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Posts posted by smotheredrun
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K. Sold. I want haz dirigible for my ride to work every day
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On 3/20/2017 at 0:12 PM, WildLynx said:
Power level slider for VASIMRs is now inverted?
P.S.
VW-10K model is clipped into parent part in the existing designs.
There was a warning about this being a possibility a few days (weeks?) ago. I would retire existing ships before updating. Or not.
@Nertea nice pics! Amaze-b&lls as always
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This one does
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@Diazo they are separate parts. One for left wing, one for right. It's the KSO mod in case you want details.
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Speedy's Hex Truss System works in 1.2.2 (for me and probably a few others). There is a fix here that makes one issue go away.
KSO is also not dead..... The station parts all work. No idea about the ground vehicles (anyone want to test out some wheels?) Some of us are working on some fixes for the shuttles. Once those are done.........
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Ok, so it has been about 20 years (almost - holy cow) since I last did anything that resembled coding - I could get my Gorillaz to throw a mean banana across the city skyline - and I'm hoping there are one or two fantastic people out there who'd be able to help me get a few parts to "work", at least visually.
Essentially when I tell the craft to pitch up, the ailerons show a roll to the right. Pitch down they show a roll to the left (the craft does what it's told for the most part, but it looks awful). If I tell it to do a roll to the right, the ailerons show a pitch up. If I tell it to roll left, they pitch down.
Thoughts? Is this something that can be edited in a config/patch - or the part's config file itself? Any insight would be greatly appreciated.
Thanks a bunch.
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On 3/18/2017 at 10:19 PM, wadusher1 said:
Probably the same thing that happens when you crash into the sun.
poof!
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Here is my submission. I hope this works it. It will definitely go into the "modded" category. Hope the links are easy to find and that it all makes sense.
My scoring should be:
Your Mun-mission hast to fullfill the following criteria:
- Everything has to be started with a single rocket (no building ships in orbit or refueling in orbit)
- You have to fly a LOR mission (you need a Command Module [CM] and a specialized Munar Module [MM])
- No automated piloting (no mechjeb, do your flying by hand)
- BYOR (Bring your own rocket) - The rocket must be your own design
Just for fullfilling theese criteria you will get thirty points. (+30)- 3-man Mission +10
- 3*-man Lander +10
- 2-stage Lander (leave the decent-engine on the Mun) +20 (used the 7 m/s dV left to start ascent, then decoupled and continued with ascent module)
- Main rocked aspargus'd? not sure here? 3 LFO boosters with a fuel line going into 1st stage core. Boosters separated at same time. 1st stage continues ascent.
- Launch escape system in place? +10
- Lander stored behind the CM during ascent +20
- Lander tucked away behind some kind of fairing? +5
- Free return trajectory to the Mun how close of a Kerbin Periapsys do I need on the return?
- Flawless landing (no parts broke off, Neil Armstrong is watching you!) +10 surprised myself on that one... although I lost a fin on ascent....
- After succesfull Mun landing dock CM and MM in munar orbit (no swapping ships without docking them first) +10
- MM disposed by crashing it into the Mun (remove Kerbal first!) +5 (see note above)
- Plant flag on the Mun (no cumulative, i.e. two flags don't get you 6 points) +3
- Spashing down on Kerbin (land on water) +5
Did science, but no SEPs though....
So, according to this I got a whopping 138 whole points! Armstrong IV will have to do better!
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Back after a long absence the mission reports are on the way!
Here are some of the things I've been up to in KSP while getting ready to submit a report to the Doing it Apollo Style-Redux thread.
First orbits of satellites and single Kerbal capsules:
SpoilerWill be adding photos "soon"
Probes:
Mun: Coming soon
Minmus: Coming soon
Duna:
Here are some shots of my Ker-Mariner IV probe, headed to Duna. Uses parts and modified design from @akron's Quetzal probe from his Probes Plus mod (I am a few versions behind the current dev/release version)
SpoilerAn approach shot:
A closer look
A side view
And a backside view
Eve: Ker-Mariner V is very similar to the IV, so just imagine it's heading to a purple planet instead of an orangy-red one
Stations:
First (and second) temporary orbital stations, they are slightly modified from @Raptor9's catalogue of Exploration Vehicles. It is an EV-1C Skiff with an MPL orbital laboratory, launched from his Thunder 1 rockets.
SpoilerLaunch of the new small Kerbin Shuttle Orbiter, intended for small payload deployment and crew rotations..... NOT INTENDED TO RETURN WITH A PAYLOAD...... That small section of fine print in the shuttle design specs was missed by the KSC engineers and flight planners....
SpoilerHere is the first prototype:
KSO Resolute - She flies again.... SoonTM
And here is the maiden voyage's landing.... well at least after the complete stop:
Any landing you can walk away from, right?
Testing of the new landing capsule's decent stage, landing gear, and ascent stages.
Spoiler"soon"
Now that your caught up, we get to the meat of the program! Jeb (and can't remember who yet) launch a prototype CSM for expeditions to the Mun and Minmus. This prototype is based off of the crew return capsules used with the current Space Lab 01 temporary station.
Spoileron the way
And here you go! The launch of the first Munar lander for Kerbalkind! A few changes were made to the CSM based off of some reentry shenanigans that occurred with the prototype:
And here sitting on the pad ready for launch with Jeb, Bill, and Hannan Kerman is the Armstrong III:
And here are the details of the mission!
Mods used:
SpoilerQuality of life, information, life support:
Trajectories
DPAI
Mechjeb (information readouts only!)
KER
Automated Screenshots
(x) Science with Here and Now!
Chatterer
Kerbal Alarm Clock
Transfer Window Planner
Kerbal Construction Time
TAC - Life Support
Parts:
ASET ALCOR - Advanced Landing Capsule for Orbital Rendezvous
ASET Landing Legs - they work!!!!!
Coatl Aerospace - Probes Plus
B9 Aerospace (info drive - see screen shot)
KW Rocketry Redux
DSEV (fuel tanks - same volumes, but used because they look fancier than stock tanks)
Kerbin Shuttle Orbiter System (docking ports)
Vanguard Astrodynamics (lander engine)
Think that`s all that I could find....
And here is the mission itself. The full albums is in the link below. The Spoiler contains the shorter version.
SpoilerHere we go!!!!
Main Engine Start
Launch clamps released
Rats, looks like we hit the Umbilical Tower! FASA will be pi"%/&!!!!!!!
"Jeb!"
"Yes, Control?"
"You've lost your stabilizer fin off of booster number 3"
"Cool!"
S'all good though!
Booster separation
1st stage burning nicely
1st/2nd stage separation
Blew the fairing, now burn for orbit!
Orbit established, now set up that Munar encounter!
Done!
Which button did what again? Glad we brought that "Info Drive" from B9 Aerospace!
Jeb: Press "o" Bill!
Let's see what goodies they gave us!
Swing around to pick out our prize
and approach
Almost
Contact!
And now we wait for a bit.
I had loads of fuel left in my second stage, so why not keep it for the munar insertion burn, right?
Burn for the Mun!
Drain that extra tank!
Tank`s empty, let's take out the lander
not the cleanest removal, but it worked
No scratches either
Use the map to watch our insertion burn
insertion complete.... Almost.... Went to an AP of 29 km above the mun.
Bill goes to check out the new lander
and spends the next 20 screenshots looking for the light switch
Bill: Found the lights!!!!!!
Jeb and Hannan: Yay!
beauty shot
testing landing gear
Arrival at the mun!
Here is the second part of the mission:
And here are some of the better shots:
SpoilerForgot to turn on the life support
LZ selected
MechJeb is for info readouts only. All manual all the time for me.... I mean Jeb
Jeb's view.............. LOVE THIS POD!
Almost.... As @illectro usually says in his videos... "Ever so gently........."
Touchdown! First 3 Kerbals on the Mun
Let the sciencing commence!
We'll nail a contract or two while we're here
Science again!
And again
Group photo!
Had some fuel left in the Descent stage, so figured I'd use it.
Discard and OH! Should have left some gear down there to collect that impact data, shouldn't I?
Tank butt
Made you look
Rendezvous
Docking approach
Transfer crew and science, then ditch the ascent module. You'll be missed ALCOR I.
A little science experiment on reentry at Kerbin: Let's see if we can save the whole CSM by using the engine and RCS?
Looks like we can!
"Mission Control?"
"Go ahead Jeb."
"Gene, looks like we came back with some extra gear. Can you send out the boats to come get us?"
"Huh? What do you mean extra gear? How much?"
"Um... the whole Command Service Module. Engine, tanks, comms... Everything"
"The boys in the budget office will be thrilled!"
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@linuxgurugamer Sorry I have not responded sooner... Version 0.5.5 seems to work well in stock so far. No issues to report.
My tests today or tomorrow will involve the flight scene and then possibly trying to see if the issues I had were directly involved with KCT. I feel it's better for me to try that than to send you a log file that has 100 + mods in it.
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Gonna need to download this one too I think. Wouldn't mind having a mobile floaty lab for Kerbin.... My career save is lagging so much right now as I'm waiting on some probes to reach (read crash into) their destinations.
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R.I.P. indeed Richard Hatch .
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So far no crashes with my older laptop:
Win 7
Thinkpad T430
Core i5-xxxxx (not sure what the numbers are at the moment) 2.4GHz quad core
512 MB VRAM (yup 512)
8 GB RAM
Alcor 0.96
Alcor Advanced IVA (I think)
RPM
MECHJEB
100 or so other mods
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On 3/14/2017 at 10:04 PM, Freds said:
This mod is in my "Must Have" Mods!!! It allowed me to create really useful spaceplanes, and, a new playstile.
This spaceplane is one of my favorite spaceplanes: It is a Cargo Transporter - Its mission is to go to Kerbin's Orbit and dock at the KSS1 Space Station, parked at a 2500Km orbit.
Below a ugly, heavy, unaesthetic thing: the Mothership NAUM (Naum is my cat's name - she helped me in the design by walking over the Keyboard sometimes...).
Lots of mods are used: Nertea's mods are used for functionality parts (2 small reactors, capacitors, MK4, Heatsinks...), Uzbio Welding for the big body, Atomic Age engines, KIS/KAS Container, Mechjeb is essencial for piloting that monster (10 minutes burn are common...), and lots more....
Where are those launch clamps from?
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I use MechJeb to "get me close" - like within about 10 km or so. Then land (crash) manually.
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Well, the new models look great! Will they be ship breaking? No big deal if they are, we all just have to remember to retire our active ships and delete the old parts before upgrading......
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Capacitors are great for when you break your solar panels and need a charge while you wait for your reactor(s) to spool up.....
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If I can manufacture some free time this week, would you like another lag-hunter?
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Wow, it has been months since I last looked at your project. Great work! Keep it up!
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Ok will do. I am about to head off to a gig. I'll test it either first thing in the morning or first thing in the afternoon, just depends on what the munchkin and her friend have planned for me in the morning,,, Yay to sleep overs!
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Using latest version of WCC 0.5.5. KCT dev build 1.2.3 (dev because there is no curren 1.2.x release). I'll try to get you a log later today.
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@linuxgurugamer Would it be possible that there is "something" inside Kerbal Construction Time that would prevent Werner Checker from functioning as intended?
Not sure how familiar you are with KCT, but I know that KCT overrides the Launch Button and you need to use the "Build" button from the KCT menu. You then wait a few days (depending upon part #s, tech levels, etc) for your ship to build. KCT alerts you when the craft is finished, and you can then launch it from the KCT menu when at the KSC scene, the Tracking Station, or while in another flight scene (found that out the hard way.... bye bye reentry probe
).
Here are my reproduction steps:
KSP 1.2.2 Stock, Werner, KCT
VAB/SPH (Werner Checker menu pops up upon opening VAB/SHP - yay)
1) Select Mk 1-2 Cmd pod
2) place batteries, solar panels, parachutes AKA "follow Werner's checklist"
Throughout the build, none of the lights change, regardless of how many solar panels, antennas, etc you place.
[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
in KSP1 Mod Releases
Posted
*puts away big-whacking-stick-for-silly-question-asker *![:P :P](//kerbal-forum-uploads.s3.us-west-2.amazonaws.com/emoticons/default_k_tongue.gif)
Looking good as always. Looks like I've got to "try" to do a speed run through my current career so that I can use this pack in my next one. Can't wait to see what happens when I combine this pack with a couple others!