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KSP2 Release Notes
Posts posted by ColdJ
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Ahh that explains why I had to put in a new password when I went to upgrade to 1.10.1
Nice to know I wasn't losing my memory.
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If this merges then the stuff under this line is separate stuff.
All achieved with only configuration files and the stock meshes and textures you get with KSP. Here demonstrated in 1.10.1
SpoilerThis happens when you increase thrust.
Type in water and you will see these.
Type EMU to get these.
Next trick is getting ducted fan blades to push water.
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https://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#EFFECTS
Handy stuff for modders config cfg files effects audio part definitions making understanding parameters keys tangents float curves nodes mesh model scale texture volume pitch. There you go forum index, hope that covers it.
When computer says no.
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7 minutes ago, camacju said:
Stacked service bays make everything inside them completely immune to reentry heating
That is a cool trick using KSP physics. It's like the fuel tanks stacked in open service bay are buoyant while in a closed 1 they aren't but still retain their weight.
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@camacju how did your Waverider class go that fast without going poof and disappearing in a puff of logic?
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VAB SPH EDITOR EASIER ALTERNATIVE FLEXIBLE
Above is so the the Forum search engine might actually find this.
Not working underwater I know but rather than start a new thread I just wanted to endorse this great plugin that makes building in the VAB and SPH so much easier.
After looking in search engines with no luck, I asked a Forum member who has always had great knowledge about what is out there in Aether space. The Great KSP Librarian/Historian/Archivist @Stone Blue. And he put me on to this fantastic plugin made by @linuxgurugamer.
Trying to build in the VAB has always been a pain and as I had been trying to build a very tall rocket to compete in @Kerminator K-100 s Hypersonic Ballistic Challenge. I kept losing the ends. Not to mention cramped angles.
WASD allowed me to go anywhere at any angle, at the speed of my choosing. Through the floor, ceiling, walls, as far as you like. Also to be able to gently go inside the model to find parts that had been buried inside so I could tweak them.
If you really like to make detailed and acurate models. Then I highly recommend it.
That's my 2 cents. Now back to the regular program.
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If I was allowed configing I would have put my radiator nosecone on the front of Smalantive.
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Hello all.
Well, many typos and mistakes and learning from repeated attempts later. The Lite version that only uses the meshes and assets that come with the standard KSP is slowly fleshing out. Also found that I had to add the EVA Ballast resource amount to those extra EVA cfg s in the Serenity Prebuilt otherwise the female Kerbals lose it when they decide to wear the white with blue and red stripes spacesuit. Though not Jeb, very strange.
Can anyone actually hear an Ion Engine in their games?
Nobody in my family can hear it even with the audio volume keys in the cfg turned way up.
I am wondering if my copy had a bad set. I can't go in and check because the location is not in a folder I can find, unlike the explosion sounds etc.
I have got the Ion Plume settings for the RCS thrusters where I want. Just enough so it is obvious they are working.
I have multiple size engines so you can go from micro sub up to Nuclear Attack, or Colony size.
I have both circular (medium and small) and radial water intakes, and a small radial that acts as an Ion Steam generator, so that micro size subs can use the EVA size RCS. Turns out the atmosphere curve of the intakes tends to be more important than the engine one. Small sub doing 10m/s tops on the surface can get up to 100m/s at depth.
You should only use the RCS thrusters yourself as the SAS tends to stutter them when cruising. Also set the authority limiter quite low on your canards when using small to micro size subs. SAS will happily drive you to a target as long as there are no high spots in the direct route. Prograde can be an issue as it tends to slowly curve in towards the ground over time.
If anybody creates a cockpit with opening canopy that you can put an external command chair in, then I can have the chair eject and have an attached parachute on the back so pilot and chair can drift down.
Turns out you don't need to mesh stack the Mechjeb AR202 into the model for the mechjeb core to work.
Light on marine and EMU chairs are properly forward and slightly down.
Ballast tanks in micro and up to Colony sub or even sink the colony you built in SPH ,to somewhere on the sea floor you want.
Guppy
SpoilerThrusters both sizes of 5 port.
Seen out of water.
Parachute attached to back of chair.
How he got there.
Spoiler -
I am now using 0.7.0.1 in KSP 1.91. It is amazing and should be the Squad standard interface. I just wish it had been easier to find it in the forums.
Thank you for your wonderful work.
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16 hours ago, Kerminator K-100 said:
Be taking that design
Don't be in too much of a hurry for the solid booster design. They are useful for getting out of atmosphere but once you turn around and accelerate down the gravity well, staged LFO stages yield better results. Though you are way ahead of me so what do I know? :)
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10 minutes ago, frankieorabona said:
It works now. I had to rename the file as you told me to it-it.cfg, but that alone didn't work. Also within the file I had to replace the string localization en-us with it-it. Now it works.
When I'm done do a pull request on github?If you have created a a localisation file that they don't already have then yes. Your contribution could help them with future releases.
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3 minutes ago, frankieorabona said:
Thank you for your suggestion...
I'll try to create the it-it.cfg file, but shouldn't editing the en-us.cfg file work anyway, since it reads the English language?Also, I'm sure of what I'm translating, because I took the word Settings as a reference...it only appears twice individually (I used the search function with notepad++) but even though I translated it, it doesn't appear in Italian...
Individual cfg files that use localisation have a hash and number that points the file where to look. And what is displayed on your screen depends on what your KSP is set to.
eg
title = #LOC_M2X_InlineIntake_titleI have noticed that my MechJeb parts actually don't seem to have the #LOC set up in their config files, check yours, you may have to amend them to actually look for your changes.
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42 minutes ago, Philae_Rosetta2021 said:
It doesn't say anything about having to keep your craft alive in the rules
I thought that it didn't say anything about keeping it alive in the rules...
Well, I am sure K will let you know when he is next on. I was under the impression that the probe should survive but the rest of the craft was expendable.
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3 minutes ago, Philae_Rosetta2021 said:
Well, I ran all the way almost to Minmus' orbit, then when under 50km, solid boosters! all the way till i exploded. But I thought that you didn't have to stay in 1 piece to complete the challenge?
I am pretty sure Kerminator K-100 said that as long as your probe core survives it counts.
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5 minutes ago, camacju said:
Judging from the F3 screen you boosted to a super high speed and exploded at 43 km due to overheating. Not sure how much that accomplishes the challenge
Wouldn't the SAS symbols at the side of the navball suggest his probe is still intact?
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1 minute ago, Philae_Rosetta2021 said:
I have done it. Ballistic mode at 43,000m. The results speak for themselves: 13,472m/s over land, according to the results.
Ok, I am obviously way too mundane in my designs.
Congrats.
Wow, where did you start your runup from? That is a seriously large distance. @Philae_Rosetta2021
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If that was for me, Thank you. It took a lot of almosts before finally getting my adjustments at speed right.
I have cracked 5000m/s on the balistic but still no where near Kerminator K-100's record, Going to have to go less straight forward as my rocket is getting way too tall.
48 minutes ago, Philae_Rosetta2021 said:I think this will end up in a contest between the two of us eh?
Hats off to you for beating my original score, by the way. Very well done.
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Ballistic is harder than you expect it to be. Still haven't cracked 5000m/s and I am using the bullet fired from a car that is driving on a train in a vacuum method. Guess I will have start my runup from the moon. oops, I mean Mun.
Oh that generated 79.9 gees.
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Can't believe that with a 208km runup that the best I have achieved in Ballistic class is 4234.3 m/s captured. You really have to keep hitting f1 as soon as you pass 50000m Your title is safe so far. Getting the probe down safe is no problem, they slow down so fast that by the time they need a parachute it is simple.
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Made this. https://kerbalx.com/ColdJ/Smalantive
Won this badge.
Made a pure stock aircraft go 11.88 mach. in atmosphere below 50,000 metres.
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Ok, my final entry in the Hermes class. Have updated the Smalantive at Kerbal X. https://kerbalx.com/ColdJ/Smalantive
Final record. 4,043m/s , gotta go and find out what that is in Mach.
Yay, next badge. Won't try for 5000m/s cause Hermes craft evaporate at that speed.
Please update me on the leaderboard.
1 hour ago, Kerminator K-100 said:I also managed to make this one survive!
Hmm, Gold airbags.
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2 hours ago, Kerminator K-100 said:
Also no one seems to want to do the Boost Glide or Ballistic method?
1 thing at a time. I have got to 4000m/s but sadly just as it passed 50000m, so unless you raise to 60000 I am still trying to get it under the height limit.
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Hi @Kerminator K-100 Tried something different. I so want to break 4000m/s. a few more tweaks needed. Please update my Hermes position to 3,932m/s.
https://kerbalx.com/ColdJ/Smalantive
The flight data is faster than my finger reaction.
33 minutes ago, Kerminator K-100 said:Also your bade seems to have some strange stuff on it. I'll give you a link to the original badge, maybe that will work better
I didn't know about the resize trick so I shrunk it on my pc. What kind of strange stuff. It seems normal here?
Seems I fluked fixing it, should be right now.
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58 minutes ago, Kerminator K-100 said:
Nice! I'm guessing this is the Hermes class
Yep Hermes, took off from KSC runway and if it wasn't a 1 way trip I could have landed.
So good news and bad news.
Good news, my new model doesn't explode and has just enough left in the tank to land.
Bad news, this 1 tops out at, 3370 and it is a 1 way trip. Popped it on KerbalX for you to try. Turns out no nose is good nose.https://kerbalx.com/ColdJ/Tantive-13
Spoiler
I cant sink my submarine.
in KSP1 Gameplay Questions and Tutorials
Posted
@Vanadiumn I can give you a config file and resources config file to make a new part ballast tank out of stock KSP foil Baguette fuel tank if you like.
It works in 1.9.1 and 1.10.1 Unless there is a major change in the folder structure or mesh names in 1.11.1 it should work in it as well.
I am creating parts and posting my progress in.
https://forum.kerbalspaceprogram.com/index.php?/topic/201673-working-underwater/