Jump to content

XLjedi

Members
  • Posts

    1,356
  • Joined

  • Last visited

Everything posted by XLjedi

  1. Yes, I've encountered it on tilt-motor servo designs. A little hard to explain, but in my case what was happening is I copy-pasted the servo and somehow the KAL-1000 assignment got duplicated on to one of the servos twice. Then when I tried to program the second servo to rotate opposite of the first, the KAL was sending two sets of signals to the one servo that caused it to perfectly cancel out. So the net effect was it appeared that one servo did not function when in reality it was getting two exact opposite or mirrored signals. The solution involved wiping the KAL-1000 and reprogramming each of the tilt-rotors one at a time. I figured out what it was doing by selecting each of the parts in the action key assignment area and watching which parts lit up blue in the SPH. I could see when I selected one of the assignments, it lit two of the servos blue when I was expecting just one.
  2. I always go Minmus first... easier to build landers that can return and not kill anyone in early career. What is the cost per launch of your reusable "super-cheap 1.25m capsule"? I'd like to compare it to my spaceplane.
  3. I'm not seeing suggestions here that would make them "more useful"... Rather, these suggestions would make them more of a pain to service? Now, if they had some special ability that would allow them to remember certain refuel/resupply missions you performed with them successfully... and then those could be automated based on your own proven mission criteria, expense, timing, etc. That would make them more useful! The most "useful" station in this game right now... is the one that has engines on it and can fly around while in space. Therefore, I don't have stations in orbit, I have Orbital Command Vessels, or Motherships that are just permanent space vessels.
  4. @Kerbas_ad_astra The color is sooo much better, thank you! The RGB slider is a nice bonus!
  5. A shame that tab doesn't do something useful, like show an alignment indicator, or distance to target. Those are really the only two docking bits of info that are missing from stock for some very odd reason. If I had those, I'd be able to dock from orbit view in stock.
  6. ...more of a joke than an actual suggestion. Your music was very good and you should continue in the direction you want to go!
  7. Oh wow... very emotional, it would take me a looong time to come up with the right kerbal mission footage to combine with that. And I do not cope very well with kerbal tragedy which I think might be required. Well done. Could you do something more like a kerbal kazoo band version of Highway to the Danger Zone? ...that might be more suitable for my flight videos.
  8. As for streaming... I think my ideal form of steaming would probably have to involve gamespeak or some other form of interactive group voice chat. Maybe a group of 5-10 with a shared interest in something like, "hey let's talk about this advanced design idea". I don't really enjoy one-way conversations, and would much prefer an interactive group that are basically tinkering with designs and sharing ideas. I'm hopeful the multiplayer in KSP2 might accommodate what I am looking for. In the meantime, when I get bored, I go look for people who have craft that look interesting and are open to suggestions. Frequently, I find the inefficiency of "one speaks and the rest send text messages" to be highly annoying. Some (OK, many/most?) streamers are difficult for me to watch because they are either full of themselves, full of crap (LOL), or set on some design task that is pure pain to watch. me: "No, don't put that there! Put it over there, and turn that thing around, and flip-that 90°" ...and their like, "I want to figure it out on my own." ...and I'm like "OK, but why are you streaming it then?"
  9. IKR? How many times has the Millennium Falcon scraped off that stupid comms dish!
  10. Mods are nothing more than files contained in their own folder that are then added to your GameData directory in the KSP root folder. The game ships with certain "mods" already installed. For instance the "Squad" folder contains all the parts you are using. There might be a couple extra folders in "SquadExpansion" that would be the extra DLC content from the "Making History" and "Breaking Ground" expansions. You could create your own mod to add a mission flag to the game by putting 256x160 PNG graphic image(s) into the GameData directory with the folder-file structure: "GameData\MyFlagMod\Flags\mycoolflag.png" You can add as many folders/mods as you like. There are several mods that have dependencies which require other mods in order to work. The best tool available to manage this is: CKAN. Just add the CKAN executable to your root KSP folder and it will manage the retrieval and installation of mods for you. It also will tell you which additional mod dependencies that may be required in order to run the mods you want. The mods: Module Manager, ClickThroughBlocker, and ToolbarControl are almost universally required and CKAN will most likely prompt you to install them. Just look for the CKAN KSP mod and that should get you going! As a start, and aside from mods already mentioned above as just required dependencies... You could try: Kerbal Engineering Redux (KER) - for lots of good info displays Waypoint Manager - for adding/managing your own navigation waypoints VesselMover - can be handy for putting stuff in water near the KSC Chatterer - adds some kerbal background chat Launch Windows - helps you figure best times to intercept other planets Docking Port Alignment Indicator - is pretty neat, but not really required Kronal Vessel Viewer - if you want to take nice pics of your creations for blueprints and so forth Kerbal Konstructs - is cool if you want to add your own bases/locations to Kerbin and other planets The graphics mods are playing catchup a bit right now with the 1.9.1 shaders, so you might have to wait on those a bit. The number one mod for visuals I think is: Scatterer - adds clouds and looks pretty Environ Visual Enhancements (EVE) - adds better textures and city lights That should get you started!
  11. Well... as far as a station or any item rotating in orbit in this game goes... That can be fixed with a quick time accel/decel clickety-click. Then just dock with the stationary installation. Everything in this game gets reset to motionless every time a save game is loaded anyway. If there's an issue with your installation inexplicably rotating on its own. That may be a larger problem with the installation or mods you've got.
  12. Artificial gravity aside... Spaceships assembled in space just need to have propulsion systems that are properly aligned with the COM. At extreme speeds in the "c" percentage ranges: Some might also argue that presenting as small a cross-section as possible when moving forward at stupid speed might also avoid impact damage from tiny space particles.
  13. While assigning vessel naming priority across a fleet of craft, I finally came to the realization that I need to document this and keep on my desk as a handy reference. There are 20 levels of naming priority that can be assigned. As a reminder the name of a group of linked craft is tied to the vessel with the highest naming priority. With this in mind I have started brainstorming on my own classifications of craft and order them accordingly for naming priority. There can be a maximum of 20 and so far I have the following: Equipment (the absolute lowest form) Pods (detachable storage bays that hold various equipment and/or avionics) Satellites (I differentiate between Satellite and Station based on whether or not the installation is large enough to at least contain a Bot dock) Bots (most frequently the zero-g autonomous bots we use to move stuff around in orbit, but could also have wheels on land) Rovers Landers (I currently have landers that will fit inside Mk2 and Mk3 craft) Mk1 Craft Mk2 Craft Mk3 Craft Rescue & Recovery Craft (I want them to take precedence over a crashed MK3 craft for instance) Stations (might have an occasional docked craft or bot) Spaceports (may have 2 or more Mk3 craft docked that might even have deployable stations on board) It would seem that a classification of "Equipment" or "Pod" may not be required. However, in my career games this is actually an important class for avionics upgrades. For instance, I create docking locations for avionics equipment upgrade packages that allow me to swap out Octo/Hecs/Gold avionics cores, and those need to be assigned the lowest possible naming priority so they don't screw with the vessel name that I am upgrading. I could however possibly combine 1 & 2 into a single classification. I'm still tinkering a bit with the order... not sure exactly on 4-5-6. I'm comfortable that a Lander might contain a rover... I'm just not 100% yet on where the Bot falls. I'm also a little torn on the priority of Stations and the Mk3 Craft that might be carrying them into orbit? What other classes might I be missing? Do you see any issues with the order?
  14. Tutorials on how to build stuffs seems popular. I have difficulty posting videos like that because I simply do not build things fast enough... and once I do have something built, if I had to explain the design in a video (which I've done a few times) I get a little overwhelmed on where to even begin. I can talk for an hour about it, and then realize I missed discussing X, Y, and Z. I typically could care less about someone's career, people are constantly streaming that boring nonsense. Don't typically care much for hysterical reenactments either. There just aren't that many, and they've all been done to death. I think Specialized Missions has a good place for online vids. I do find videos interesting that are mission specific and hopefully confined to 30 minutes of video time. Stuff like: "Mun Rescue" or "Splashdown Recovery" or "Island Airdrop" anything along those lines that can be edited down to 30-ish minutes I do find interesting. Seems like it shoudl be it's own voting class, but maybe that's more along the lines of what you meant by "Career"??? How to operate specific craft, and various flight test vids I also find interesting. I like to see how other people create solutions to problems I have either encountered or in the process of trying to solve for myself.
  15. It's hard to get serious about stock sub design when you have engines and large machines that just float! Not to mention the disappointment related to BG prop blades not working at all underwater. I haven't done much beyond a positive buoyancy sub that "flies" underwater using dive planes. I wish we had stock ballast tanks... but if we did have them, they'd also really have to revamp all the ridiculous floaty parts.
  16. Initial testing of the OCV-130 Newlander has been quite promising! Not quite the Eagle One, but it still has that Space 1999 look going for it. Unless I come up with a better name for it... it's just going to be my "New Lander" LOL.
  17. In my latest career I decided I would not recover anything unless it was sitting on one of the 3 Kerbin base locations for 100% recovery. It's made for some very interesting rescue and recovery operations.
  18. @Fireheart318 does that work for both Mk2 and Mk3 designs? I may have to try it... shallower approach.
  19. There is a max speed that any one part is capable of maintaining contact with water before it fails in spectacular fashion. In my own hydrofoil testing the Vne speed seems to be around 125 m/s. Granted, I have not tested EVERY part, but I have set 125 as my limit when in contact with water. I s'pose it coulda been stress on my foils that caused the fail though... It was a pretty big ship (400 tons) and built for sustained long distance runs, as opposed to a 20 second sprint.
  20. @Hotel26 That video is going to be my method for delivery of fuel and equipment to the surface of moons. Right now I have the junior version that fits in a Mk3 hangar, and supports away teams of 5 for science gathering. I may have to go bigger for the mooncrane version. No need for the big engines on the back though. Where the landing leg pylons are... those would be my rotating engine blocks, and landing gear wheels are an extremely efficient form of travel on Minmus surface.
  21. I can't argue against "Coolness Factor" it drives most of my gameplay enjoyment. This is my spaceplane for carrying 60t payloads... https://kerbalx.com/XLjedi/SC-33-Crescent-Eagle It can deliver 10,000 units of fuel to orbit at a cost of $9k per trip, which completely refuels my OCV carriers in a single trip. OASys Station in the video is actually something that can be built and carried to space by the SC-33. Would take like 20 missions to assemble it, but it is IMHO an unusually large station. I will probably be posting the OCV-125 Aquarius light carrier in the near future. I'll be posting the little space 1999 style lander sometime soon as well. I'd like to build a bigger version of an Eagle One style lander that can deliver larger-sized base parts and fuel to/from the surface.
  22. My Mk3 spaceplanes use the nose-mounted shielded docking port. I don't consider the space shuttle a space plane; it's a vertical launch glider abomination. What do you consider medium and large payloads? What do you consider high delta-V? I don't land planes on moons with no atmosphere. I have orbital carriers that move payloads and landers between planets. I don't take "wings" with me; they are for traversing atmospheres only. For instance, my favorite lander reminds me a lot of the Eagle from Space 1999 and fits in a 4-place Mk3 Cargo bay. It "flies" on Minmus and the Mun more like a plane and I use BG directional servos to tilt the thruster vertical/horizontal. I find it very difficult to "fly" traditional vertical landers, unless just going straight up/down. I tend to easily lose my frame of reference for attitude control. The only reason for me to use rockets would be as boosters to carry an orbital command vessel into orbit. Aside from that, there is no reason for me to ever use a rocket to get payload into orbit. I'm willing to listen and modify my play style if someone can show me a rocket that is more efficient in some way, or can carry some payload that I find useful and can't otherwise get from ground-to-orbit.
  23. Well... if you really want to know. It's far easier, cheaper, and faster for me to put things in orbit with space planes. The only valid reasons not to use one would be: Can't figure out how to build one No good at intercept and docking A strange preference for rocket roll-play
×
×
  • Create New...