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somepersondunno

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Posts posted by somepersondunno

  1. 9 hours ago, AHHans said:

    How about you have three KAL-1000: one for walking in a straight line, one for a right turn, and one for a left turn?

    Hmm, fair enough. I've been trying to make a walker that'll actually WALK but if you could make the legs capable of movement sideways I suppose it could translate well. I think it'd be easier for a spider type mech.

  2. 13 minutes ago, 4x4cheesecake said:

    Do you mind to add some details to your issue?

    Do you have FMRS and Recovery Controller installed as well or just Stage Recovery? It's fine to run just Stage Recovery but if you run the others as well, you have to choose between both mods, which one is actually supposed to handle the dropped stages.
    Keep in mind that your dropped stage need to be controllable and some chutes or some fuel left to try a powered landing. Also, Stage Recovery kicks in as soon as the game would just remove the part from the game, which usually happens as soon as the part is outside of the physics range and below a certain altitude (IIRC 23km on Kerbin). Only, if all requirements are met, Stage Recovery can try to recovery your stage.

    It has one of those 'inform me when this mod updates' things in the loading screen but the actual icon for SR on the toolbar doesn't show up at all. Should I try a clean install, or is it the download's fault? And I don't have any of those other mods.

  3. 4 hours ago, 4x4cheesecake said:

    Because the .version file is not updated (at least in the download, the online version file is up to date). You can ignore it or, if you are annoyed by the message, edit the file to match the online version:

    
    {
      "NAME": "StageRecovery",
      "URL": "http://ksp.spacetux.net/avc/StageRecovery",
      "DOWNLOAD": "https://forum.kerbalspaceprogram.com/index.php?/topic/179306-151-stagerecovery",
      "VERSION": {
        "MAJOR": 1,
        "MINOR": 9,
        "PATCH": 0,
        "BUILD": 7
      },
      "KSP_VERSION": {
        "MAJOR": 1,
        "MINOR": 5,
        "PATCH": 1
      },
      "KSP_VERSION_MIN": {
        "MAJOR": 1,
        "MINOR": 5,
        "PATCH": 1
      }
    }
    

     

    Also, in 1.6.1, the mod doesn't seem to activate. Is there an up to date version that'll actually function? Not to poke a bear, but I'm having some issues.

  4. I'm around halfway through making my first real model for KSP, a tiny-ISH continuous track model. I'm waiting to have some of these answered before I actually finish it and start figuring out what I need to do for the part's CFG, though:

     

    • How do I set the radial attachment point for it? Do I do it in a CFG, Unity, or Blender?
    • How do I set up the animation and have it transfer over to Unity/KSP?

    Thanks! Sorry if it's in the wrong place, I'm just super inexperienced with 3d modelling.

  5. 1 minute ago, Death Engineering said:

    Presumably you're using Kerbal Alarm Clock also. I forget it isn't stock until update day and I wonder how it isn't stock. Kerbal Flight Data is good too, if it still works. I don't think 1.6.0 has HUD data in flight screen..? I'm not an early adopter.

    Although I might have a look at this update just to see what all the deltaV info hubbub is all about. 

    I don't know if KAC has been updated from 1.4ish yet, but I'll check out Flight Data. What do you use for your bases?

  6. 20 hours ago, Death Engineering said:

    Welcome to the challenge and to the forum BTW.  :)

    If you can, try to post some pics of your work so far.. it's always cool to have a look at where others are taking the challenge. :cool:

    Other than TAC, what other mods are you thinking of running?  I see that most of the top kolonization type mods are already on 1.5.x and I'm still using 1.4.2 on my DOMA attempt.  :\ 

    I might take a week or two break from KSP- busy with work and such, unfortunately.

     

    However, I'm running:

    Mechjeb: I use it to tune maneuvers, usually. The automation is kinda busted.

    KER: Self-explanatory.

    TAC: Lot simpler to run life support than simulate the ore stuff, no offense.

    Stockalike station parts: Expands station parts, adds a bunch of cool stuff that's not too "moddy". I use it for the storage components and such, really nice.

  7. The main rover section is more or less tested. It, by itself, can handle 3 kerbals for around 2 to 3 years, but I'm planning on adding a TAC storage cylinder from stockalike station parts to extend the supply. The towed section will carry extra supplies as well as a greenhouse and lab.

     

    I did some testing trials in the deserts of Kerbin and it handles reasonably well, even with the trailer attached.

  8. So far I'm like 3 minutes into my save. I've gone through around 3 or 4 designs for a 30T reusable lifter, but I've found one. My issue with my previous ones was simple- stability.

     

    I have around 3 things ready-ish. My first 2 launches  are gonna be a pretty simple nuke tug, which has an RCS probe that can switch its docking port between normal and large, as well as a somewhat primitive lander that carries 3 kerbals as well as 4 satellites for the Positive Uplink points. I might make a reports thread for this. My final thing is a mobile Duna base that is DEFINITELY not inspired by @michal.don's base design.

     

     

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