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Everything posted by smotheredrun
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*Gene Kerman suggests avoiding landing on hills
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Lol Which I broke, stranding Jeb, Bob, Munsen, and a few "Red Shirts" on what is now a Kerbol escape trajectory
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Just a quick question: Those "crew cans" on the ends of the folding crew tubes, will they be hard mounted or will the user be able to attach other "cans"? I.e. other labs/modules, etc
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
smotheredrun replied to JPLRepo's topic in KSP1 Mod Releases
@overkill13 and @JPLRepo You guys just answered the same question I had about Deepfreeze and TAC-LS. Thanks!!! -
Looking good! I may even be able to use this in my current career save! (Just started)
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Kerbal Construction Time/StageRecovery Dev Thread
smotheredrun replied to magico13's topic in KSP1 Mod Development
Bwahahahaha!!!! I was silly!!!! I have been scratching my head trying to figure out how to find the "Build" button so that I didn't have to go to the launchpad and then revert back to the VAB/SPH in order to get my ship to build in KCT...... And then I did some forum searching! And woo!!!! I found this answer! YAY!!!!! it was right in front of me!!!! Please note: I may (did) have consumed (no, definitely) some (large and healthy) amounts of Scottish Liquid uhm.... "Courage" prior to (and during) this post. Hence the frequent use of these emoticon "things" -
OK, so here is the breakdown: A new (heavily) modded Career Save with the goal of accomplishing a few of the Challenges that I am interested in. The primary Challenges at the moment are the Doing It Apollo Style - Redux, The Ultimate Jool 5 Challenge, and the Interstellar Rendez-vous idea. I am sure there will be some more that I come across as I play through this save, but those are the ones for now. This Career will use the SETI Unmanned Before Manned Contracts and Tech Tree. Other major mods include all of Near Future Technologies, KSPI-E, Kerbin Shuttle Orbiter System, TAC Life Support - because why not make an already difficult challenge even harder?, SCANsat, DMagic Orbital Science, Kerbal Construction Time (Dev Version), and a whole host of others - the number may change based upon how many times I break my computer For the Jool 5 challenge: -No barred mods will be used for the challenge ship's construction, orbital assembly/refuelling, or the vessel itself. I'll post as many screenshots/videos (if I can figure that out - tech neophyte here) as I can. That Challenge may even involve 2 missions, one for the Jebediah's Level (stock science experiments) and one for non-stock experiments - we'll see how ambitious I get. For the Insterstellar Rendez-vous Idea: -The following changes have been made to the Extrasolar solar system mod pack (Valentine red dwarf star): (changes courtesy of @AndrewDrawsPrettyPictures) This will move Valentine 4 lightyears or so away from Kerbol. For a general "thing": -Kerbin Environmental Institute will not be used until after I have done at least 1 or 2 launches.... (I find it kind of cheaty right at the start) Without further ado here are the important bits: KSP 1.2.2 build (not sure - will add later) Gamedata folder: Mod list: We'll have to see how this goes, I haven't run this many mods before! Updates and reports to come!
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kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
smotheredrun replied to Andi K.'s topic in KSP1 Mod Releases
Yay! -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
smotheredrun replied to Andi K.'s topic in KSP1 Mod Releases
Will this make other "things"/Krakken appear? -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
smotheredrun replied to Andi K.'s topic in KSP1 Mod Releases
@AndrewDrawsPrettyPictures, Is there a way to make Valentine 4 light years away or more? Just interested for the new challenge posted by @FreeThinker, and I'm not too keen on cluttering up my install (and subsequently computer) anymore than I already have... -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
smotheredrun replied to Andi K.'s topic in KSP1 Mod Releases
Thinkpad T430 Core i5-3320M CPU @ 2.6GHz 8 GB Ram Win 7 64 Intel HD Graphics 4000 1696 MB Available Graphics Memory 64 MB Dedicated Video Memory 1632 MB Shared System Memory So, you can see where running some visual mods will eat it alive haha. Off topic:I am still hunting for some recording software so that I can record/edit/upload some videos.... Haven't found anything other than FRAPS.... The whole uploading stuff, youtube, and social media (work related) stuff is soooo new to me. I am still operating on word of mouth and in-house promotion... -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
smotheredrun replied to Andi K.'s topic in KSP1 Mod Releases
Yeah, I don't even have EVE or Scatterer installed... Tried that and well....1 frame per second when the camera is pointed towards an atmospheric planet is well.... ugly. -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
smotheredrun replied to Andi K.'s topic in KSP1 Mod Releases
Those look great! They will destroy my laptop, but they look great!!!! Downloading NOW!!!!!!!!!!!!!!!!!! -
Doing it Apollo style - Redux
smotheredrun replied to Xeldrak's topic in KSP1 Challenges & Mission ideas
Sounds like fun! I am in. It will be a while though... I am just starting a new Career save.- 100 replies
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The Ultimate Jool 5 Challenge - 1.0 to 1.3
smotheredrun replied to sdj64's topic in KSP1 Challenges & Mission ideas
@sdj64 Regarding stock experiments: Would it be acceptable to use say the Universal Storage or other versions of the stock experiments? -
[1.2, 1.3] KW Rocketry Redux 3.1.1.1 released
smotheredrun replied to linuxgurugamer's topic in KSP1 Mod Releases
@linuxgurugamer, I had a few minutes this morning to do - well nothing really - so I decided to actually scan over the whole host of mods you're now maintaining/developing/just generally being a nice guy to them, and holy #$&@!!!! that is a lot! Thank you, sir. You and the many other modders dedication and willingness to put up with the "demands" that this community places on you guys is astounding. I will* speak for the rest of the community and say "We all really appreciate your efforts!" * Many of my posts in one thread in particular state "I will not speak an "x" user's behalf -
@Capt. Hunt, @Deimos Rast and myself were testing both orbiters. So far with the tweaks made by Deimos, they both are controllable in either manual or with autopilots however, using complex things like rendezvous autopilots will be "interesting" due to the thrust on any shuttle being offset from the control point. My experience so far has been to use manual piloting at all aspects of shuttle flight. Others have used Gravity Turn and had that work well though.... I believe with the Dauntless/Resolute I have found an issue with the wing's control surface (the one that is part of each wing), but I am still looking for the source. Also with the Dauntless/Resolute, I made a change with the booster placement on the ET to try and mitigate the crazy oscillations that sometimes occur upon lauch... with mixed results so far... (I very much love the ejection mod that is being maintained/updated by @linuxgurugamer and @SpannerMonkey(smce) I'll check, but I think one of the changes made to the Dauntless/Resolute was the addition of an antenna to the flight computer part (placed in the nosecone) - not a long range one or science transmitter, but it allows for unmanned operation. I usually throw a low tech antenna on the top of the flight deck part. The last version of the Super 25 I flew seemed to fly very well - I am looking into a couple things with it though - namely the boosters. I can say that so far, the station parts seem to work flawlessly, both in a clean install and my heavily modded career save. The KerbalLab, which had issues in the past I believe, also appears to work. The small square truss docking ports work (they never worked for me in 1.0.5 for me...) So, I do have a few more things I want to look at when I have some time before I would say either orbiter are 100% ready for 1.2.x. I just got my schedule for the next month and a bit, and free time will tend to be at the wee hours of the morning... good thing I have been a night owl for my whole life Finally, I passed on our testing info and tweaks to @Nazari1382, and he said he would look at them. I will admit though, I am having trouble finding a recording program that doesn't eat my laptop for breakfast, so the vids I promised him are still "on the way".
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Ok, I'll give it a go with the mini and see what I get.
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* Wernher checked by grabbing Bob and stuffing him through progressively smaller tubes with a plunger until Bob got stuck (@ 0.3m). Wernher then used a KIS/KAS grapple to pull him back out. The medical staff say that Bob's head will loose its new traffic cone shape within the next few weeks - Kerbal medical researchers are still trying to determine if Kerbalnaut skulls are made of bone or sponge based upon the numerous crazy contraptions that various KSC administrators employ to get said Kerbalnauts into space (or into the ground). Edit: Someone should animate this?
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@Z-Key Aerospace A few pages back I'm guessingin a 1.1.x version of ksp, this mod had buttons to activate your science experiments. Running the latest release of this mod in 1.2.2, I do not het anything more than a list of the science I can do (this is good), however it appears I can no longer activate the experiments. Is this in purpose, or have I missed an instruction somewhere? Edit: Ah ah! I did miss something! There is also a teardrop shaped button which apparently has those "click to do science without searching all over your ship for the individual experiments to run" buttons! Never mind.
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@Ethridge Are you flying the KSO "mini" named Resolute or the "Super 25" named Ascension? Let me know so I can do a benchmark test with mine
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kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
smotheredrun replied to Andi K.'s topic in KSP1 Mod Releases
Hazzaa!!