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Everything posted by Deadweasel
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[TABLE=width: 800] <tbody>[TR] [TD]Today Donmore and Carson took the new Banshee II-A (modified for greater control authority, lighter and more powerful orbital engines, improved landing gear clearance and AoA on the ground) on a sub-orbital flight up to the Northern Ice Sheet. Donmore played Chariots of Fire throughout the flight. Carson weathered the abuse without so much as a smirk. Banshee lived up to its name, achieving speeds of up to 859m/s at an altitude of about 18km Having successfully landed near the north pole, Carson steps out for a photo op and barely even cracks a smile. Test flight series SSTO(A)-02 results: Banshee II-A: Airframe stable, all test points cleared. Recommend advancement to orbital test flight program, following stability refinements to aft landing gear assemblies suggested by primary pilot. Donmore Kerman: Further training recommended to refine participant's airmanship and professionalism while on-duty Carson Kerman: Recommend assignment and training as primary pilot and commanding officer attached to planned HSOC-01 "Spectre" Duna Explorer deployment, effective immediately [/TD] [/TR] </tbody>[/TABLE]
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Another option that some (like myself, heh) might find very handy is an option to lock in positioning relative to the target. For example, I have a vessel on an inclined orbit around Duna, which makes it quite difficult to maintain perfect alignment on approach due to the vessel's tendency to rotate at odd angles during its orbit, and especially so when the docking ports are on the sides of the vessel instead of the ends. What I've been hoping to find is a mod capable of maintaining the docking vessel's orientation relative to the target during approach, without resorting to trying MechJeb (which has way more functionality than I'll ever need, to say nothing of the cluttered UI and memory requirements). All that said, I remain a massive fan of this mod. Even though it makes me incredibly OCD over docking maneuvers now, the fact that I can now dock almost perfectly every time thanks to the additional information the gauge provides is a colossal boon. I simply think it would be even more cool to have this unit capable of "latching in" to the flight systems to maintain relative orientation once it has been locked in via ASAS, freeing me up to focus on the velocities alone, rather than having to re-orient slightly again and again as the target rotates in its orbit.
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It went *red*??? *gasp* My Dog In Heaven!!! (heh, just messing around.. I think you meant "rogue" )
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Changing inclination on a ship that small shouldn't take that much, but that decoupler is definitely blocking the thrust. We're not seeing the actual dV estimate for the maneuver in the screenshots (hit the "." key on the numpad or click the little toggle arrow at the bottom middle of the screen to bring up the navball), but 8 hours seems excessive with anything other than ion engines, which you obviously aren't using here. That decoupler is oriented the right way, (the red arrows show which surface the unit will eject from) but as already called-out, the staging is wonky. It's certainly blocking your engine's ability to actually do any real work, so if manually decoupling the thing (right click on it), then you'll have to re-sort the staging in the VAB and launch again.
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Wow! Interesting parallel to something Rareden just released! (from his epic Kerbin artwork thread)
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That I can certainly understand. I do get some weirdness out of the blue sometimes, on certain ships. On some, it behaves just fine and without issues, but on small ones that dock/undock often? Oh heck no! I get "pinned" in space more often than not trying that. Sadly, KAS is yet another mod, much larger and heavier than quantum struts. I simply don't have the RAM available to run with it (though I now have a couple of use cases where it's extremely desirable, so I'm starting to waffle on it).
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Well we all need a new facetious, tongue in cheek call-out, and "that's rendered" seems like it'll fit the bill. ...ya know, since "pics or it didn't happen" is a bit out the window at this point... >_>
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[TABLE=width: 800] <tbody>[TR] [TD]The Duna Exploration mission continued its remote testing of Kurb Burner A1, but somebody got a little too lead-footed on the controls... ...so... The Duna Exploration mission continued its remote testing of Kurb Burner A1-A. After reaching the accident point and collecting a couple of the parts from the wreck for later analysis, the trip continued on. BurnerCam: looking out over the rough valley preceding the rim of Valles Cicatrix itself Leaping along the final ridge lining the canyon At the precipice of Valles Cicatrix Jebediah elected to use A1-A's beacon as a guide to fly out to the base of the canyon [/TD] [/TR] </tbody>[/TABLE]
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Nothing wrong with a straight up link, as long as it works! And wow, that is one cool four-seater! Great design work!
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Hey all, I'm trying to correct a ridiculous oversight by swapping out one version of a deployed vessel for the fixed version, sitting on the launch pad. The difference between the two is that the fixed one's root part (a standard docking port) is intact as the ship sits on the launchpad, whereas it was knocked off from the deployed one as it landed. As a result, when I swap out the definitions in the persistent file, the "new" deployed vessel is now completely upside-down, which results in some nice fireworks once physics kicks in. I'm pretty sure I can fix this fairly easily by flipping the root part or the ship itself over, but I'm not sure what the values should be in order to achieve this. The root part's (partial) config looks like this: PART { name = dockingPort2 uid = 2786357868 mid = 1455513462 parent = 0 position = 0,0,0 [B] rotation = 0,0,0,1[/B] mirror = 1,1,1 *-snip-* Meanwhile, the ship itself has rot = 0.4343523,0.723475,-0.536573,0.00338749 The thing is, I don't know what min/max values should be, or which value to even change. I've tried using 180 on a couple of the ship's values, but they just set it sideways.
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If it happens, you *can* fix them in the persistent file though. Look for Status=BROKEN under the solar parts and change it to Status=RETRACTED.
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Today I apparently violated the universal laws of physics, and turned my entire Duna research mission into a subterranean archaeology dig. What was my sin, most foul and unspeakable? I edited the persistent file to remove ONE (1) teeny, tiny little cube strut that was jammed in the middle of the service platform's docking port, preventing the Sherpa from docking with it to refuel. Apparently those cube girders are just barely held in this plane of existence by a whim, and now I've angered the Breaker himself. D: Forgive me, oh powerful and merciful lord of the kerbalverse!!! (On a related note: Jeb now has a new listing on KBay for one used deployable landing pad and Sherpa dropship. Contents of package may "settle" during shipping, and seller cannot be responsible for damages.)
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Probably MediaFire being... well... as per usual, actually. I can see them if I go right to the URL, but turning around and trying to insert that same URL into a reply to you resulted in broken images again. Try Imgur instead? :]
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Oh. My. God. One word: "In-farking-credible"! I would love to know how some of those camera angles were achieved...
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Gotta enclose those links in tags, or nobody will see them unless they specifically copy the image URL and paste them into another window themselves.
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I never understood the camp that hates so hard on quantum struts and how they "break realism". Personally, I think they make a design look pretty interesting. Or, if you're wanting to avoid the laser look, notice there are two different parts. Quantum strut emits the blue laser. Strut gun fires the same beam, but it's colored the same dull grey as the normal struts so it doesn't stand out as much.
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That is a gorgeous ​bird!!!
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It's Jack Wolfe's ship; read above for his description and details on it.
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Say that to Notch. EA and Activision are simply coasting on properties they had nothing to do with developing, and are just milking the cows for all their worth. It really does say something to the credit of the original developers of those games that fans are willing to be soaked for the cost of a whole new game (plus DLC) that add very little to the experience every year, but where are those original developers now? They sold out to the publishers and are getting next to nothing, while their labor is making the parent company insanely rich. I think SQUAD are smart to keep this to themselves, and allow word-of-mouth (and Steam) to do the advertising for them. The fans will roll in on their own, and so will the money. Of course, I guess we'll all see how well our faith in the company and its property are placed if there is ever a Kerbal Space Program 2, eh? Hehehe
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Isn't that Clouds and City Lights? You're welcome.
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...and with that, so did I, just now. XD
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You talking about the rocket parts from KW Rocketry, or the launchpad light? Because the light is part of the stock game.