and roll commands felt inverted to me, after playing around with it for a while. The yaw control would make the craft rotate about it's long axis, instead of turning the nose as I expected. So I put a MechJeb module on the back of the entire vehicle, pointed upwards, and controlled the vehicle from there. When I combined this with some PID controller tuning of MechJeb, I was able to fly the craft much more easily and also MechJeb's landing autopilot was able to properly fly and land the craft. I found that I had to increase the integral term in MJ considerably. I did also install the TCA mod to play around with and it's pretty wonderful. Just got to be careful to not let MJ and TCA both be on at the same time. This might all seem like simple information to veterans, but hopefully it's not too off-topic and is able to help someone. -
parts [1.2] Karibou Expedition Rover [0.3.0]
drhay53 replied to RoverDude's topic in KSP1 Mod Releases
I'm sure the CoM was over the CoT, but the balancing was definitely very tricky. The hard part here is that the moments of inertia are so vastly different on the different axes, and the RCS + VTOL engines are nearly impossible to perfectly balance, that flying the thing down from orbit with the VTOL engines is incredibly difficult. Glad I played with it in sandbox before jumping into my career game. -
parts [1.2] Karibou Expedition Rover [0.3.0]
drhay53 replied to RoverDude's topic in KSP1 Mod Releases
Was messing around with a Karibou in sandbox today. ~40 tons, 2 MK-II modules and 2 VTOL engines. I put the Karibou radial probe on top and tried to do a precision mun landing with mechjeb and it was completely failing. I tried to balance center of mass and center of thrust, and I also had some Karibou RCS thrusters on there. I also tried landing manually a few times and had a ton of trouble there too. Anyone have some tips for landing a long Karibou craft? -
MATADOR - Multi Role VTOL Lander
drhay53 replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Was able to get to orbit with the XLV version of the launcher, starting the turn at 7km, ending at 50 wit a profile shape of 60%. Circularization burn was only 40 delta-v so it was a pretty good launch profile. -
MATADOR - Multi Role VTOL Lander
drhay53 replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
I have been using mechjeb, and I've tried several different ascent profiles. I think this one will need a late turn, but mechjeb just cannot keep it under control. I'll try some of the suggestions. One other question; do these guys handle re-entry well at kerbin? I'm wanting to go on a mission to the mun and back with one. -
MATADOR - Multi Role VTOL Lander
drhay53 replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Having a ton of trouble getting to space with the launch vehicle. Any flight tips? -
I do expect that I'll significantly revise your stations to meet my needs (I am using USI-Life support and StationScience mods, so your station concepts will be addons of existing stations). Currently in my career save I am missing some tech that is still keeping your station subassemblies from showing up in my list. I am most interested in your stations for the design concepts and the landers. Eventually I expect I will be shipping Ore and such using the USI-Kolonization system Logistics hub; however, these stations will be great for that first mission to a new place that I've never been, to ease the transition. I find that, as I'm still on my first playthrough of career mode, designing a new, difficult mission from scratch is so time-consuming, that I want to avoid it and just do easy missions. I'm trying to make the learning curve a little easier by utilizing packaged crafts like this. Anyway, thanks again. I expect I'll get alot of use out of your stations and your recoverable lifters.
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Part of the problem is that my game crashes about every 5th revert or quicksave re-load, so I'm forced to restart the game alot if I'm testing. But honestly, right now, I like doing missions, not spending forever getting the rocket to work. Typically what I do is spend an hour or two designing the payload, and then use some else's lifter subassembly to get it into orbit. So I do spend quite alot of time designing crafts, I just hate the part about designing a lifter for it. Although as I continue to learn, it gets easier. To each their own. For me, this kind of craft set is pure gold. I expect that in the future, I will get good enough to design my whole fleet from scratch. For now, however, I prefer to outsource the lifter aspect of my crafts.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
drhay53 replied to Angelo Kerman's topic in KSP1 Mod Releases
This is excellent. Might I submit my own humble request for support of USI Life Support (http://forum.kerbalspaceprogram.com/threads/116790-1-0-USI-Life-Support-ALPHA-0-1-0-2015-04-27). Mainly because my career save is intricately tied into that system, however, I don't have alot of ground bases yet and soon hope to expand.- 3,523 replies
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You are my hero. I'm most of the way through the tech tree on my first time playing the game, and I find that I prefer flying other people's crafts at the moment while I learn the ins and outs of the game. There's nothing worse for a beginner than spending 3 hours designing and building a rocket, only to have it fail, and then spend another few hours trying to figure out how to fix it so you can do that single contract somewhere. Hoping to get the tech to use your cygnus rockets soon. Just wanted to say thanks, and keep up the great work.
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Contract Pack: Advanced Progression - REPLACED
drhay53 replied to tjsnh's topic in KSP1 Mod Releases
I just encountered the problem where the 'orbit kerbin for 2 days' contract would not complete. I am keeping everything up-to-date with CKAN. It looked like it wasn't recognizing my vessel. EDIT: I dropped the contract, and accepted it fresh, and re-ran it with the same craft and it worked fine.