

somepersondunno
-
Posts
26 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Posts posted by somepersondunno
-
-
Forgive me for being dumb but how do I calculate range? I want to make a prop plane.
-
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.
-
Anyone got any ideas on how to make walkers turn without needing to resort to non-robotics methods, like wheels or RCS or wacky things?
I'd love to have a semi practical Dunar walker transport.
-
10 minutes ago, 4x4cheesecake said:
snip
This is what my VAB looks like, ATM.
I got my install from Spacedock. I'm running:
KER, Mechjeb, Stockalike Station Parts, TACLS, KIS, and KAC.
Note that I don't have the "stage recovery icon" thing on my toolbar, despite installing it.
-
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.
-
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.
-
6 hours ago, hoioh said:
KIS and KAS are allowed, but all items carried count towards NPM
Gotcha. Thanks! I need to see what kinda thing I can use for stage recovery, as StageRecovery seems to be broke for me.
-
Hey, bit of a weird thing. I have 1.6 and SR for 1.6, but I keep getting an error message along the lines of 'use 1.4.5' when I boot up the game. Any clue of why?
-
Wow, I took a long time to get back to this. Is KIS allowed?
-
So, I'm making a radial jet engine- think the Vector's way of attaching vs the huge jet's version. How do I set up points in Blender so that it can function with a Gimbal and everything else?
I'm around halfway through modelling it.
Thanks for any help!
-
3 minutes ago, SpannerMonkey(smce) said:
[snip]
Thank you so much! I've decided to kind of put the treads on the backburner and try to develop more modelling skill, but I'll for sure check this out when I'm confident in both my code and skills.
-
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.
-
What does this mean by 1.3/1.4 compatible? 1.6 seems like it will fix a ton of the memory issues that kept people from adopting 1.5, so could I potentially send in a 1.6 creation?
-
Just now, Death Engineering said:
Mine are also Stockalike Station Parts Redux. They interface nicely with TAC.
Oh, didn't recognize it. Are those the 2.5 cupola or the larger ones?
-
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?
-
I'm gonna wait a bit for my mods to update to 1.6 because the better performance is worth the time.
Any other recommendations?
I have on 1.5:
-Stockalike Station Parts
-Stage Recovery
-Mechjeb
-KER
-TAC
-
Forgot to add: My launch system uses parachutes and can be recovered 90%+ of the time with Stage Recovery.
-
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.
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.
-
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.
-
Update on my base: the theoretical mobile base has been changed from a Mk3 based chassis to a Mk2 one. Think the Mako.
-
Thank you! I'm ironing out my mobile base before I do any launches.
-
@Death Engineering, a question: is it required I record my launches or will screenshots do?
-
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.
-
11 hours ago, michal.don said:
It's an AutoCAD drawing with pictures inserted. If you want just the basic timeline with travel times, they are possible to download, the link to them is in the original post of the challenge
Ahhh, thanks friend. Sorry that I didn't spot it, hah.
Trans-Kerbin Airways - Regional Jet Challenge 2: Electric Boogaloo
in KSP1 Challenges & Mission ideas
Posted
Are fuel cells allowed? I'm not sure if they violate the non rocket engine rule.