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About me
Working some 100% IVA missions
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I’m stuck, and could use some more help, please. I’ve been following the steps as outlined in @johnnydope’s post linked above. I had a little trouble with the ImageMagick part of Step 4, but figured that out. Now I’m stuck on the Set Data Dir in Part Tools step. The instructions read as follows: However, when I click Set Data Dir, and select my GameData folder, I get these errors.
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Thanks @Svm420. I'll follow this guide, as written. I would be willing to make my own props for changing the Action Set, but I would need a method for sending a keyboard F6 or F7 to the game (which I don't know how to do), or to use some action function such as, "incrementActionSetNumber" or "decrementActionSetNumber". I would also need a way to look at some system variable, such as "currentActionSetNumber". And thank you, too, @kurgut, for your advice and pointers to documentation. And, yes, I meant "Action Set", not "Action Group". The game has 5 Action Sets. Each Action Set is a set of Action Groups. So I can really have 50 Action Groups in play at once, not just 10. Use F6 and F7 to move between Action Sets. Thank you both! I'm off to install Unity.
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@johnnydope: Is your 2022 guide still current? Any updates? Why should I prefer Unity or Blender? @kurgut: I see you've been doing a lot of custom IVA work in the past year or so. Any advice? Unity or Blender? Any thoughts on the other questions?
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I want to do the following, and have some questions: Edit some existing IVAs Create a feature that I have not yet seen within an IVA, and include this new feature in my IVAs Questions: 1. Do I need Unity, or Blender? What are the use cases for preferring one over the other? 2. If I want Unity, is this still the best process for setup? (from March 2022). If this is not the latest, can someone please provide an updated version of the process? 3. If I want Blender, can someone please provide a process for setting this up? 4. Some props perform an action by setting "actionName", others by setting "onClick". Sometimes the actionName is set to "plugin", and then an actionMethod is set inside a PLUGINACTION. Are all of the possible actions, plugin actions, and onClick function calls documented somewhere? 5. Sometimes a prop sets a labelText, like this: labelText = <=0=>$&$AGMEMO4 Is the format of these strings documented somewhere? How do I read and interpret these strings? How do I create my own? How do I figure out where the string parts of this text have been set previously? In this example, how do I determine where AGMEMO4 was set? 6. I want to be able to change the Action Set, which is currently possible with F6 and F7. I also want to be able to read what the current Action Set number has been set to. Is this possible? If so, how?
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This looks very nice! Would you be willing to release for CKAN?
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Found it, edited it, worked great. Thanks!
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I see that inside my station hubs, each hatch has a switchable label. I can switch it to display labels such as "Airlock", "Pod", "Bridge", etc. There are 23 built-in label options. How do I edit these label options?
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No, I only had the one single launch. Everything needed for the mission, including all fuel, was in that launch. You're right, though. A more "logical" way to do this would have been to launch the Eve Transfer ship to LKO, empty of fuel, then launch some fueling missions. The boosters for the Eve Transfer ship could have been much smaller if I had done this. But, this was my last mission, and I wanted to Go Big!
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I recently finished my For Science! playthrough with the Under Pressure Eve mission, and the Crater Conundrum Gilly mission. Featuring: One single launch rocket SSTO to LKO 11 kerbals to Eve and back versus the 10 required All kerbals traveled in command pods or crew modules - no rumble seats This Mission Report contains 4 short videos, and a bunch of screenshots. Enjoy!
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I recently finished my KSP2 For Science! playthrough by completing the last 2 missions: the game's final Big Boss mission, Under Pressure (10 kerbals to Eve and back); and The Crater Conundrum (Gilly). Here are a few of the unique things I did for this mission: One single launch rocket SSTO to LKO 11 kerbals to Eve and back versus the 10 required All kerbals traveled in command pods or crew modules - no rumble seats Launch to LKO This is the heaviest launch I've ever done, at 6426t. It's also, therefore, the heaviest SSTO I've ever done. This is also the heaviest single-launch payload I've done, at 787t. Some more stats: Boosters: 4730t of methalox and 20 x Mammoth II engines Launch Profile: 90 degree elevation until 1km 45 degrees by 16km 5 degrees by 66km Ap altitude of 120km dV: 4547 m/s according to the game staging stack, and according to the Micro Engineer mod 4052 m/s according to the rocket formula in my spreadsheet (which I think, in this case, is more accurate) Here is a 4m9s video of the entire launch to LKO. It's running at 5x speed. My actual fps during the entire launch was between 6 and 9. Special thanks to @cfloutier for K2-D2, and to @schlosrat for Maneuver Node Controller! Without these 2 mods I would have had a bear of a time doing this launch manually at 6 to 9 fps. Launch to LKO video: If you don't want to watch the video, here are a few screenshots of the launch: After achieving orbit, I got rid of the fairing, nosecones, and the boosters. Transit to Eve In LKO, ready to go to Eve! The transit: Land 11 kerbals on Eve Here's a 6 minute video of the atmospheric entry and landing: Here are a few screenshots: Since I landed at night, I waited until the next morning, then all 11 kerbals got out for a team photo and the flag planting. Return to Eve Low Orbit 3 minute video: Some screenshots: Final orbit. Not very circular, and not much fuel remaining, but I have a plan. Return "Go Big" to "Eve Station" Some screenshots: To Gilly! Screenshots: Return to Eve Station from Gilly Screenshots: Go Home! Screenshots: Kerbin Atmospheric Reentry and Splashdown 3 minute video: Some screenshots: Mission complete! For Science! playthrough complete!
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Today I launched a 6426t rocket-style SSTO called "Go Big" for the final, boss-level Eve and Gilly mission of my For Science! playthrough. This is the heaviest launch I've ever done, at 6426t. It's also, therefore, the heaviest SSTO I've ever done. This is the heaviest single-launch payload I've done, at 787t Some more stats: Boosters: 4730t of methalox and 20 x Mammoth II engines Launch Profile: 90 degree elevation until 1km 45 degrees by 16km 5 degrees by 66km Ap altitude of 120km dV: 4547 m/s according to the game staging stack, and according to the Micro Engineer mod 4052 m/s according to the rocket formula in my spreadsheet (which I think, in this case, is more accurate) Video: 4m 9s Entire video is playing at 5x speed My actual fps during the entire launch: between 6 and 9 Special thanks to @cfloutier for K2-D2, and to @schlosrat for Maneuver Node Controller! Without these 2 mods I would have had a bear of a time doing this launch manually at 6 to 9 fps Enjoy!
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Thanks! No, it wasn't inspired by any television show or other popular culture. When i first started playing KSP1, I realized that I liked to explore with wheeled, kerbaled, vehicles; and that the easiest way to get these horizontally-oriented vehicles back into space was to "pop a wheelie" before lighting the rocket engine.
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I completed a combined Eeloo and Dres mission, got tons of science points, and bought out the remaining tech from my tech tree. I have Mission Control credit for all missions now except for the Eve and Gilly missions. That will be next, and will finish this For Science! game, but it may be a few months before I get it completed. This was the 19th launch of my For Science! playthrough, and the 6th mission which involved landing kerbals on one or more celestial bodies. So the mission name is Global Hop VI. Full imgur album (a couple hundred screenshots) here: https://imgur.com/a/l19-giant-hop-vi-eeloo-dres-ybpt9nz
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OK, done.
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Here is a tutorial on how to edit signatures.