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smotheredrun

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Posts posted by smotheredrun

  1. 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.

  2. 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!

     

  3. 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:

    Spoiler

    Will 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)

    Spoiler

    An approach shot:

    5PGQdfh.jpg

     

    A closer look

    FX06IcN.jpg

     

    A side view

    cvwS6Ed.jpg

     

    And a backside view

    NoF6sHN.jpg

    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.

    Spoiler

    9nr6LZg.jpg

    Launch 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....

    Spoiler

    Here is the first prototype:

    KSO Resolute - She flies again....  SoonTM

    uITbuPx.jpg

    zhBFd7j.jpg

     

    And here is the maiden voyage's landing.... well at least after the complete stop:

    tiknDzH.jpg

    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.

    Spoiler

    on 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: 

     

    WB25vFJ.jpg

     

    And here sitting on the pad ready for launch with Jeb, Bill, and Hannan Kerman is the Armstrong III:

    Pk73pID.jpg

     

    And here are the details of the mission!

    Mods used:

    Spoiler

    Quality 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.

    http://imgur.com/a/Edrnv

     

    Spoiler

    Here we go!!!!

    1s97AAY.jpg

    Main Engine Start

     

    ZAP7lSa.jpg

    Launch clamps released

     

    YYm4IO1.jpg

    Rats, looks like we hit the Umbilical Tower!  FASA will be pi"%/&!!!!!!!

     

    Cx2RjOu.jpg

    "Jeb!"

    "Yes, Control?"

    "You've lost your stabilizer fin off of booster number 3"

    "Cool!"

     

    TgPjpI4.jpg

    S'all good though!

     

    cQHljUR.jpg

    Booster separation

     

    OY8btMj.jpg

    1st stage burning nicely

     

    O3LdPHK.jpg

    1st/2nd stage separation

     

    FHX0mRg.jpg

    Blew the fairing, now burn for orbit!

     

    R0WbDcS.jpg

    Orbit established, now set up that Munar encounter!

     

    P62iwLR.jpg

    Done!

     

    BhQjRJ3.jpg

    Which button did what again?  Glad we brought that "Info Drive" from B9 Aerospace!  

    Jeb:  Press "o" Bill!

     

    J1YFxNx.jpg

    Let's see what goodies they gave us!

     

    aCOrSdl.jpg

    Swing around to pick out our prize

     

    wegVOPt.jpg

    and approach

     

    mpheEin.jpg

    Almost

     

    g2b4Ex5.jpg

    Contact!

     

    oGDwsmb.jpg

    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?

     

    fpZdDB9.jpg

    Burn for the Mun!

     

    4xAggYn.jpg

    Drain that extra tank!

     

    1VSQWt2.jpg

    Tank`s empty, let's take out the lander

     

    rSVPerP.jpg

    not the cleanest removal, but it worked

     

    0Tb7E29.jpg

    No scratches either

     

    5Kiv3hO.jpg

    KCTJBKc.jpg

    Use the map to watch our insertion burn

     

    KCTJBKc.jpg

    insertion complete.... Almost....  Went to an AP of 29 km above the mun.

     

    ael84iZ.jpg

    Bill goes to check out the new lander

    D0NeSOM.jpg

    and spends the next 20 screenshots looking for the light switch

     

    YWDg2uK.jpg

    Bill:  Found the lights!!!!!!

    Jeb and Hannan:  Yay!

     

    20vMSuR.jpg

    beauty shot

     

    UUwFaWf.jpg

    testing landing gear

     

    Ol8HChN.jpg

    Arrival at the mun!

     

     

     

    Here is the second part of the mission:

    http://imgur.com/a/t7H3O

     

    And here are some of the better shots:

    Spoiler

    FYwuyFj.jpg

    Forgot to turn on the life support

     

    MzJYJXr.jpg

    LZ selected

     

    96x4dBj.jpg

    MechJeb is for info readouts only.  All manual all the time for me.... I mean Jeb

     

    QKx6Kwa.jpg

    Jeb's view..............  LOVE THIS POD!

     

    3vHKha6.jpg

    Almost....  As @illectro usually says in his videos... "Ever so gently........."

     

    ez9j5sv.jpg

    Touchdown!  First 3 Kerbals on the Mun

     

    dwloZLa.jpg

    Let the sciencing commence!

     

    TrU2jAT.jpg

    We'll nail a contract or two while we're here

     

    cGDAijx.jpg

    Science again!

     

    PJaHxJZ.jpg

    And again

     

    PPMxnVF.jpg

    Group photo!

     

    KSu5qgT.jpg

    Had some fuel left in the Descent stage, so figured I'd use it.

     

     

    oS8CPwY.jpg

    Discard and OH! Should have left some gear down there to collect that impact data, shouldn't I?

     

    Tank butt

    gA7Ty26.jpg

    Made you look :wink:

     

    Wkob867.jpg

     

    aQCjIY7.jpg

    Rendezvous

     

    0QkLzS4.jpg

    Docking approach

     

    e5dGHfG.jpg

    Transfer crew and science, then ditch the ascent module.  You'll be missed ALCOR I.

     

    noVkVUD.jpg

    A little science experiment on reentry at Kerbin:  Let's see if we can save the whole CSM by using the engine and RCS?

     

    JpKhiuq.jpg

    Looks like we can!

     

    RIq66A8.jpg

    "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!"

     

  4. 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. 
     

      Hide contents

     

    JobmvNT.png

    HuM24SU.png

    Q6kpzMK.png

     

    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....

     

      Hide contents

    cscGKYj.png

     

    Where are those launch clamps from?

  5. @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 :wink: ).

    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.

     

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