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EpicSpaceTroll139

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Everything posted by EpicSpaceTroll139

  1. If you could figure out how to screw up the other parts in the same way you could have a pretty cool paint scheme going there.
  2. Yep and for the same reason mine is even smaller than it looks at first glance. lol
  3. @Triop @Galacticvoyager Ok I added my country/state/whateveryoucallit here. I chose a slightly different place than I had on nonameships because that was a bit too tiny and secluded. Might expand to have a bit of variety in landscape someday. And get a proper flag. Anyways, I explored Minmus in my career save. Out of my own stupidity I forgot to put solar panels on my lander, so I had to be very careful with conserving electric charge while making my biome hops. I only *just* made it back to the Kopernicus Intra-Munar Vehicle. Due to solar panels on the main ship quickly starting to recharge my batteries, the situation is not clear. When I docked I had no electric charge. I was using my monopropellant for both translation and rotation. I thought I was going to have to abandon the lander in orbit (which honestly wouldn't have been that bad considering all the science I got using it, and that it needs a panel retrofit or replacement), but I managed to dock with 0.31 units of monoprop left in the tank. Unfortunately not everyone got the experience building opportunity to go down to the surface due to my using of most of the oxidizer going to all the biomes, but it's a small price to pay for the huge amount of science I got from the mission. Theoretically I could have used the EVA packs to land the kerbals and reorbit them... Perhaps an experiment for a later date. @Bornholio Is there a built in que on the KSP Atlas for when the booster engines + shroud should be jettisoned? I've been just using guesswork and thus haven't had particularly great success rate with getting to orbit.
  4. Might do that tomorrow... Maybe... If I claim something it's probably going to be that secluded little place that nobody really cares about that I have claimed on nonameships. Anyways, I finally got RO working again, and I did an unmanned test launch of a Gemini spacecraft. Stage detachment was a little funny, but things went fine aside from a minor incident with 4x timewarp and a parachute. Also been working on an improvement on my E-24 Line. Features 33% more power with corresponding extra rotor blades to convert that power into lift. Should have >136 ton lift capacity, albeit at the cost of a somewhat lower max speed due to drag and slightly lower hover endurance.
  5. Tested a couple light Eve lander concepts for my grand tour. Got bored and flew helicopter with some flashy lights (epilepsy warning!). Finally I tested a spaceplane for recovering a kerbal and her ship from orbit. I managed to melt one of the elevons with spinny results. Currently trying to figure out what exactly I did when installing TAC that makes ships/planes in my Realism Overhaul file uncontrollable fixed
  6. I don't know for sure, but there is probably a way to take a general screenshot of your entire computer screen. On my Lenovo laptop it's the windows + printscreen key combo. Once you have that you could just open the screenshot in MS Paint and crop it to the vessel viewer. Edit: oops didn't mean to double post
  7. So I wanted to create a giant rotor for a super-heavylift helicopter. It seems I should redo the engine mounts to be less appetizing to the kraken. Also been building vehicles from Apollo-and-other-past-spacecraft derived hardware. The above vehicle replaces the ascent engine of the Apollo LM with more Aerozine50/NTO tankage, giving it a fairly impressive delat-V. It still needs some work, I want another 1km/s in it. The idea is to use it as a lander for a tour of the Galilean moons. That's all for today. Was out for the morning getting my 2 wisdom teeth out... funny thing is it has not hurt at all whatsoever.
  8. Don't you just click through the keep data button a few times? I've never had this problem?
  9. Which version are you in? I'm in 1.2 and I think I got a contract like that once...
  10. I have a lot of stuff I've been meaning to put here, but I'll just put the events of the past few hours. So Sean's Cannery asked me to put a station in orbit supporting 5 kerbals. So I launched a small cheap station, and then launched my go-to spaceplane with 4 kerbals and dropped them off at the station. The plan was that I'd then remotely pilot it over to my Leo Ryan LKO Fuel Depot, where Bob and Jeb were stationed aboard a docked vehicle that is due to head out to Minmus in less than a week. I would then bring one of them over to the station and fulfill the contract. But before I got a chance to do that, I had to leave for a while so I exited the game. I came back, and realized I hadn't put the name of the company in the station's name like I usually do, so I opened the contracts window to find it. I searched carefully. No station contract. (In this picture I'm redocking to the station after realizing that the contract was not there.) Puzzled, I went into mission control and found... the contract was completed??? Well, ok then... more Δv on orbit for me! In-VAB testing confirms that my spaceplane should be able to dock with the fuel depot (seen below) and thus deposit extra fuel picked up at the cheap station. It needs to stop by the depot anyways to drop off the kerbals (I'm planning on bringing 6 kerbals to Minmus). Might keep the spaceplane on-orbit for a while afterwards. I'm thinking of bringing Linberta home from Mun Station I, and since she's the only person aboard, I don't think its worth dispensing of the service module of the Kolumbine CEV. I want to save that, possibly for a mission to Duna. I'm hoping to get 200 science or so from Minmus (shouldn't be too hard) so I can unlock the narrow band scanner. That will be helpful for finding the best spot to land my Mun Contract Station. I don't want it to take 5 years to fill up the Lf tanks like the contract wants.
  11. Turns out the thing produces less thrust than I thought, but I have some ideas for how to improve it. Still might be fun to test out. https://kerbalx.com/EpicSpaceTroll139/Large-Tail-Rotor-Prototype
  12. After inspecting @klond's tail rotor device, I built my own larger version, and made a few changes. While it only has one Juno blower, it produces significant thrust (I have yet to determine the exact thrust, but I'd guestimate it to be equivalent to maybe 3 Junos?).* Its speed and thus thrust varies with yaw control. Yaw left: blower flap blocks Juno allowing a turbine brake flap to slow or even stop the tail rotor. Neutral: blower flap is open, but turbine brake flap is still engaged, restricting the rotor rpm so it produces moderate thrust. Yaw right: blower flap is open and turbine brake is disengaged, allowing the tail rotor to spin up and produce maximum thrust. Here's a demo viewing from the front: In the morning I might work on decreasing spool and braking time. Would you want to test this on one of your Asura or Titan line Helis? I designed it such that it should be compatible, and would appreciate feedback. (Left side tractor, good with clockwise rotors like yours and mine). Actually, if anyone wants to test it on their stuff please let me know! You wouldn't want to put this on a production heli though, it currently has a problem that it breaks after timewarp, something I've discovered a couple of my Helis have too. Going to work on a fix for that. *Ok I just realized that I severely overestimated the thrust of the tail rotor. It was not producing multi-Juno thrust. I'm going to do some more modifications before releasing it
  13. Generally in the beginning, I design the usual basic rockets, and as time goes on (and I get plane parts), I start using rocket planes for my crew. That way I can land most of the spacecraft back at the KSC for refund. By now I've gotten about ½ to ⅔rds of tech tree unlocked, and I've got a large fuel depot it orbit (filled over time with leftover fuel from assorted rocket upper stages), and a nuclear vehicle good for going to Minmus and maybe Duna. I do most satellite contracts for the money. I also do tourists to orbit. I'm not set up for economical Mun tours yet tho.
  14. Hmmm... depends on what you define as "best." As far as best craft reproduction in terms of looks, I'd say it's the LM from my WIP Apollo replica: For best craft in terms of technology, that would be my E-50A Triton. For best craft in terms of raw power, I'd have to say it's my E-24 Champion. E-24A, E-24B
  15. The closer you get, the more obvious any small misalignment will appear, for the same reason that your thumb up close can cover up the Moon. Maybe ry offsetting the wheels on the one with the shielded port slightly down, to get rid of the small misalignment, or adding a reaction wheel or two to either of them so you can wiggle them around a bit until they dock. Might even be able to get them to dock by timewarping a little bit.
  16. Ok, here ya go. So you start in your craft file by searching for "thrustpercentage". This will take you to the stuff about the engine settings that you need to edit, seen here boxed in red. So, you replace the thrust percentage with whatever you want your new thrust to be. If you want 2x the thrust, make that a 200, if you want to be 10x thrust, make it a 1000, etc. The second thing you must do is change manuallyOveridden to True. Otherwise you won't get any more thrust than normal. Here I edited an engine to have 5x thrust. Basically what this does is force the thrust limiter to something > 100 Do this for as many engines as your plane has (in your case two I suppose), and voila, you have MOAR THRUST! You can also use similar meddling to get rid of the needless display of oxidizer tankage on airplanes that use adapters, or empty space if you're using a fuel tank as a structural parts or only partly filling them or such.
  17. If you want, I could show you how to fix that by changing a number or two in the craft file, so it will work for anyone, and you won't have OP Junos all the time, every time. I commonly used it on my replicas to give them realistic performance without excessive part count from clipping.
  18. I did my first launch in RO in a long while. I wanted to put a very simple satellite into orbit to start to regain a feel for launches. I guesstimated the fuel required perfectly.
  19. Ah, I see. Interesting that this is the first time I've encountered this problem. Anyways, in the future, I'll try getting notepad++. But for now I managed to fix it by manually editing the .cfg to look normal.
  20. Not sure if this is where I should ask, but I was looking at the AR202 part .cfg, as I was thinking of doing a personal mod (not something I would release, just something I'd use in my game) using mechjeb. Basically I wanted to add mechjeb functionality to the stock avionics nosecone. I've done this before, and so was expecting it to be more or less straightforward. Just copy over the mechjeb module from the cfg. and... what the heck? I acknowledge that there's really no reason to accommodate me messing around with stuff, and this is really more out of curiousity, but does anyone know why this part cfg. looks like a brick instead of the usual nice and organized column of code? Perhaps I messed something up when downloading? Or a somewhat unconventional program was used when writing the file? Mechjeb is a cool mod though! Kudos to everyone who's put work into it!
  21. In case anyone says "Squad shouldn't have to fix their stuff to accommodate a mod," this causes problems when using the claw too. Try linking to something with a claw that has wheels on it. It won't rotate anymore.
  22. Here ya go! And while I'm at it, I just released that helicopter I've been working on. Now to get back to work on that Apollo replica.
  23. So uh... remember how I mentioned a second Mun rescue mission? This just happened... This is going to be interesting... Not sure if I want to warp... seems like it would be a fun challenge to fix this!
  24. ...Now to figure out how to reliably get below the surface for that science... Hmmm
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