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Everything posted by PCanas
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The Ultimate Jool 5 Challenge - 1.0 to 1.3
PCanas replied to sdj64's topic in KSP1 Challenges & Mission ideas
For design reasons only can I clip the nose cone into the fuel tank, hiding the probe core in between? What if I add 1 (or 2) batteries and SAS on top of the probe, leaving everything hidden in the nose cone? It won't cange the performance of the craft nor add extra fuel in very compact spaces, it will only change the craft sillouete. I'll add the probe and batteries and sas anyway, so it's really just a design thing. -
The Ultimate Jool 5 Challenge - 1.0 to 1.3
PCanas replied to sdj64's topic in KSP1 Challenges & Mission ideas
I've asked that question in the previous version of the challenge. If I remember correctly, the refueling mission in LKO is considered as part of the assembling process. The refueling mission mentioned in the rules is when you're already in the Jool system and need to refuel. Don't know about the (un)manned part... -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
PCanas replied to bac9's topic in KSP1 Mod Releases
So, there's a v1.0.2 usable dev version of B9? How/where can I get it?- 4,460 replies
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[1.0.2] Land Speed Record!
PCanas replied to Commander Jebidiah's topic in KSP1 Challenges & Mission ideas
Another record: 962m/s, easy mode -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
PCanas replied to Nertea's topic in KSP1 Mod Releases
Got it. Thanks for the help -
[1.12.x] Mark IV Spaceplane System (August 18, 2024)
PCanas replied to Nertea's topic in KSP1 Mod Releases
So I downloaded this and installed... and the pieces only fit when placed backwards. Lets say I start with the cockpit. To place the nose cone, I have o place it 180º from it's original orientation, so it's facing the inside of the cockpit (basically, clipping). This also happens with fuselage and fuel tanks, the double and triple engines nacelle, etc. Is there anything wrong? Am I missing something or doing something wrong? The installation is [game]/Game Data/MarkIVSystem/[everything else] -
The Ultimate Jool 5 Challenge - 1.0 to 1.3
PCanas replied to sdj64's topic in KSP1 Challenges & Mission ideas
I'll go for this. I've started a craft in the previous version but I'll try it on 1.0.2 too. I'm just waiting for B9 to be available for 1.0, because I will certainly "need" this mod. Plus I intend to make a video of it, so I'll take some time... -
I understand the point of this: you're trying to avoid people who strap tons of fuel tanks just for the score and then drop them at runway and fly a light plane. The thing is, with your rule, the problem persists: I can strap tons of fuel tanks in the SPH, then I'll drop them at runway and fly a light plane. The weight of the extra tanks will count for score since you score the plane with the weight IN the SPH, not the runway or in flight, so when I get to the runway I'll just drop the extra weight and fly a light craft. Basically, I'll be scored for a 900t plane and fly a 1t plane. Plus, even if can't decouple them in the runway, I can decouple as soon as I leave the runway, because tecnically, I'm no longer in the runway. Or I can just taxi my plane to the grass and decouple them there and then taxi back to runway, or just take off from the grass (since you don't state I HAVE TO take off from the runway). With the rule written that way, you're just limiting WHERE I can use that "score hack", not IF I can use it. I suggest you replace that rule for something like "WYSIWYG - The plane you show in the SPH is the plane you'll have to fly, all the way, so if you design a plane with 20 fuel tanks and 150t, you'll have to fly it."
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[1.0.2] Land Speed Record!
PCanas replied to Commander Jebidiah's topic in KSP1 Challenges & Mission ideas
Also, change my name in the leader board -
[1.0.2] Land Speed Record!
PCanas replied to Commander Jebidiah's topic in KSP1 Challenges & Mission ideas
My chutes are not deploying instantly, like this last video, they slowly deploy, wich means if I try hard mode I'd have to stage the shutes at about halfway the runway. I'm using KSP v1.0.2. Is it normal or is there some problem? I noticed there are two timers in the description of the chutes, is that it? -
[1.0.2] Land Speed Record!
PCanas replied to Commander Jebidiah's topic in KSP1 Challenges & Mission ideas
It's actually PCanAs. It's the initial of my first name and my last name -
[1.0.2] Land Speed Record!
PCanas replied to Commander Jebidiah's topic in KSP1 Challenges & Mission ideas
So... 871m/s, on easy mode, with heating at 100% and FAR. No cheating at all, and to prove it, here's the craft file. just hit Z, T and Space and there you go (might need some small yaw correction in the first few seconds). Although the rules include FAR in the hard mode and I have FAR installed, I wasn't aiming for the hard mode, since, as you can see, the vehicle is not meant to stop at the end of runway. I tried a second time and only got 500-something m/s... guess the first shot was a lucky one. Anyway, the craft file is there, so you can try if for yourself. I'll try other engines as well. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
PCanas replied to bac9's topic in KSP1 Mod Releases
So, I've read +- the last few pages... this isn't updated for KSP 1.0.2 yet, right?- 4,460 replies
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1.02 Kollier Trophy (reset for the updates)
PCanas replied to GoSlash27's topic in KSP1 Challenges & Mission ideas
My entry: Speeder. 1707m/s max speed achieved. 30.625m maxim altitude achieved. Pictures of F3 menu, and before (almost) everything exploded. Nevermind, this entry is not valid because some parts exploded. I'll try again later. -
So, stupid me connected the fuel lines in the wrong way. I ended up with massive fuel tanks that won't be used -.- On top of this, the Fuel Core Module and the Propulsion&Energy Module (the 2 modules that will have/use fuel) are already in orbit and docked (with screen shots documenting the whole thing for both modules) Now... do I have to redesign and launch everything again, or can I just redesign and put it back in orbit with hyper edit? I know HE is not allowed, but since this is to correct a "minor" mistake in a very early stage of main-craft construction, would it be possible?
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Another doubt: The rules say we're allowed one refueling mission. This refueling mission counts for any situtation or only to refuel the main craft when it's already in Jool (or the moons)? I'm bulding the main craft in Kerbin orbit. My plan is to have a fuel core, a propulsion module, and a docking module. The fuel core is in orbit already, but it's nearnly empty, so I need to refuel it. This refueling counts as the refueling mission specified in the rules, or is considered as a part of the assembling process of the main craft?
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So yeah, I might take this challenge. And for me, it's going to be a really big challenge: I've never been out of the Kerbal system, I usually play sandobx and try different designs of... well... everything. I've read the rules and I have some doubts: - "You can hack science points and funds in a new savegame to have all the parts and have enough money to go for the mission." Can't I just use sandbox? It's the same thing: unlimited funds and all parts available. If not, how can I hack funds and science? - "No part-clipping." That big cargo plane that comes with B9 (can't remember the name) has the wings clipping through some fuel tanks, into the main fuselage. Can I do things like that? (place wings going through something to stick to the fuselage) - Mods allowed: Quatum Struts Hangar Extender Editor Extension ... maybe? I think that's all... for now.
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Ok, so I downloaded the new models and parts and got two problems: 1- not every part shows on the new "Robotics" category, some of them are in the old category (wich I can't rememeber the name. The icon is a gear) and in "Structure" category. 2- the bigger wheels, those that are paired and can lift/extend (I think their name has "hauler" or something like that), show as not-lifted/extended in the editor, but when you launch the craft, they're lifted/extended all the way, and I get no option, anywhere, to retract them. Any ideas?
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[WIP] Kerbojet Systems - A B9 Expansion - USABLE PRERELEASE 0.1
PCanas replied to blowfish's topic in KSP1 Mod Development
12 days?!?! How? Btw, this mod looks pretty cool, I'll keep an eye on it -
Coool! The only thing I don't like are the engines in the front, but only for an aestethic reason. Most of the planes I've designed have stability problems when reaching 25km. Plus, probbaly because of lack of thrust, it starts fo fall back down, ie, the prograde slowly falls despite maintaining the nose pointing up. Any ideas about the reasons for these?
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Pretty cool! I've tried to build something like that before, but with no success How did you attached the landing gear to the wings? And how did you "burried" the front wheel into the fuselage?
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Oh, it's your own mod? Nice