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Everything posted by scottadges
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[1.3+] Stockalike Station Parts Expansion [retired]
scottadges replied to Nertea's topic in KSP1 Mod Releases
If only I had more thumbs to give up for the idea for a SSPE rotating hab. Yes, please! -
For your consideration: STS Challenge - Pilot Rank 1 (Modded) Overall, very happy with this craft. It was heavily influenced by YouTuber Kerbal Space Command, but I made general modifications including additional monopropellant tanks, additional oxidizer tanks, and different configurations for the interior cargo bay. So I consider it to be a proprietary craft. That is to say, I didn't download this from anywhere either. Completion Date: 6/14/2017 KSP version: 1.3 A couple problems with this mission: - The launch went pretty off-target, resulting in a skewed polar obit and therefore making it near impossible to land at KSC (we'll try again next time) - On touchdown, my angle of attack was all wrong and in trying to not annihilate the craft... the nose cone blew off. Not sure if that's disqualifying? Full List of Mods:
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Nope, it's me again (from like a week ago). @Dman979 will be next, I can feel it.
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[1.3+] Stockalike Station Parts Expansion [retired]
scottadges replied to Nertea's topic in KSP1 Mod Releases
Thank you for the update @Nertea! I've officially moved over to 1.3 and Station Parts Expansion is literally my go-to mod for any and all spacecraft as well as space stations. It really is an awesome mod! -
Aha! That must be when I unzipped it right into GameData. Thank you so much for diagnosing this for me. Wow, and double thanks for looking through those other exceptions. I'll get rid of JanitorsCloset (I don't really use it after all). So great that you do this to support the mod and the game. It means a lot!
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Thank you for taking a look! I honestly don't know anything about how the logs work, etc. so I appreciate the diagnosis. Would this be a matter of updating the version for SXT/Parts or getting rid of that mod all together? Thanks for everyone's help!
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Hi there, I'm having a similar issue with TCA not showing up, the "Y" button doesn't do anything, etc. What I do see is just a white square that shows the Manual, but nothing else. I'm currently playing Sandbox, so not an issue with Tech Tree. Looking at the Manual "Status" it shows me that TCA should be enabled on craft, etc. I'm currently running 1.2.2 (can't seem to get 1.3 to not crash on me still...) and I downloaded the TCA 3.4.1 version from Spacedock Changelog. Here's a Dropbox link to my Output Log file (let me know if you can't see that one?) From reading previous threads, it's probably something with a mod installation? From the latest post in the thread, I checked my ModuleManager and it says I've got ModuleManager 2.7.6.dll, which I think is for KSP 1.2.2. Would love to try this out for my VTOL aircraft and Munar craft. Looks like an awesome mod! Thanks for your help!
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Hey all, just found this thread and it's perfect since I've been really wanting to try my hand at STS missions. Is this thread pretty well moderated as far as getting the badges? How are people recognized and "approved" for the badges, via DM or something? Looking forward to getting my first rank soon!
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KSC Munar Corps: First Large-Scale Drilling Station on the Mun So this is more of a "What did you do in KSP [over the past 4 days]? After extensive engineering and design trials, exhaustive testing of all systems, and three aborted launch attempts, the Kerbal Space Command (KSC) Munar Corps is pleased to announce it has successfully landed its first Drilling Station (MCDS) designated "Alpha 75" on the Mun. See more of the mission at my Imgur album: KSC Munar Corps Alpha 75 This is no ordinary drilling truck, mind you. Oh no. The Munar Corps doesn't do "small". Overall, the vehicle weighs in at 146,000Kg and features 373 components. While it features eight (8) of the XL3 rover wheels, when drilling is underway there are heavy-duty landing legs underneath which provide stability and raise the Drilling Station up off its wheels. With over 36,000 ore capacity and eight (8) large-scale drill heads, this behemoth uses quite a bit of power. It sports ten (10) large-format nuclear RTGs plus a core 3.75m nuclear reactor. With all electronics, equipment, and reactor running, the thermal cooling systems are capable of handling over 4600Kw of heat transfer. It has a maximum capacity of ten (10) kerbals but the primary crew consists of five (5) drilling engineers, a geological scientist, and a pilot. The design features a multi-level gangway/platform system with ladders to allow the crew easy access to surface and the command/habitat modules (on top). It also includes a forward landing pad for up to three (3) monopropellant-driven survey & exploration drones (not pictured) with 5,000 units of MP on board the rig to recharge them. Difficult Launch, Nearly Impossible Landing... And Some Space Junk All together, this launch vehicle sported 940K Liquid Fuel and 1.4M Oxidizer in very large (5m & 10m sized) fuel tanks using a modified-"asparagus" booster design. The CoM distribution was neither optimal nor aerodynamic, but the Engineers decided "Forget aerodynamics. We want raw power." Given the weight, it boasted an impressive 1.95 TWR for the first stages of the rocket. Looking home to Kerbin while preparing to land on the surface. As you'd expect, this was where the real difficulty came in. With no RCS thrusters (silly Engineers) and only two (2) large reaction wheels on the vehicle itself, not to mention the sheer tonnage of the superstructure & vehicle, it took almost a full minute to turn prograde-to-retrograde. And then... it was darkness. Literally, once Kerbin fell below the horizon, it was landing completely on instruments (THANK YOU all-mighty Terrain Altitude readout in MechJeb). After successfully landing (and we won't talk about the four attempts to keep this from flipping/spinning/rolling/drooping) on the Mun, the superstructure blasts away using heavy solid rockets and the landing engines. ...and might have had a bit too much deltaV... it quickly exited the Mun's SOI and now careens around Kerbin in a distant, highly skewed elliptical orbit. The Future: KSC Munar Corps On The Move! Next steps are to land more infrastructure on the Mun, including an Ore Processing and Fuel Refinery Plant where the MCDS class drilling stations will dock to deposit their cargo. Then more habitation modules and (eventually) several permanent outposts along key ore deposits. We'll keep you posted!
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That's totally cool, and definitely understand. Maybe I'll work on a stock parts one, too!
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Ah, I see.. I don't really use those so I thought the Lava Lamps (science experiments) would be the same. But I see your point.
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So I've built & tested my car and actually ran for about 20 minutes (until a bumpy hill blew off my fuel tank...) so before I try again, I thought I'd request a ruling on my car design to make sure it passes muster. I believe I'm hitting all the specs, but please let me know otherwise. For reference, 90% of the parts used here are the Bargain Rocket Parts, including the probe core (iPhone), batteries (spuds-with-wires), fuel tank (garbage can with 50 units), and head/tail lights (desk lamps). The car body panels are actually the plywood ladders and the roof is cardboard-box-with-magnet-taped-to-it that acts as a docking port. The twin Lava Lamps are the science experiments. Hopefully using a mod like this doesn't disqualify my car? The gantry unit behind it is just to get the 4 Kerbals onto the car. The car undocks and the command pod raises up (retractable legs in the housings) to give good clearance when driving away.
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I have some time so - challenge accepted! Can you clarify what a 'boost flap' is? Just not sure which part you're referring to there.
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I wonder if maybe @Flixxbeatz will comment next?
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Cheeto Hitler shuts down your FBI
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1.3 crash on launch
scottadges replied to abbe026's topic in KSP1 Technical Support (PC, modded installs)
I'm having this problem overall as well. I can't tell which mod (I counted 102 mods currently) and the idea of painfully adding 1 mod, loading the game, seeing if it crashes, then load another is NOT appealing. Any suggestions on how to debug with mods that conflict? I can't even tell which mod is causing a problem, etc. In the meantime, I literally uninstalled all mods, switched back to 1.2.2 and then re-installed the compatible mods. I don't want to have to do that again... Any help? I'd love to start playing on 1.3 but can't until the mod situation is resolved. Thank you! -
I'm still running 1.2.2 since I can't get my game to stop crashing (due to a variety of mods) but since the 3.3.13 update, it seems I don't even get the toolbar button in VAB or SPH anymore. It also shows the stock symmetry controls instead on the numbers, etc. I've tried re-downloading and also via CKAN. Apologies, I'm not that familiar with log files or GitHub or stuff like that. I'm hoping there's a way to get a version that is known to work with 1.2.2? or is it only the version that works with 1.3? Thanks!
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Awesome! I can't wait to get mine. By 8:30 AM CST on the Lego site, they were all back-ordered. No way I could pass up this set.
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Hermes Munar Rescue! AKA Jeb & Bill's Excellent (Munar) Adventure The KSCN Hermes Lander, which not long ago made history as the first kerbaled landing on the Mun, was in desperate need of rescue. While the landing itself was successful, flight engineers determined there wasn't sufficient delta-V remaining to achieve a stable Munar orbit, let alone a return to Kerbin. Luckily, the KSC Munar Corps had a plan. Recently chartered to begin Munar operations for mining and refueling, the first craft was a Munar Drilling Truck (KSC MCDT-422) that had been in testing phases and was deemed ready for Munar surface operations. Launch: This May Go Badly... But actually... Successful launch, and surprisingly stable during ascent! Taking a closer look at the KSC MCDT-422 vehicle, it sports four (4) mining drills and four (4) retractable radiators plus two (2) larger static radiators to maintain efficient cooling. It also includes two (2) Gigantor solar panels, plus dual 3000 eU capacitors which can quick-charge the rig. It has a small ore capacity, but over 5000 LFO capacity across its four (4) LFO tanks So far so good! Getting ready to drop the final Munar Transfer stage. Success! KSC MCDT-422 is on the Mun. The Munar Landing Frame worked surprisingly well. No problems during descent and touch down went off without a hitch. Unfortunately, during separation, the de-coupler ring from the frame shot right into the rear solar panel on the rover and knocked it clean off. Oh well, that's why we put TWO of these on there! Jeb...You're where? Oh, of course Bill's with you. Remember how the title of this day was "Jeb & Bill's Excellent (Munar) Adventure"? Yeah, it was supposed to be a routine operation run by a couple of junior recruits who were sufficiently capable (ahem, expendable) for the task of going to the Mun in a new vehicle. But wouldn't you know... Jeb couldn't resist commandeering the mission during final vehicle testing and adjustments right before launch. And of course Bill went with him. Needless to say, it was at exactly this point in the mission (see photo op below) that the KSC realized both Jeb AND Bill were on this mission. Those crazy kerbals! Jeb did his best to catch "air" off every crater rim, dune, hill, or random Mun rock he could find. To his credit, he did get it up to 24 m/s with some impressive aerial maneuvers to boot! Docked, drilling, and filling! This worked surprisingly well, the crew was happy to report. With fueling complete, both Jeb and Bill transferred over to the Lander Section for a return trip to Kerbin (ascent launch not pictured). The KSCN Hermes (Explorer KL-200) is ready for its next mission in a stable orbit around the Mun. Unfortunately, while it was able to make orbit and adjust inclination well, the flight engineers have determined that the overall limited fuel capacity of this vessel design leaves it without enough delta-V for a Kerbin return transfer. So Jeb AND Bill are now parked in Munar orbit, awaiting the next KSC Munar Corps refueling operation. Or maybe they'll commandeer a Command Cruiser next time! Ultimately, the Moho-class Exploration Lander program has seen success, despite limitations in terms of fuel capacity. The vehicle design specs are expected to be brought up at the next KSC Naval Review and you can bet design changes are in store. Among them, the engineers are already contemplating a switch over to more efficient Nuclear Engines and reducing crew capacity. But on the bright side, the Lander/Drive section design works extremely well!
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Having lived through Star Wars Galaxies circa 2004-2006... let us pray to almighty Kerb that it doesn't go that way...
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That's awesome, really good to see that comment back from them!
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That's great to hear. Honestly, the community of KSP players should embrace news like this. If TT sees the community support, and with such an active community of players and modders for years now, it makes it harder to make wholesale changes. They have to (hopefully) think about the community response because that does in fact affect the bottom line for the game. When games have few players and little or no activity, but a lot of investment, that's when publishers make significant changes. In this case, it sounds like they see the potential and (hopefully) will put even more investment into building on this amazing base of community and code!
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