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KSP2 Release Notes
Everything posted by OrdinaryKerman
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Did some konstructing around Cape Kanaveral also added Waterfall and texture options to CNAR Added CCAFS hangars, LC 5/6 and 26, SLC-17A, and the VAB/LCC industrial area some rivet detail visible, apoapsis of about 48 km BDB Gemini chute because V2 never had one IRL, also the camera window is stuck open since it ran out of power during descent
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Roughly Embraer C390-sized cargo plane, Got KSRSS and Roger Wang's Cape Kanaveral, some visible mis-aligment but that can be resolved later ditched because no patience
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Launched a 5 meter diameter station mostly just aesthetic because I had to follow my 10 year old brother's sketch, doesn't have any fuel supply but does have a fish farm Powerplant is an MX-1 Garnet fission reactor, propulsion is 2 fore/aft Far Future Tech large arcjet RCS and 8 small arcjet quads, attitude control is by 4 International Space Station CMGs mounted above the (supposed) shadow shield then docked a vertical launch SSTO to it (currently expendable, might be convertible into a reusable vehicle in future catchup rendezvous (brightness boosted 4x) maneuvering to starboard docking adapter ready for lunge hard dock centrifuge deploy
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Linus being last to go home after closing down R&D main office for the weekend (mostly pen and color pencil, sharpie for the sky, highlighter for the booth windows and a bit of digital for the border and light fx)
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Linus being last to go home after closing down R&D main office for the weekend (mostly pen and color pencil, sharpie for the sky, highlighter for the booth windows and a bit of digital for the border and white core in taillight glows)
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Installed Deferred, Parallax, and OPT, and did some flying around Dessert SC pro: The game looks absolutely stunning con: It runs at 15 fps on my laptop (still playable) just noticed the tail code still said Cape Kermandy instead of Yellow Sands
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LETS COUNT! (Lets see if we can reach 100,000 Posts!)
OrdinaryKerman replied to Dr. Kerbal's topic in Forum Games!
7472- 7,451 replies
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Gets an all-day pass for the now-defunct Nancy GLT Inserts RapidKL token
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A more general-purpose exploration vessel based on the Akira-class frame (scale inconsistencies notwithstanding) Named it after a Tellarite ambassador from ENT, no particular reason just needed a name
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Really Really Really Tall Building
OrdinaryKerman replied to The Jedi Master's topic in Forum Games!
floor 5590 A mostly unpressurized maintenance floor with some huge tie rods connecting the central structure to surrounding bundles of jet-black tension cables that go from ground level to seemingly infinite height. The black sky spans your vision all around, dotted by the remains of Luna twinkling in the sunlight as they tumble around. You walk around the perimeter while starting to question the materials that the building is made of, but then stop because you don’t have much time before having to go back to a pressurized floor. -
might be because of this typo on rmm_arenysaurus.cfg, line 310 affectFARVoxels = false SUBTYPE changed it to affectFARVoxels = false SUBTYPE EDIT: no related errors on loading (still got some from Moderately Plane-Related but those are irrelevant) EDIT2: engine still works test flight ended in partial RUD through no fault of the engine itself
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One Minmus Mint in waffle cone with L2H sauce, here it is. Can I have some xenonite cookies?
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very WIP IXV Hail Mary extending its tether centrifuge for some reason the most detailed part of the model (currently) is the tether ropes, it's got modeled strands and stuff
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I think I downloaded a unity asset decompiler* from somewhere and looked around the .asset files in <ksp root dir>/KSP_x64_Data, looking for texture files mentioned here: https://github.com/GER-Space/Kerbal-Konstructs/wiki/Builtin-Textures-for-KSP-1.8. in the sharedassetsn.assets files (n being any number) Was very tedious as I recall, but that was over a year ago. do note that most textures in the bundle cannot be used by Kerbal Konstructs, only the ones in the list. be sure to export the model as .mu with placeholder textures, then redirect to the internal textures using https://github.com/GER-Space/Kerbal-Konstructs/wiki/StaticModule:-AdvancedTextures. *https://github.com/SeriousCache/UABE for example
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[1.12.x] Near Future Technologies (September 6)
OrdinaryKerman replied to Nertea's topic in KSP1 Mod Releases
it's in Extras/SystemHeatFissionReactors/NearFutureElectrical on the SystemHeat repo, was last touched 3 years ago according to github but seems to work -
Unnamed (Mostly BDB right now) career save
OrdinaryKerman replied to OrdinaryKerman's topic in KSP1 Mission Reports
Munyad, 32 Erbol 1971 - Completed full duration static fire of Belle-A to confirm readiness for future missions. Estimated reliability now 84%. Minmyad, 33 Erbol 1971 - Approved driving trip for Astronaut Group 1 graduates, also vibration testing some space equipment at the same time (Jeb Kerman is a god-awful driver). Felix the cat allowed onboard for his first time outdoors in weeks since he went to near-space. Came out surprisingly calm. (non-diegetic image) -
Unnamed (Mostly BDB right now) career save
OrdinaryKerman replied to OrdinaryKerman's topic in KSP1 Mission Reports
Evyad, 29 Erbol 1971, all times UTC attempted launch of Space Geographer 1 (CAI name: SPY GLASS Mark 1 Flight Alpha, just a straight-up irl KH-1 Corona because I lack imagination). Launch "scrubbed due to loss of pressure in combustion chamber resulting in flameout", according to the Central Agency for Intelligence. Rolled back to VAB, investigation pending. 09:56 - SPY GLASS 1 rolled out to pad. Resuming countdown. 11:27:35 - RL79 ignition 11:27:44 - Contained failure of turbopump, small explosion on flameout. Rolling back for replacement and inspection of engine section. Publicly released imagery of the vehicle on the pad, from a WDR some days ago -
[New] Space Launch System / Orion Discussion Thread
OrdinaryKerman replied to ZooNamedGames's topic in Science & Spaceflight
quick Wiki read says the booster used was a Peacekeeper ICBM first stage, looks like it has a shell around it to be the same diameter as the ESM fairings -
here's a Mars bar, you can step on it if you like. One ice cream
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Right now this one has "acceptable" performance and no game-breaking incompatibilities, so this will probably be the only one I play for the foreseeable future. Timeline so far <placeholder for earlier launches I didn't document>
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probably going to shelve this for the foreseeable future, my jnsq install is currently the better running one and there are myriad unknown incompatibilities in this install resulting is some stuff just not loading
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I was working on a 1:100 Artemis 1 Orion, and just finished the Command Module when I had an idea I put the thing in a painted plastic tube and lit it with a flashlight. With a lot of post effects: will do the ESM tomorrow
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'expedionary'
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How fast was the plane going, and how fast was the shell? Might need a bigger vehicle though, or maybe a StuG-style casemate, tge recoil from firing sideways rocked this vehicle pretty bad
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Vaguely related: On 4 Kraken 2004, the Space Program executed the first Integrated Hop Test of the second generation 4BC Ferry Launcher upper stage. It went... poorly. Liftoff was nominal, but it immediately began veering towards its nadir direction. the IFCC guidance system tried to bring it down safely, though this failed due to uncorrected imbalances in CoM during design, and unpredicted latency in the control system. The vehicle was uncrewed, no lives were lost and no injuries on the pad were recorded.