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mushroomman

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Everything posted by mushroomman

  1. that must have been horrible to get the balancing right.
  2. I would definitely love to see some kind of support for resources found in the atmosphere and oceans.
  3. (one google search later...) Every source I can find says it was probably overheating and I saw no mention of heart attacks.
  4. Would it be somehow possible to replace the stock navball with yours for other capsules?
  5. I didn't care for that movie. It just seemed like a slightly more realistic (and much better) version of the Core. The science was just so dodgy (they went into orbit of Mercury for a gravity assist, among other things) and I didn't really enjoy the movie all that much. But the Icarus 2 looked nice. Too bad it didn't have proper artificial gravity.
  6. Ach. My grandparents live in Vancouver. Maybe I can send them over to get me stuff
  7. Hint: the 1972 version of Solaris by Andrey Tarkovsky is infinity better than the new one. At least in my opinion anyway. http://www.imdb.com/title/tt0069293/?ref_=sr_2
  8. Aside from docking and my first Mun landing, the most recent thing would have to be my full roll-play launch of this probe. there was a horrible failure in the autopilot (KOS is hard ) so we nearly lost it. But it worked in the end. The orbit was horribly inclined and eccentric.
  9. this maybe? From a Novasilisko devblog. edit. Oop. I thought there would be a picture of Moho in there. I was wrong.
  10. I'm surprised at how infrequently people build that rocket. Nice picture too.
  11. Yeah, here's an old picture of mine. Though I'm pretty sure it does block solar panels.
  12. You can using the KerbTown mod. I think anyway.
  13. could we expect radar altitude any time soonish? That's all I really want from this mod.
  14. It's quite difficult to make the autopilot hover something smoothly. Using a code like that it will just rubberband up and down, more and more, until it runs out of fuel. I had to deal with such issues while making my landing autopilot. I found that the best solution was to set "limits" on the throttle. if verticalspeed > 0 { set tvar to tvar - 0.02. }. if verticalspeed < 0 { set tvar to tvar + 0.02. }. if tvar > 0.25 { set tvar to tvar - 0.1. }. if tvar < 0.05 { set tvar to tvar + 0.1. }. or something similar. It worked pretty well for me
  15. There doesn't seem to be any way of using radar altitude. There really should be.
  16. I've just picked up a fault in the AE35 unit. It's going to go 100% failure in 72 hours.
  17. You'd think it is, but now it just slowly throttles to %50 and flies away. Using this code: until altitude < 70 { if verticalspeed < -10 { set tval to tval + 0.05. }. if verticalspeed > -5 { set tval to tval - 0.05. }. }. Edit: Wouldn'tcha know it! I forgot a period. It's working now. Wonderful!
  18. No, that wasn't the problem. I still haven figured out exactly what's wrong but by removing the "if verticalspeed" line it does increase the throttle properly. Edit: I think the problem is because I am going down, not up, the vertical speed needs to be a negative value. I might be able to get this to work somehow. Edit 2: Yes this is the case. My proof is that I could get my ship to hover by using until altitude < 70 { if verticalspeed < 0 { set tval to tval + 0.1. }. if verticalspeed >0 { set tval to tval - 0.1. }. }.
  19. It didn't work for me. I also tried "until altitude < 70" but that didn't work either.
  20. I was trying to figure out how to make a simple landing autopilot using this But for some reason the "if verticalspeed" thing doesn't work. It just leaves the throttle at %10 until it crashes. What am I doing wrong?
  21. I asked this before but I didn't get an answer so I'm going to ask it again. Would you consider making a miscellaneous parts pack after this is finished?
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