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Everything posted by MaianTrey

  1. Just a heads up for KSP 1.8.0 - this mod seems to still function correctly in flight. In the VAB, though, I get a 0% estimated recovery percentage for all stages no matter what.
  2. This just randomly stopped working right after I tried to get it to work. I've tried uninstalling the mod and re-installing it and Alt+3 does nothing anymore. Has that happened to anyone before?
  3. i7 6700k processor, overclocked to 4.5 GHz and 32GB of RAM. I recently upgraded the GPU to a RTX 2070 Super, but that was for VR and hasn't affected KSP since the CPU is the main bottleneck. I had a GTX 970 before. But for bigger builds (in case those reading this aren't aware), RAM and CPU core speeds are the bigger factors in performance. Core count doesn't matter much, and GPU generally doesn't matter a whole lot for KSP until you start using graphic overhaul mods.
  4. STS-110 uploaded to Youtube and KerbalX Craft: https://kerbalx.com/Maian/STS-110-Atlantis Video: https://www.youtube.com/watch?v=rCkEccXRDxs
  5. So I've created a space shuttle with a Canadarm that uses Clampotron Jr's for the end effector. I cannot dock with the same vessel at all. It tries, but every time, they get stuck in a weird locked magnetized state just inches apart until I undock it from the arm. In the images below (in spoilers), they get stuck in that position, and one of the two docking ports is available to 'undock.' If I undock the connection to the arm, it will then dock correctly and close the gap that is shown, but not until then. It's the same for grabbing the module in the payload bay - I have to decouple it from the rest of the craft to get it to dock. Changing the magnetization of the docking ports has no effect. Is this just how it is? I swear I've been able to get the docking to work correctly when Breaking Ground first released, but I haven't gotten it to do anything other than what's shown since then.
  6. So I did get STS-110 launched and landed, a few months back, but never finished uploading it. I think in the next month or so I'm going to try to finish launching my Vanilla ISS and upload it with a few screenshots and no videos to finish the project, and then update them with Breaking Ground robotics where necessary. In the weeks leading up to Breaking Ground's release, I completely re-created my shuttle from scratch, and then incorporated robotics into its design for the Canadarm and other bits. So far I've only completely created STS-88 along with recreating the first two Russian segments (Zarya and Zvezda). I recreated and improved my Proton-K rocket as well. Everything is still completely stock, with Breaking Ground parts. No parts from the Making History are used in the following craft. I've automated the installation of STS-88 -- There are KAL controllers that completely perform grabbing the payload, lifting it out of the bay, docking it on the orbiter's docking port, extending out to grab Zarya, and then putting it on Unity once coupled. The launch sequence is automated through SRB ejection thanks to the newly released v1.7.3, you just have to steer. I also recreated the P6 truss (so far) right after Breaking Ground released to test out the robotics for a self-deploying solar array. It folds up nice and tight to fit in the payload bay just like the real one did. https://gfycat.com/brightunacceptablehalicore (recommend playing at 4x speed)
  7. Based on what nestor said earlier in the thread, this should be possible with this upcoming update. Since you can lock/unlock parts with the Part Action Window, this should be doable with the KAL.
  8. Yea that's how my current shuttle setup is. I just have 7 kickbacks (6+1 center) that have variable thrusts to start tailing off about 35-45 seconds in. My shuttle re-work that I finished a couple of weeks before BG released, I did an 8+1 SRB to get a little longer burn, but I couldn't figure out an ascent profile that worked as well as the 6+1. I end up shooting into a super elliptical orbit unless I burn towards the ground a bit when I start nearing the end of the burn. For the thrust curve, I would just make them all have the same curve on the one controller. No need for variable thrust limiters if I can control it with the KAL.
  9. Well great, now I know what I'm doing this weekend with my shuttle... RIP other productivity.
  10. Part Action Window It's the right-click window.
  11. You can pause the KAL-1000. If you have it set to play when you press an Action Group key, that button pauses if it's currently playing. It will continue playing from where it left off when you activate it again.
  12. I did have a couple of kraken strikes along the way to get to this point haha! I do have a servo in there to rotate them, works pretty well, just didn't get it recorded. I have one set to be inverted, so I can tie the rotation to the 'roll' axis on a non-default action set and keep them pointed the same way. I also have the pistons for the extension, and the servos connected directly to the Solar Panels set so I can toggle the 'lock' on them, and when locked, the whole array still rotates and is rock-solid! I was stoked when I realized that worked haha. This DLC is terrific - Action Sets, Robotics Parts, and the KAL-1000!
  13. I finished my ISS Solar Array mechanism. Screenshots below, GFYCAT video here. Not much wiggle. But there is a little bit, more-so when I retract.
  14. @sgt_flyer That's probably a little simpler solution than what I was thinking of, because I was assuming that would be the issue (once docked, it would all be the same vessel, and clip apart). I was thinking of a way to mimic the stowage system in the orbiter - some krakentech-style hold-points that would hold it in place after disconnecting the payload from the orbiter to keep it a second vessel. It could be as simple as an extra set of RCS balls on the payload, and half-open hinges on the orbiter closed off by BG hinges that you can open after docking. But all this seems more complicated than just using the krakentech Canadarm!
  15. Have you bound them to axis groups on different sets? Like for my first draft of the orbiter-mounted Canadarm, I bound in Action Set 1 the shoulder pitch and yaw joints to Pitch and Yaw (WS, AD) and the elbow joint to roll. Then the LEE's 3 joints to the three translation keys (HN, JL, IK). They are set to override default control groups so it doesn't pitch the whole craft. Set the translation to 1.0, and use fine control (caps lock) and you can get pretty good manipulation. Just a little time consuming when putting it in action. When you put commands in alternate Action Sets, an icon shows up in the default toolbar area in flight that allows you to switch between them at the click of a button. The main issue I'm having is the part-clipping. I've tried putting the end effector docking part as a separate craft that's tied in with Barometer experiments around a gravioli detector (so a hinge, but with no rotation allowed). It seems pretty good for maneuvering, but haven't tried the docking part of it just yet.
  16. are your wheels mounted directly to the hinge? Try putting a part in-between the hinge and wheel (might want to node-attach the part in between to the hinge).
  17. Squad doesn't work on the console version. That is outsourced to a company that offers that service, Blitworks. The way their current workflow is set up seems to be developing for the PC version, get any bugs they can ironed out, and then give it to Blitworks to integrate in the console version in the most true manner they can. They've said previously that because of the limitations of consoles, they have to make compromises and can't bring over 100% of everything. Nobody has said this isn't coming to Xbox. Just not on May 30th.
  18. Is that a re-skin of the experiment capsules in the background (in the video)?
  19. The cat's outta the bag on that one already. We have a DLC - Making History. KSP is essentially a 7-year old game (4 if you only want to start with v1.0). The update that comes with the DLC at the end of the month will be free, and will likely contain a few things for vanilla KSP. The new features and parts will be in the DLC, just as they were with Making History. There is also terminology that is largely understood regarding games and expansions/DLC: Stock craft - craft made entirely in a stock game (including DLC), no mods needed. Vanilla craft - craft made entirely in the base KSP game, no mods needed.
  20. Well, 1.5 was the first of the quarterly cycle. That came in mid-October. We got 1.6 early per that schedule in mid-December (should've been January if they strictly kept to 3-months), which means if 1.7 comes in April it's right on time.
  21. Nope, the last KSP Weekly on October 5th announced the quarterly release schedule being every 3 months. Then 1.5 dropped in the middle of October. Which puts the release schedule for a year being January, April, July, October.
  22. The last one was December, but the one before that was October. So I'm thinking the 1.6 update was just a month early rather than the 1.7 being late. A quarterly update schedule from when they announced and released 1.5 would put the 1.7 update to April.
  23. I have the Crawler Transporter hydraulics faked well enough, using the airlock's docking and retracting capabilities. I've started working on the Mobile Launch Platform, and I think it might be a little large for the scale of Kerbal, but is pretty good in relation to the CT. Just some kinks to work out... It's almost there, just need to strengthen that final connection to the wheels. When I retract the airbrakes, the airlock docked connections aren't strong enough to hold the weight. (More images in spoiler below).
  24. Correct, there is no DRM on the game. You can copy/move the game elsewhere on your Hard Drive and run from the executable directly. All saves and mods are contained directly in the KSP folder (Mods in GameData, Saves in 'Saves') so they will all still work the same.
  25. For the most part, one evening - 90% in a few hours. That doesn't count me looking into its design and sizes and all that stuff. I kinda had an idea of how I wanted to do it, and once I figured out how I wanted my tracks to look, it was pretty straightforward. Once I got it built, my wheels started freaking out on load in and were vibrating/bouncing around a little and destroying themselves or making the CT clip into the runway and blow everything up. I finally got it under control by lowering the Spring Strength and Dampener Strength. So that final bit took another evening.
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