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TheCardinal

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Everything posted by TheCardinal

  1. It is a recent thing. In 0.15.2 i\'ve passed several times under the arches without any event. (Although shooting at it with a high energy laser might have provoced a response)
  2. Does the above spaceship configuration improve the dataquality and amount, Innsewerants?
  3. When using the auto ascend option from Mechjeb, it is possible to set at which stage Mechjeb stops activating other stages. If you set it at stage 3, it won\'t activate stage 2 after the fuek of stage 3 has been spent (even if it means crashing to the ground). RayvenQ, i also noticed that mechjeb not always gets you the correct inclination. Wanting inclination 0, getting inclination 180.
  4. Ãou probably have looked at the shuttle from every angle more than once, Anariaq. We on the forum only can judge by the render shots you\'ve posted. On the basis of those pictures i hope that you won\'t remove the scramjet intake. By removing it, the shuttle probably will appear sleeker and faster, but as it is now, it radiates strength and power. Perhaps, i\'m the only one who finds the shuttle attractive as it is now, perhaps many more think so to.
  5. 'Sign me up for a turn.' I do have a small suggestion to alter the rules a little. Add a few 'indispensible' mods as standard, such as the camera and cart mod (to name just two). It will allow a \'player\' to record his flight and/or landing much better. Secondly, it diminishes the disadvantage first players have. Later players can choose out of a lot of mods, the first player can only use the mod of his/her choosing. Due to the rescale, the size of mod parts have altered. Is it allowed to choose a mod and resize them yourself to the current scale or will such a rescaling not be allowed?
  6. sgtblazing, Crimson_Pride14 and Matticus88, I will start work on small weights with small increments which can be radially attached (and detached when required). It will solve some of my problems as well.
  7. Either use weights, f.i. http://kerbalspaceprogram.com/forum/index.php?topic=16560.0 or Gaby\'s submarine parts http://kerbalspaceprogram.com/forum/index.php?topic=6231.0
  8. Use these weights http://kerbalspaceprogram.com/forum/index.php?topic=16560.0. Place a 200 KMU on the truck, preferably on the middel node. place a decoupler onto that. On top of that the rocket. If the rocket is very high, place some crew modules on the outer nodes until reaching the required level. Use struts wherever possible. Drive to the water and dive under. Don\'t drive to fast or the truck will behave like a wild stallion.
  9. Have a nice holiday, Yogui87! You\'ve more than deserved it! (I will fly the new rover later today, thanks a lot!)
  10. Jim-Bob Kerman's Waste Disposal and Spaceship Parts Co. proudly announces new ecological friendly testweights! Ever wondered how much payload your craft could lift into a stable orbit? Need some counterweight for your crane? Want to keep your craft underwater? By compressing garbage into abandonned rcs tanks .. With a revolutionary and highly technical proces our company has developed new specialised test weights . Test the capabilities of your rocket to the limit with our garantueed failureproof creations. Shoot (y)our garbage into space... We have weights ranging from 1 KMU (1 metric ton) to 500 KMU (500 metric tons). Don't look elsewhere for your weighty needs as we are cheapest around. Now available at a special introduction price, 10% cut of all prices. Customers who order the 10 KMU unit will receive the 1 KMU unit free of charge. Order yours now! Our operators are standing by to take your order! Call 555-10987654321-liftoff. If you order a 100 KMU unit now, you will not only receive the 10 KMU unit free of charge but the 1 KMU unit as well! Call NOW !!!!! Call 555-10987654321-liftoff. Satisfaction garantueed! That is 555-10987654321-liftoff. (Getting the units wet or damaged will invalidate the warranty!) NEW! Our development departement has managed to create a new type of weight! Small, ultra compressed and radially attachable AND DEtachable! Is your load getting too much, just drop the excess weight and continue on your way. No more need to return to base to have the weight detached by costly technicians. And think of the fuel you will save! Don't hesitate, buy our 100, 200 and 500 KMU weights and you will receive our complete weights including the new detachable weights. Call now! Version 1.1 https://dl.dropbox.com/u/47942810/Weights%201.1.zip (Warning: Damage to the new weights may lead to explosions!) old version https://dl.dropbox.com/u/47942810/Weights.zip (As you can read in the part.cfg's of the weights, this modification is nothing more than a cfg and texture modification of the KSP 0.14.4 stock rcs tank which was created by Mrbrownce and Harvester. The new weights are a cfg and texture modification of a C7 hardpoint).
  11. Yes, you need a lot of mass. I have made some testweights ranging from 1 KMU to 500 KMU. The truck needs about 200 KMU to stay under.
  12. BWAHAHAHAHA! Finally my plans of domination of Kerbin can be made reality! Thanks to you (and myself) i can place rockets on the bottom of the ocean on a mobile launcher! Domination at last! Seriously, you have made mobile launchers possible! The truck is very stable, but the driving isn\'t straight. At higher speeds the truck tends to left (when moving forward), at low speeds it tends to the right. Some carts have a low friction, yours has a rather high friction because the truck slows down considerably. Small disadvantages compared to the gain of a large and stable moving \'platform\'. Just to prove it is possible, i placed a mobile launcher and two 8 wheeled trucks at 250 meters below the surface of the sea. I launched the rocket from there and put it in a stable 120 km orbit around Kerbin.
  13. Beautiful! As i understand (from page 3), the launchpad will be movable. Since there are no railtracks on the runway, i\'m wondering what approach you will take towards the undercarriage of the launchpad. The original launchpad has 16 bogies with each 4 wheels, i.e. 64 wheels in total. That number of wheels is probably unfeasible, so what are your plans on that side?
  14. I have no problems with the old rules nor with the new rules. I wonder: Why the new rule? Is it to prevent the persistent file from growing disproportionately large?
  15. Interesting project, however, i have no intention to request permission to access your Google docs.
  16. Could the sensor be used to measure the waterpressure at several depths? (I\'m wondering if the pressure increases on Kerbal like on Earth).
  17. I\'ve launched the KST into orbit around Kerbal. I\'ve also added the camera mod but in a special way as the camera mod does not allow zooming in (i suspect it will be added some day when more time is available for the creator of the mod). I\'ve added the following code to the part.cfg of the Probekit_Telescope. MODULE { name = MuMechModuleHullCamera cameraName = Hull cameraForward = 0, 1, 0 cameraUp = 0, 1, 0 cameraPosition = 0, 0.37, 0 cameraFoV = 5 } MODULE { name = MuMechModuleHullCamera cameraName = Hull cameraForward = 0, 1, 0 cameraUp = 0, 1, 0 cameraPosition = 0, 0.37, 0 cameraFoV = 10 } MODULE { name = MuMechModuleHullCamera cameraName = Hull cameraForward = 0, 1, 0 cameraUp = 0, 1, 0 cameraPosition = 0, 0.37, 0 cameraFoV = 25 } As you can see i added not one but three camera\'s, each with a different zoomfactor. The CameraFoV in the cfg determines how much zoom is used. (5, 10 and 25). All three are at exactly the same spot. The enlarged view is wonderful, however the object must be within 2,5 km. When looking directly at Kerbin from orbit no significant enlargement is visible. How awsome the camera mod truely is can be seen in the images in the spoiler. The object isn\'t realy visible anymore at 188 m. Zoomfactor 5 Zoomfactor 10 Zoomfactor 25 At 1000 m with zoomfactor 25
  18. Put the camera on a rotatron (damned Robotics) and you can do that.
  19. I\'m afraid i don\'t know the correct superlatives to express my admiration for your work. The way you persist in perfecting it borders on fanaticism with a keen eye for detail. Sir, i salute you!
  20. Three questions: Did you add a camera on the ship? Did you use the dll supplied by the camera mod (it is different from the 'normal' MuMech dll)? Did you alter the cfg from the command pod? First of all, the mod consists of a dll and a camera part. The dll is version 1.8.4.1. If any mod which uses the mumech dll is added after the camera mod, it could well be that the dll is overwritten by version 1.8.4.0. The camera won\'t work with that version. The dll has to be added to the plugins directory, the part to the parts directory of KSP. (Use JSGME if possible). Altering the cfg in the way described in a previous post in this thread will add a command pod camera, without you having to add the camera part. If you want a view from another point of the rocket, you\'ll have to stick a camera (part) to that point. You\'ll have to rotate that camera to get the view you want. Pay attention that the lens in not IN the rocket itself. Hope this helps.
  21. Thank you very much Zenton. Your KST will be a beautiful addition to my satelite stable!
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