Luke321
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Everything posted by Luke321
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[0.17][MechJeb] Explorer MKII (interplanetary)
Luke321 replied to Luke321's topic in KSP1 The Spacecraft Exchange
thx, i have a cleaner variant I'm testing right now... -
[0.17][MechJeb] Explorer MKII (interplanetary)
Luke321 replied to Luke321's topic in KSP1 The Spacecraft Exchange
, actually i use the same design with 24 nerva engines! but it's laggy when ascending ^^ -
[Plugin, Part, 0.17] MechSAS controllable SAS for Mechjeb
Luke321 replied to Luke321's topic in KSP1 Mod Releases
The guys from kerbal.net keep ignoring my requests to reenable the site, I am working with CardBoardBoxProcessor on a model -
[Plugin, Part, 0.17] MechSAS controllable SAS for Mechjeb
Luke321 replied to Luke321's topic in KSP1 Mod Releases
I'm glad you like it -
[Plugin, Part, 0.17] MechSAS controllable SAS for Mechjeb
Luke321 replied to Luke321's topic in KSP1 Mod Releases
I tested it with the mechjeb1m part, works without problems. I also added 2 parameters in the part.cfg see 1st post! -
[Plugin, Part, 0.17] MechSAS controllable SAS for Mechjeb
Luke321 replied to Luke321's topic in KSP1 Mod Releases
Hey there, I'm currently doing exactly the same thing ^^ http://kerbalspaceprogram.com/forum/showthread.php/23174-0-17-MechJeb-Explorer-MKII-%28interplanetary%29 this is the base of my operation, I add 6 cart rover to it to explore every moon and planet out there which looks like this... to add the functionality of my addon to another part simple add the following to the part.cfg MODULE { name = MechSAS } I'm glad that you can finish your work now and I made that plugin for the exact same reason, make one large rocket and detach probes for landing! -
Kerbalnet [updated 13/9]: A mod site for KSP (www.kerbal.net)
Luke321 replied to wizard`'s topic in KSP1 Discussion
Hello, could you reenable MECHSAS? ps.: my username on kerbal.net is terrormortis, I missed that it would be wiser to use the same name as in the forums, if possible you could delete my account and the plugin and i would make a new one with the same name! -
Since my first Explorer series was very laggy and mod heavy I decided to make a better version. I use it for interplanetary exploration with 6 rovers to explore anomalies. you'll get 6x3200 litre tanks and 12 nerva engines into orbit which should take you to any place in the kerbol system. I quess you can add at least 10 tons of extra payload, or add some boosters to increase the payload even further. I highly recommend using mechjeb for the ascend and gravity turn. <b>you have to press "q" without the constant "roll" input the ascend auto pilot fails to reach orbit</b> <b>use the launch pad obliterator</b> http://kerbalspaceprogram.com/forum/showthread.php/21822-0-17-Multiversal-Mechatronics-LaunchPad-Runway-Obliterator-1-1 video: http://www.youtube.com/watch?v=TydpBe4AfWM&feature=youtu.be have fun!
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try to use mechjeb and roll all the time: http://www.youtube.com/watch?v=VNNWLGYe894&feature=youtu.be
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very nice, im currently working on finding all anomalies @Cthulufaic: I think mechjeb makes the game much more accessible, I use it all the time. without mechjeb i'd need to send several crafts to each planet to locate all anomalies, this way i send one which has 6 rovers for exploring moons and planets
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Attitude Control for additional parts
Luke321 replied to claypigeon's topic in KSP1 C# Plugin Development Help and Support
Try my MECHSAS module, it has attitude control and is mechjeb controllable! its a part module so you can add it to any part! http://kerbalspaceprogram.com/forum/showthread.php/22543-Plugin-Part-0-17-MechSAS-controllable-SAS-for-Mechjeb?p=289965#post289965 -
[Plugin, Part, 0.17] MechSAS controllable SAS for Mechjeb
Luke321 replied to Luke321's topic in KSP1 Mod Releases
updated version, you can now right-click toggle the SAS for lower power, useful for very small crafts... -
[Plugin, Part, 0.17] MechSAS controllable SAS for Mechjeb
Luke321 replied to Luke321's topic in KSP1 Mod Releases
I used it to land the small Cart plugin rover only with the engines from the mechjebpod 2, works perfectly altough you need 1 additional stage for the deorbit burn. -
I know that problem from one of my designs, try using mechjebs ascend auto pilot and press e or q while ascending. the rolling stabilizes the craft altough i dont know why... my rocket has 18 Mainsail engines and is perfectly stable when using this method, and not controllable at all when used without mechjeb.
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[Plugin, Part, 0.17] MechSAS controllable SAS for Mechjeb
Luke321 replied to Luke321's topic in KSP1 Mod Releases
I already posted it on the mechjeb suggestions page! Right now it searches for mechjebs in the vessel and modifies some values so mechjeb knows that there is tourque available and actually acts, this could be avoided by making mechjeb able to realize the part itself (which is about 3 lines of code ^^) -
Kerbalnet [updated 13/9]: A mod site for KSP (www.kerbal.net)
Luke321 replied to wizard`'s topic in KSP1 Discussion
Hello, you disabled my MechSAS for bug fixes. Could you tell me the bug please i'll fix it right away! thanks for your awesome site! -
This SAS module adds tourque to your craft by key input and is also controllable by Mechjeb. So no more adding RCS to some small satellite for mechjeb control. It also gives additional torque for large crafts. It's my first plugin so please give me feedback, if it's to powerful or when you find any bugs. Have fun! now with right-click toggle for lower power, useful for very tiny crafts. now with customizable torque in the part.cfg https://www.dropbox.com/s/55brt6yynttcvv5/MechSAS.zip Mechjeb is needed! short how to video to show off its features: http://www.youtube.com/watch?v=CcAPkgYwlDI&feature=youtu.be add: MODULE { name = MechSAS mintorque = 1 maxtorque = 5 } in the part.cfg of any part under the // --- standard part parameters --- to add MECHSAS functionality mintorque is for the lowtorque mode maxtorque is the standard torque of the part
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gravity turn is no problem when you use mechjeb even if you spin around from 24 sepratons... yeah i also tried a 30 xl booster rocket, and rotation helps but staging destroys it!
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well that sounds huge! how does your pc manage that?
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mine also didnt spin so I added some sepratons in each stage to keep it spinning! take a look at my stock explorer http://kerbalspaceprogram.com/forum/showthread.php/22263-0-17-Explorer-Series?p=281691#post281691
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in my tests it also works even if the rocket turns very slowly (not even one full turn up to 10 000 meters) or it doesnt turn at all. the tourque input alone seems to stabilize the rocket, if I let go and the rocket is rolling it immediatly starts to fail, if I press e again it stabilizes...
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Hello fellow Kerbelnauts, while trying to get insanely huge rockets into space i found out that pressing either e or q the whole time greatly inhances stability of the rocket, wooble and random turning is minimized, mechjeb ascend auto pilot suddenly handels rockets he always crashed.. can anyone test and confirm this? maybe it helps someone getting things into space is this common knowledge or did I actually find something useful? ^^ good luck!
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[0.17 Stock and modded] Explorer Series
Luke321 replied to Luke321's topic in KSP1 The Spacecraft Exchange
did you keep pressing e the whole time? you need to constantly roll the rocket or it starts turning like you said.. -
[0.17 Stock and modded] Explorer Series
Luke321 replied to Luke321's topic in KSP1 The Spacecraft Exchange
stock is there