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Everything posted by RealKerbal3x
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
RealKerbal3x replied to Angelo Kerman's topic in KSP1 Mod Releases
I'm pretty sure the HL toolbar app is the only thing that controls buoyancy, so it's probably the way you've built your airship. Make sure that your centre of mass is as close to the centre of the airship as possible. If you still can't balance it properly, adding some gyro rings and/or compressed air RCS thruster blocks may help with keeping the vessel stable. -
Do you have Kerbal Konstructs installed? It has an option to focus the space centre camera on the last site you launched from.
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Yes, in my various attempts to build shuttles, I've learned that if you lose your wings at booster separation, you will not come back from space today.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
RealKerbal3x replied to Angelo Kerman's topic in KSP1 Mod Releases
I don't think it does, but what exactly are the problems you're having? -
A.P.U.S. Aerospace Passenger and Utility System
RealKerbal3x replied to NESD's topic in KSP1 Mod Releases
Actually, the more that I think about it, I wouldn’t need to do much. SFS already automatically targets LFO tanks, so all I’d need to do is make a patch to hide this mod’s LF tanks, like SFS does with the stock ones. However, I wouldn’t be able to add texture switching between the LF tank texture and the LFO tank texture (again, like SFS does with the stock tanks) because these parts already use a texture switch for the tiles on the bottom, and I’m pretty sure the stock texture switch system can’t swap two textures on the same part at once. -
A.P.U.S. Aerospace Passenger and Utility System
RealKerbal3x replied to NESD's topic in KSP1 Mod Releases
OK, thanks for the info By the way, would it be alright if I created a Simple Fuel Switch config for this? It would reduce part clutter by condensing the 10 LF and LFO tanks into only 5. I'm not sure how long it'll take since I'm not particularly experienced in MM patches, but I'll see. -
A.P.U.S. Aerospace Passenger and Utility System
RealKerbal3x replied to NESD's topic in KSP1 Mod Releases
@NESD Looks lovely! I think this'll be a nice counterpart to the bigger Cormorant space shuttle for smaller payloads. Just a question, what sort of docking port does the airlock/docking port in this mod dock to? It's hard to get a sense of scale from the screenshots. -
Ever since I found the fantastic Heisenberg mod by @Angel-125, I've wanted to fly an airship around Kerbin and see the sights, especially since its terrain is probably the most interesting in the unmodified Kerbol system. I was planning to just have reports in a similar fashion to my mission report thread, but then I realised that this was the perfect opportunity to write my own fan-fiction story. This is taking a lot of inspiration from Angel's own K.E.E.P story, but I hope to weave in some elements from @adsii1970's Kerny Kerman's Journals and @Just Jim's Saga of Emiko Station, if I can. (Big shout-out to you guys by the way - your stories are fantastic!) This story centres around the United Kerbin Ship Deep Purple, which is a nuclear-powered flying aircraft carrier propelled by six electric ducted fans. It is equipped with two rovers and a tilt-rotor helicopter which allow the crew to explore the places where the seventy-metre airship cannot go. After a nuclear war decimated Kerbin 2000 years ago, radically reshaping the surface and forcing Kerbalkind underground, the Purple's mission is to build up new and detailed maps of the planet, and boldly go where no Kerbal has gone in millennia. On with the prologue, where the Purple loads up on its cargo and makes its first flight out to the Island Airfield. Thank you for reading Please tell me what you think...this is my first fan-fiction, and I'm sure there's room for improvement. (Chapter list is below).
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Breaking Ground... What will you build first?
RealKerbal3x replied to MR L A's topic in KSP1 Discussion
I want to build a rover with a robotic arm to put surface base modules in place, and an enormous claw to grab an asteroid. -
I moved some stuff around on the UKS Deep Purple and then took her for a spin. This culminated in me buzzing the tower, in an airship.
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Kerbal Space Program Breaks Ground with a New DLC!
RealKerbal3x replied to UomoCapra's topic in 2019
It was announced on the 6th, so it’s actually 9 days passed, 15 days left.- 1,121 replies
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Oh, I haven't a clue. I bought the game from GoG.com rather than Steam (because GoG had a sale at the time), and while I do have GoG Galaxy installed to update it easily, I never launch it from there and as such it doesn't track my time played. In total it's probably hundreds if not a thousand hours since I got the game on Christmas Day 2017.
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totm nov 2023 SpaceX Discussion Thread
RealKerbal3x replied to Skylon's topic in Science & Spaceflight
*cough* *cough* -
Don’t worry, I think @Just Jim will do Vol. 2 at some point.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
RealKerbal3x replied to Angelo Kerman's topic in KSP1 Mod Releases
For now the workaround is just to have dedicated reverse engines on your airship that you turn on only when you want reverse thrust. But I look forward to the fix -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
RealKerbal3x replied to Angelo Kerman's topic in KSP1 Mod Releases
@Angel-125 doesn't let his mods on CKAN because while it seems to be doing a perfect job on the surface, underneath it's screwing up installs and causing all kinds of support issues. Most (if not all) of the time it's better to install mods manually. -
Updates 1.7.1 and higher
RealKerbal3x replied to ShadowElite's topic in KSP1 Suggestions & Development Discussion
@ShadowElite We're probably going to be getting 1.7.1 to provide support for the upcoming Breaking Ground DLC, so hopefully they'll include some bugfixes and optimisation for the base game alongside that. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
RealKerbal3x replied to TriggerAu's topic in KSP1 Mod Releases
@micha Well, I’m not a coder or anything, so I don’t really know about how plugins work or how flexible they are between PCs and consoles. Thanks for the correction Anyway, I think we’re getting a bit off topic here. -
Hi Kerbonauts. Remember that big trip around Kerbin in an airship that I'm planning? Let me just reveal some info about it. First, I think I'll be posting updates on that in their own thread, because I want to give it more story than I do for my usual mission reports - and mixing everything up in this thread will probably confuse people. However, I'll post a link here every time I post a chapter in the other thread. In-game, I've been working on the various vehicles for the Kerbin Exploration Project (yes, that's the official name now). The only one that's fully complete is the airship, UKS Deep Purple (registry LTA-0101) Here's a picture: I have made a couple of minor changes since this picture was taken. First, the front engines on the rear engine pods were removed, and the rear-facing engine will now only be used for reverse-thrust. I would just use all of the engines for that, but a bug in the Heisenberg mod prevented it (Angel-125 says he will try to fix it when he has more time). The other vehicles are a tiltrotor (almost finished, since it's only a slightly modified version of a craft that comes with the Buffalo mod), a rover, and a small tractor for moving the tiltrotor around inside the Purple's spacious cargo hold. I considered bringing a submarine, but it'd need a specialised drop bay to deploy and I'd probably have to move the aft gondola to do that, so just too much hassle. Preparations are going quicker than I'd originally envisioned, so I'll probably be able to start some shakedown cruises for the Purple pretty soon. The only things remaining on my preparations list are adding docking ports inside the airship's cargo bay to secure payload in flight, and selecting a crew. Stay tuned for more
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Yes, I think he went sometime in 2017.
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Hold F instead