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GKSP

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Everything posted by GKSP

  1. It's not even real water! The only interactive thing is the frustration when you get a rover stuck in it during testing.
  2. If you have 0-g systems you want to run a particular test on before they are in orbit, these can keep you stable. They also have an alternator so you can run robotics or not drain power waiting for a launch window. They also help prevent kraken attacks while time warping.
  3. I noticed a weird glitch with the reflections on the windows of the rover cabs: they go in the wrong direction. The front window is reflecting through the vessel and the side window is reflecting what the front should be reflecting! It looks like that instead of bouncing off the outside face of the surface, the reflection is instead going through the smaller angle through the outside surface and onto the inside.
  4. I currently have an autopilot test running in the background while I take some notes for uni, but once I'm done, I will definitely have fun with my screenshots
  5. I'm interested! I have a (mostly) replica F15C/E/EX I built for BD Armory and have since modified it into a "Clean" version for space agency use! Should I include all variants in a gallery or what? I also have a 45 min video of attempting to fly underneath the R+D pedestrian bridge then going to the Island airfield for stunts. I saw your Xi'an and now really want to make a Blackfish! I might even put it on Laythe once the 1.11 update comes around.
  6. I have at least three different types of planes I want to take off from Laythe: a CTOL SSTO crew shuttle that works exceptional on Kerbin, a couple CTOL demilitarized fighter jets for escort/surveying (ok, really cause who doesn't want fighter jets in space), and a V/CTOL cargo transport to transport supplies between islands/bases. This has about 30 min VTOL and 2.5-3 hrs cruise, where the VTOL must have limited takeoff weight. I was looking around on the Kerbal Maps website for a good location: one that has a fairly flat slope, low inclination, and decent proximity to other islands/biomes. This will support both an airbase and support vehicles as well as a spaceport for heavy orbital cargo missions, and serve as an infrastructure hub for auxiliary bases around Laythe. I came up with the area around the co-ordinates 5° N, 187° E, since it looks like a low slope area of decent length from the survey data provided at Kerbal Maps. The desired terrain also runs in the E-W direction which is optimal for re-entry. Has anyone else attempted this who can provide input? Edit: I want to mention that since there are a few different islands nearby, I'm planning on using one of the fighter jets to so some surveying.
  7. I'm getting a bug where I can't transfer fuel between vessels/parts of a vessel. I've tried on a rocket I have that definently does not have crossfeed problems, and it's holding me up on doing a rover expedition to Duna's polar regions for that sweet, sweet science because I have to resupply at my landing/cargo site after the 200km journey to another site. Now I'm stuck with a rover that works, but can't go further in case I run dry my RCS and LFO (fuel cell) reserves.
  8. I'm glad I read through this before getting further along in my mission planning for building a spaceport and infrastructure system on Duna and Laythe! Im hyped! Edit: Would it be possible to set up buildings in VAB mode? I'm planning on setting up an airbase on Laythe and want to build hangars out of structural panels so the planes aren't exposed to the elements as much. Would I just need a lot of scaffolding due to limited range for building?
  9. I haven't looked deep into this discussion topic because, well, it's 138 pages long, but I have an interesting idea to share. Much like how Rover autopilot has the basic settings and also waypoints as an extension, I thought this type of waypoint system can be helpful for aircraft. Points could be saved in 3-dimensional space relative to the surface of a planet, and the settings in the Aircraft Autopilot could be attributed to them. Like the Rover autopilot, routes could be made, for example, to connect a cargo route from a refinery on Laythe to an equatorial launch site. Another use could be flight planning with a specific altitude in mind , to avoid mountains and terrain while maintaining efficient flight characteristics. I don't know much about the internals of MJ, but I find myself using the aircraft autopilot a lot, and this could make it a more efficient tool for planetary operations.
  10. I see why you're doing that, I just don't like clipping when you really don't need to. For example, I tried to make a F16 knockoff using the Airplane+ cockpit to use with BDA, and my only way to put a radar on there involved pretty much doing what you mentioned, because the radars are Mk.1 and the body is Mk. 2. In fact, that inspired me to try to write a patch (unsuccessfully) to just integrate the radar directly into the cockpit. When I use the offset tool to slide two parts together such as fuselages or wings, I also find myself spending waaaaaay too much time with that just to get that one pixel just right.
  11. That thing has saved me numerous times from an awkward bulkhead size transition. Would you rather have one inline RGU or a tiny one and two 2.5m adapters on each end? That's weaker structurally, takes up more vertical space, and looks bad on inline stacks. Haven't been doing unmanned stuff recently, but with mods like FMRS, you can mount one of them on a first stage and then guide it back to Kerbin to recover after separation, SpaceX style. A 1.25m RGU in a first stage, again, would look bad.
  12. A SpaceX update? That seems feasable. It could come with an emphasis on career mode economics and... sustainibility(?) somehow if you incorporate Tesla cars and Spacex reusability. I don't play much Career mode, so I don't know what of the capitalism currency needs an overhaul though.
  13. After completing one Duna expedition and having another large-scale one in-progress, I have found that the importance of cargo pods for resupply and cargo delivery scales with expedition size. My first was fairly self contained, with just a base and an ascent vehicle on the surface, so nothing big needed there. My second involved a landing site 250+ km away, a re-usable ascent vehicle/shuttle, and a large rover for transport. This rover itself would be unable to get off Kerbin without being enclosed in a cargo pod, and such pod was necessary for Duna descent and landing. Mission planning involved driving to the original base left by the first expedition, which had given me valuable science and part upgrades. Due to this, I needed to send along a cargo canister with new parts using KIS. What is in common here? The mission would not have been possible without vessels acting as cargo containers. These cargo containers do not exactly fit into any other vessel category: they can be used again, whether for shelter or old parts storage, so they're not debris. They're not rovers since they don't move, and they're not bases because they do almost nothing once on the ground. With the 1.11 Some Assembly Required update coming soon, I believe this is the perfect time to add a new craft type: Cargo or Cargo Pod. This type of infrastructure has a unique role, which will soon be explored by many with the new game update, so it is only appropriate this is added!
  14. Negative G is all relative to direction. It looks like KSP only measures the absolute value of the G-load.
  15. When kerbal G-limits are enabled, that applies to any direction, whether positive or negative g. However, pilots (and planes) typically have a much lower g-limit when it comes to negative G. Is there a mod out there that gives kerbals a separate tolerance for negative G so you have to fly aircraft properly?
  16. I haven't seen a suggestions section so I'd like to make a suggestion here: Detachable landing engines. The Engines tab is a little lackluster, and I don't always have the space for adding an entire module just for landing, which is just one step. I'd like to suggest a new engine that has similar functionality to that but attaches like the detachable rover wheels. The Planetary Base Adapters already store fuel, so implementation is similar to the existing engine. Like the rover wheels, it would have a built-in decoupler. I also always wondered what the node in the side of the rover wheels should be for, and this would fit in perfectly.
  17. I just sent out my second-ever manned Duna expedition. In the six-ship fleet a rover is one of the primary payloads. I might try my hand there over the next months.
  18. When I'm launching something where the payload is a standalone ship, for example, I don't want my monopropellant to draw from the cargo/payload, so I disable that, right? What if I have a bunch of monoprop tanks on the payload? I'd have to go through clicking the fuel flow button on each tank and that takes time. How about instead, I bind that to an action group for Deploy Payload: Activating engines, rcs thrusters, antennas, and fuel tanks all in one go? On a side note, air intakes have a Toggle option in the Action Groups, and that comes in handy for spaceplanes. However, I can't reliably rig that toggle to either my "Activate airbreathing mode" or my "activate closed-cycle mode" because it all depends on whether your intakes start open or closed, and your flight procedures may change depending on the misssion. Intakes need an Open Intake and Close Intake option for action groups too, so I can have one succinct button to turn off my chemical motors, turn on my jet engines, and open my intakes; and vice versa. Thank you for listening to my TED Talk.
  19. Sorry to dig up an old thread, but THANK YOU for the clear input lock.
  20. I'm fairly inexperienced with writing my own patches, and my only attempts have failed, but I am familiar with using and implementing ModuleManager patches. Is there a patch I can write that adds an air-to-air radar to AirplanePlus Non-Commercial cockpits? I'm not really a fan of putting an inline radar in the fuselage of my plane and offsetting it to look like nothing happened.
  21. I recently separated my BDArmory saves and space agency saves by keeping separate installs on my computer. Is there a way to remove the unused BDA modules like the hitpoint tracker from crafts in my normal space agency saves? I encountered a similar problem with kOS and the nametag and don't know how to fix it.
  22. Is it possible to use this mod without the recovery functionality? For example, to drop a buoy on Laythe and RTB?
  23. Is it possible to use this mod without the recovery functionality? For example, to drop a buoy on Laythe and RTB? Sorry, didnt actually check what thread search brought me to
  24. Awesome, thanks! Edit: My most recent time: [LOG 13:45:52.307] Loading Systems: Elapsed time is 439.9256s
  25. Is there something that will set up a basic min/sec timer to the game loading screen? Maybe also to ship loading too? I've looked around but to no avail.
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