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Rocket Witch

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Everything posted by Rocket Witch

  1. Seems like a relatively straightforward 'should be stock already' addition to the UI.
  2. @DMagic The Sr. flexo port has messed up lighting. It's actually been this way for years, but I saw it recently in a screenshot of a newer version so apparently it's still like this. Pictured below: Various angles. Standard Sr. port for reference. Sunlight is from directly overhead (midday).
  3. You might find this to be of value: https://forum.kerbalspaceprogram.com/index.php?/topic/163950-19x-doubletapbrakes-2001-engage-parking-brakes-from-the-keyboard-19022020/
  4. Top left: APU stands for auxiliary power unit. Presumably if the switch does anything it would turn the craft's fuel cells on/off. Top right: Hydraulic circuit pump.
  5. If you use Procedural Fairings, you could make the body of your craft out of these: https://spacedock.info/mod/1459/Procedural Heat Shields
  6. There's a .psd file in the agencies folder. This is just an extraneous Photoshop project version of the .png, right?
  7. It would be nice to have it always set to Free so the relevant celestial body is always down.
  8. Since it's next to the default timewarp controls ( < and > ) I often find it easier to press right alt (which is Alt Gr on various languages' keyboards) when adjusting physwarp levels, but this also changes the throttle. In the settings nothing is specified about this key affecting throttle. Trying to bind it to any commands ingame shows it as LeftControl, and since that's the default throttle 'down control' it appears the game actually interprets Alt Gr as this. Perhaps there is something that can be done in settings.cfg to force it to work?
  9. Is it possible to specify a light colour based on the mode an engine is in? Also, is it a known issue that engines don't produce light when activated via RMB menu instead of staging? (Asking here because this is the version of EL I'm using.)
  10. There are indeed players who don't interact with action groups at all. Mods like All Y'All and Part Commander can handle most situations in a more basic 'click on the buttons' way.
  11. Filter Extensions may be of some help for filtering parts, but I'm pretty sure there isn't anything that lets you sort them. https://forum.kerbalspaceprogram.com/index.php?/topic/168456-19x-filter-extensions-no-localization/ AFAIK docking ports are only performance sinks while they're unoccupied. Once joined they shouldn't be seeking for things to attach to.
  12. Given that this is KSP, where there are part packs that have an intended rusty scrayard aesthetic, this seems like a poor choice of texture change to indicate deprecation. There are a decent number of players who will think "that looks cool, I'll use that". @CobaltWolf I think a better way of doing this would be to have a texture inside the part, visible in the editor while it's transparent, with text saying not to use the part.
  13. @Sebra Make .txt file wherever you want in GameData. Paste this code into it. Change file extension to .cfg. @PART[Lynx_MobileLab] { MODULE { name = ModuleExperienceManagement costPerKerbal = 0 } }
  14. @Jatwaa Visual issue: one of the numbers in the node_attach line for the fuel cell's config is round the wrong way. This makes the air intake and radiator vents appear inside the surface they're attached to instead of facing outward. The line should appear as shown below (1 should be -1). The 0.05 doesn't need to be changed, as it is interpreted with respect to the node's direction. node_attach = 0.0, 0.05, 0.0, 0, -1, 0 Also, the link to the Point VTOL Engine is broken (404 error).
  15. After seeing this: I wondered what weird and wonderful asteroids the community might have seen. Weird orbits, weird shapes, weird encounters.
  16. Something to note about the potential of part additions, if this is ever continued: Discovery was originally conceived to have radiators, and although they were removed, the mounting points still remain on the final version, so they could still be made to attach in the appropriate locations. References here: http://www.projectrho.com/public_html/rocket/heatrad.php#xd1
  17. You ever thought of making a 5m SSTO with a fairing nose? Granted, once you deploy the fairing you have a blunt nose, and a fairing deployment is technically a staging event, but it might be an interesting challenge or even easier than expected.
  18. Yes. Most of the panels are damaged too since the original landing was a mess (the reaction wheel module stuck to the back is from the crashed skycrane). I would've used fuel cells in the first place but forewent them since the version of the Bon Voyage mod for KSP 1.3.1 doesn't have fuel cell compatibility. I expect to fly some down to attach to the rover, but I might simply not do the leg to the pole until later, by which time I might have something nuclear. I wish there were a standalone beamed power mod separate from KSPIE (nothing against it, it's just a lot to take on); would be cool to do that with polar satellites.
  19. I've done quite a bit since I last posted here. Continuing attempts to explore the Mun have led to a buildup of orbital infrastructure instead of the original surface bases. Currently the Mun hub station is serving only one mission (by providing night-time lodging, as I don't yet have the power tech to stay the Munar night) — a crewed rover expedition, which has just returned a panoramic view of the Polar Crater from its southern rim. It's a bit more bumpy than I remember other large craters being — a sign of nearing the poles. The angle of the slopes is more mild however, suggesting this might be one of the older craters. Science! This rover originally landed in the Farside Crater and drive north along the canyon that connects to it. Now it has come over the northern hemisphere's highlands, bringing Kerbin into view. Eventually it will attempt to reach into the polar region proper, and even the north pole exactly, but it will likely need to be upgraded a lot before going further than the Polar Crater's northern rim.
  20. Changing what nuclear engine mods I'm using, so refitting an orbital shuttle with interims, just dumping the old reactors overboard into my standard parking orbit region. They'll be fine.
  21. Thanks for doing multiple releases for different versions of KSP! I tend to avoid bases due to fear of encounting terrain bugs, but now I can forge ahead and try this if I do encounter them.
  22. Versions 0.2.4 and earlier of the USI version do provide burst impulse, with the throttle varying the charge ejection rate.
  23. Realignment of the stock surface-attached lights to point straight down the side of the part they're attached to, instead of outward at an angle. Not sure they're exactly pixel perfect. @PART[spotLight1] { -mesh %MODEL { %model = Squad/Parts/Utility/spotLightMk1/model %rotation = 342.5, 0, 0 } } @PART[spotLight2] { -mesh %MODEL { %model = Squad/Parts/Utility/spotLightMk2/model %rotation = 345, 0, 0 } } To be more comprehensive it could refer to [ModuleRCS*] and have an extra segment referring to [ModuleEngines*] in order to account for mods with old RCS and monopropellant main engines.
  24. Since this came out I've never seen anyone use the 5m stack parts outside of the initial hype to build Saturn V replicas. Nowadays I'm curious about how people have been exploiting this new size 'in the wild', like not for a replica or its own sake, but because going up to 5m was actually appropriate to mission requirements. So, does anyone have any use cases to expound upon, or pictures thereof to share? Something like that.
  25. A decoupler with its force set to 0 should work much better; it will apply no impulse and simply let go of the rover to fall under gravity. Forceless decoupling is also useful for deploying satellites in specific orbits. You might need to enable the 'advanced tweakables' setting to see the force slider. Remember to set in the VAB because you can't change it in flight. Having a whole compartment for the rover that it can drive out of is great for safety and keeping it in line with the lander's centre of mass, but the added dry mass will impact the lander's DV and TWR. That kind of thing is better for atmospheric landings and much larger lander & rover combos. You might want to change your lander's layout to have the engines closer to the far edges of the craft, with the rover in the centre. You can attach things (like the legs) to the casings of the Thud engines, placing them even further out for maximum stability, but it might be a bit ugly. You don't need as many solar panels on the lander as you have (unless life support mods?) so feel free to remove either the static or deploying sets if you need more surface area.
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