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smotheredrun

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Everything posted by smotheredrun

  1. Was waiting for that one. Normally I don't set myself up like that ... it's usually me whom is making the "Dad Jokes"
  2. Very cool @Pak. Can't wait for this. That sure is a lot of ORANGE though!
  3. When it's ready and not before. I'm having a few coffees as I wait.
  4. Quick little bit of info: had a wonderfully busy weekend and was unable to do anything KSP. Today my eyes got some epoxy adhesive in them, so I'm typing this with blurry vision. GGood news is no permanent damage. Bad news is no KSP and few/zero screens for the next few days. WWorst news: I don't even get one eyepatch, so nope.... still not a Kerbal Space Pirate
  5. So I haven't yet had a chance do that test and logs for you. I had a crazy busy weekend and then got an epoxy adhesive in my eyes today. So the bad news is I don't get to be a Kerbal Space Pirate.... no eye patch. Once I can see the tiny lettering on my laptop screen I'll do that test.
  6. Alright sounds like a plan. I should be able to get that done tonight or tomorrow night.
  7. Hello @Denko666 I've been playing around with this mod in 1.2.2 a bit and so far it's pretty cool. My only question (so far) is how do I slow down to capture orbit? The OP says to point and go to your target. In this screen shot, I have arrived at Jool and would like to make orbit.... I don't see an option on the warp drive ring to "Develocitize" or whatever to avoid having to use all of my deltaV for my sublight engine. Here is a screenshot: Any thoughts?
  8. @Damaske @DStaal @Raptor22 @shdwlrd @Capt. Hunt @Avalon304 and everyone else: To paraphrase Dr. Farnsworth from Futurama: "Improving news everyone!" So after goofing around in 1.3 a bit more, I have the following observations regarding the KSOS pack: Station Parts: They work! The categories are all wrong, but I'm on that right now. The shuttles: KSO EWBCL/Super 25/Ascension (AKA the bigger one) also flies! Again, so far, max payload to 120km x 120km is around 10 tones also close to 1.0.5/1.1.3 I believe)... Notes on both shuttles for deorbit burns: Doing your burns near the mountain range/desert next to the crater in the ocean is a good place to start depending upon your orbit height. The maximum orbit I've reentered with the Mini from is 100km and I over heated (poor Jeb). Deorbiting from around 70-80km is probably safer (at least for me). The Vehicles: Haven't tested....
  9. ROFLMAO!!! I'm still laughing at that one! Alright, I guess that is one solution. Thanks anyways
  10. So I missed this post of yours. Station Parts: So far the parts work for me too. The Shuttles: Yeah, the 2 shuttles are a workout to get to orbit as is. The patched test version of the EWBCL for 1.2.2 also liked to try and fly backwards on reentry. I "think" I have a solution... it doesn't involve any editing. Try making the EWBCL take a shallower reentry, and try this for your engine set up after the deorbit burn: 1. Have a good chunk of fuel left (a good place to start is about 500 dV - I think) 2. Have OMS engines activated, and their angle "decreased" so they're parallel to the wings (Action Group 2 or 4 I believe). 3. Activate only the top SSME (Rclick it and select activate), and leave the angle set as is... do not change it. 4. Make sure rudders are set to Yaw only (unless these instructions fail miserably, then set them to Yaw and Pitch). Wings are set to Roll only. Body flap set to Pitch. NOTE: I find that having it not set in the Brakes Action Group while in the VAB also helps. 5. Maintain around +5 to +10 degrees pitch on reentry (watch your heating) and then be very careful if you need to use S-Turns to slow down... Too aggressive and you'll stall out and start the Backbone Slide Backwards Boogie. If your speed does get too low or you start to summon the Flight Krakken, or you're going to end up short of the runway, use your 3 engines set up as described to increase your speed/control. Shuttle landing gear: May have a solution... working on it. The Vehicles: To start, I've never really used them, so I haven't done any testing with them. I have no first hand experience with using them since 1.0.5.... That said I know a few things about them: Regarding wheels: They're still suffering from the Great Wheel Breakage of KSP 1.1.3. If someone knows of a solution, please share @Drew Kerman I noticed that you have the KSOS Space Center Vehicles listed in your mod list for your Twitter/web site KSP Career. How did you get the wheels to work? The fire truck: Pretty sure the water hose still doesn't work, and it hasn't since before 0.90 I believe and it's an animation thing I think so for now that's a no go. The Kerbal Death Fidget Spinner Contraption Helicopter: I suck at helicopters... Cop car/sedan: Possible solution for rollovers: Do MOAR BOOSTERS work? Vehicle summary: If anyone wants to take these on, let me know via PM.
  11. @linuxgurugamer I've been goofing around with this in a temporary "Wait for ALL of my mods to be updated, and holy #$%&@ !!! This is a new kind of pain (fun ) I think I have the failure frequency set too high (this is confirmed to be a PEBKAC issue), but still loads of fun. Thanks for keeping this one going.
  12. Now this looks like something for me to play around with! Thanks again Linuxgurugamer!
  13. So if I understand correctly, upon a successful upgrade to 1.3 if I open that save, and load one of my quicksaves from prior to the "damage", this exception will not occur and I should be good to go?
  14. Well that's a new one. How did the IR Kraken migrate into 1.3 and attach itself to the KSOS? I'll do some testing tonight
  15. @Angel-125 I have seen that video a few times. It's definitely a gooder. In other news, @nightingale has found an exception in my log from my damaged save. I am posting it here because at the moment in that save, DSEV and Buffalo are the only Wild Blue mods I have installed. Below is the exception and nightingale's response: In that save at the moment of "damage to my contract progression" I do have one active contract to I believe do a "Goo Experiment" (one of the DSEV Lab experiments) at the Mun and return it to Kerbin. The contract still has almost 1 and a half years left before it expires, and I have yet to send a DSEV lab module to the Mun to do the experiment. Do you have any thoughts on the matter? Do you require further information?
  16. Ok, That looks like it's something to do with the Wild Blue Mod suite's science stuff. In that save I'm using the DSEV mod and I do have one experiment contract active. I'll post this into that forum and see if Angel-125 can shed some light on this. If Angel can provide a solution, my contact progression should return to normal (provided I load a quicksave prior to the breakage? Thanks!
  17. For the station parts, just downlaod from Spacedock by following the link in the OP
  18. @Angel-125 Update regarding the Compressed air/IFS/WBT issue... commenting out Compressed Air entry in IFS seems to work.
  19. @Damien_The_Unbeliever Thanks for this mod! I am really enjoying this.
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