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KSP2 Release Notes
Everything posted by ColdJ
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I have not found a section in the index for this so hopefully it doesn't already exist somewhere else. I put loads of time getting aircraft, mostly jet fighters, to look as close to the real thing as you can with the KSP system. I happily embrace all the mod packs made for aircraft construction and even config up new parts with no mass or attributes simply to sculpt in curves and smooth transitions. As such, unless I released a mod pack of my configs. I can't upload the craft to KerbalX for others to enjoy. So here I am creating a thread for all the people who put hard time into their creations and would like to Proudly show them off for others to see. Doesn't matter if you are pure stock or modified through the roof. Feel free to display your work here.
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@ZinkBot Looks like they were all separating to go on their own individual missions
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I had an Idea. Which unfortunatel wasn't in @Angel-125 s knowledge base. That is in the case of knowing how to make the Kerbals RCS pack be able to come out in water. As all the space afficianados would know. NASA would train their Astronaughts how to space walk by putting them in a great big tank of water. Now Kerbin has a massive tank of water known as an ocean. Imagine being able to practice space walking and docking, getting used to finessing RCS thrusters and the like without actually having to go to space first. I have the very basic way of making Kerbals mostly neutrally buoyant and once Angel-125 has got his SCUBA gear just the way he wants it I believe his gear has a more advanced way of doing it. I have already got straight forward ballast tanks that have proved effective. If I use a spherical mesh to create 1 and put it on the COM after making sure the engine has a weight to balance out it's buoyancy. And I have also got effective under water RCS thrusters. Then the manipulation and docking of craft in the water, as if in orbit is doable. So all I need now is someone who knows how to make the RCS packs of the Kerbals come out underwater. So as be able to complete the experience. So the gist is. Does anyone know of anyone capable of making the under water RCS thruster pack work?
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Thanks to the brilliant work of @Angel-125 Mr Wild Blue himself. My Submarine thrusters now blow bubbles. I am seriously chuffed.
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Thanks to the brilliant work of @Angel-125 and his Buffalo mod. My Submarine thrusters blow bubbles. Making custom missiles for my sub to launch was a disaster so I wimped out and used BD ones. Jeb could live with that.
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Or you can adjust the angles to be less stable but still give very good rudder response.
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Feel free to use the wing tip rudder design. If you try them you will see why I use them. allows for very flat stable rudder turns.
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@BadOaks Docking is hard, even with "DockingCamKURS. Good job. 1 other thing. A lot of people rely on MechJeb for rendeverous but I find that if you do it yourself. Adjusting your orbit with RCS while keeping an eye on the closest approach figures. You can do a much better, more efficent intersect.
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JET DOO. Jumping waves gets dangerous so.... No more constantly going in every direction when hitting back down.
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I am using KSP 1.9.1 so I downloaded your Buffalo 2.9.0 Hope that is the right 1. Your's and Squad's config files are neat and properly set out. I come across so many in mod packs that aren't. I was starting to think my Notepad was scrambling them. Looking forward to your new underwater stuff.
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Those are so Coooooool And the bubble trails have me drooling.
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Some guy downloaded my stock glider, ripped off some bits, stuck on some propellors and solar panels and the uploaded it as his own. So I dusted off the ducted fan model, Made sure it was adjusted properly and uploaded it for those who want to follow the sun forever in an infinite "seeming" glide. Or pretend to ride thermals up in a slow wheel. https://kerbalx.com/ColdJ/Power-Glider-BG-KX Oh and my Kerbals while researching Submarine control thrusters accidentally invented the "SEA DOO/JET SKI impeller" I built a SEA DOO to go with it but forgot to take pics, so Later for those. Hope you all are relaxed and enjoying your projects.
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A yes to knowing how to move the Nav Ball. You may have noticed that my pics have it to the right. Should have been specific about the loading. That is from Starting the game till everything is loaded into memory and ready to start doing anything. When actuall playing I have half res, no scatter and generally low graphics settings, Apart from flying near a landed craft at 2.3 km out.( Unless I have "Physics Range Extender" turned on.) I get nice smooth frame rates. Just loading the game usually takes up about 60% of 16gb. I really need to cull all the Rocket engines I am unlikley to ever use.
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You are welcome. I shall look up the topic on Nav Balls. Thank you. Done .I have the plugin for Navball texture changer and will try it out next time play. Even with 2000 less MM patches it still takes about 8 minutes to load up. "Deep Sigh".
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That is why the Eagle cockpit with the Rasterprop interior is so good. Has all the toggles. Also you can put the simple camera in the nose and observe throught the inside monitors what is below. By the way, where is your Navball colour scheme from? Oh and look at the world view, you will see a continent with a very long winding river. That is good glide course. I do River Runner boat speed runs through there.
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If you do gear up landings I hope you added another small wheel just below the cockpit. Oh and I had originally used the Eagle cockpit from Quiztech as it looked more like the real thing but did it this way for the pure stock people.
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https://forum.kerbalspaceprogram.com/index.php?/topic/27292-what-did-you-do-in-ksp-today/page/2269/ Still getting the hang of linking. Look for the post by @uscespc from roughly 9 hours ago on the submarine models he made. Look to be all 1 piece models and fully functional.
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One thing I have noticed with all the previous posts, on the subject of ballast and submarines that I have been directed to or managed to find. Is that they tend to over complicate the matter, and in some cases bloat the MM patches. Apart from the propellor dual screw that I have modified from "Retro Future" because it looks cool, everything else is simply configing up a new part from stock Squad. Ballast tank, 1 new text file. Underwater RCS, 1 new text file. Weight belt using Breaking Ground DLC, 1 new text file. Anything else I might change is just for looks. So three new text cfg files, is all you need to go exploring, if you don't care how it looks. No mod packs needed. everything else you need is stock Squad.
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@Hotel26 Be warned. I believe that that resource will clash with anyone who has the "NSI" mod parts pack, which includes 77 industries. This the contents of their resource config. RESOURCE_DEFINITION { name = Water density = 1 unitCost = 0 hsp = 2500 flowMode = STACK_PRIORITY_SEARCH transfer = PUMP isTweakable = false } RESOURCE_DEFINITION { name = Steam density = 0.001 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false } RESOURCE_DEFINITION { name = HeavyFuelOil density = 0.005 unitCost = 0.5 hsp = 1200 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false } RESOURCE_DEFINITION { name = Fire density = 0.001 unitCost = 0 hsp = 1 flowMode = NO_FLOW transfer = PUMP isTweakable = false } That is why I have gone for IntakeWater. And I have left it an the density of IntakeAir because it is only as a requirement for the thrusters to operate. Still working out Atmosphere curve. @Hotel26 This is the config I have currently working with Intake Air. It takes far more thrust to correct things under water. PART { name = vernierEngineSubE module = Part author = Pablo MODEL { model = Squad/Parts/Utility/linearVernorRCS/Assets/vernorEngine } scale = 1 rescaleFactor = 4 node_attach = 0.0, 0.0, 0.0, 1, 0, 0.0, 1 TechRequired = specializedControl entryCost = 4200 cost = 1400 category = Control subcategory = 0 title = Vernor Engine SubE manufacturer = #autoLOC_501639 //#autoLOC_501639 = Reaction Systems Ltd description = #autoLOC_500494 //#autoLOC_500494 = The VR-N1ER Veer-Governor, or "Vernor" Engine is an attitude control thruster. These motors are linked to RCS controls, but are powered by a Fuel+Oxidizer mix, making them significantly more powerful than MonoPropellant-powered RCS thrusters. They are fairly more bulky in comparison though, and feature only one nozzle facing outwards, although most agree that is an acceptable trade-off for the additional punch they pack. attachRules = 0,1,0,1,1 mass = 0.08 heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 // = 3400 fuelCrossFeed = True PhysicsSignificance = 1 bulkheadProfiles = srf tags = Submarine RCS EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/Monoprop_medium transformName = RCSthruster emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } MODULE { name = ModuleRCSFX stagingEnabled = False thrusterTransformName = RCSthruster thrusterPower = 400 resourceName = ElectricCharge resourceFlowMode = STAGE_PRIORITY_FLOW runningEffectName = running PROPELLANT { name = ElectricCharge ratio = 0.9 DrawGauge = True resourceFlowMode = STAGE_PRIORITY_FLOW } PROPELLANT { name = IntakeAir ratio = 1 resourceFlowMode = STAGE_PRIORITY_FLOW } atmosphereCurve { key = 0 9000 key = 1 9000 key = 5 9000 } } MODULE { name = FXModuleAnimateRCS animationName = linearRCSGlow responseSpeed = 0.01 thrustForceMult = 2 } }
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My sub control is simple but works. My primitive ballast tanks get filled and balanced back and front until I have basic neutral buoyancy. Then under thrust you are basically flying underwater. When not under thrust ,then I use modified RCS thrusters, sub sized and powered, oh and the originals Atmosphere curve is set to not function underwater, which explains a lot. Been a headache working them out as I think Squad has written in that they can't work on Electric Charge alone. I have a working set that also require Intake Air, but next test I am seeing if I can get them running on a new Resource, Intake Water. Which will still require an IntakeWater Intake that uses Electric Charge. Here is some fun from when I was testing. Config up a new vernor with 400 thrust. Make a small craft with fuel and intakes and the new RCS and then play Hackysack with it. I am amazed at all your UI controls. Can't wait to see how you config them to work. Really looking forward to your SCUBA gear. Also, please show us the back of your sub. What is your propulsion? It looks like a small electric sub ducted impeller. P.s Be careful with valves that blow all the ballast out at once. Suddenly you are shooting up very fast, then briefly flying then falling very hard.
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These are excellent, but you should also put them in my thread. Working Underwater.
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Just for the fun of it. I see your Nuclear sub and raise you a Zebra. Plenty of frustration, fun and fiddly bits. Now I really should be asleep. Goodnight.