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Everything posted by TouhouTorpedo
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Just experimenting around, I downloaded the best car model I could find that I thought would be easy to modify and work with in the game that I liked. It just so happened I found a model of a car used in the scenery on the Left4Dead games published by Steam, and so I worked with that. Heres an inside view, to start you all off : Seating for 5! Now for the obvious thing - this model is from the Left4Dead series games. I did get it off a free models site, but that doesn't neccesarily mean I have permission to use this model. So really use this mod at your own discression. The internals do lack polish, but then polishing something I didn't make entirely or even have permission to use, seemed a bit daft. Still, I figured there were definately good uses for it. By seating 5, two things happen. First, the 4th and 5th portraits glitch and overlap on top of the MET thing up the top left. oops. But also it means you can fill up a crew tank in one go, with a vehicle that can take itself there made of only 2 parts. Its also a pretty good laugh if you stuff a rocket on the back. Anyway, you can download it here : Requires Tosh's cart mod, which is included in the plugins folder of the .zip file.
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Show off your awesome KSP Pictures
TouhouTorpedo replied to Capt'n Skunky's topic in KSP1 Discussion
My first IVA Mun landing after I finaly got IVA working properly. Decided I'd go for a pretty lightweight approach on my lander. Landing wrong way up is also waaay easier imo. -
Landing on bumpy\hilly objects (such as Bop or Gilly)
TouhouTorpedo replied to szpw's topic in KSP1 Discussion
one way around this I've seen is using landing legs surrounding your spacecraft. It'll roll pretty good then. -
Hatches can be added in Unity. DYJ made a tutorial for this : http://kspwiki.nexisonline.net/wiki/Adding_Airlocks_and_Ladders_to_Parts You'll also need to watch C7's part tools tutorial : The ladders and hatches need to be added as Box Colliders, and try to size the hatch and ladder boxes so a kerbal can fit in them. You really don't need to know how to model to do this if you already have the model of the MK1 available. I know how to do it, I'm just lazy - Other things I'd like to try than just hatches. Other people learning how can't be a bad thing.
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Ideally if you want to dock something that big, you need to get your relative velocities to zero first, and get to about 500-300m from the docking port you want to attach to while at least being on the correct side (not in alignment) ORDA does have some kind of system for this, but If I'm honest I dont understand it yet. You'd probably do well to ask questions in the ORDA thread in regards to special features - which I'm certain you will need for what you want to do. If you're trying to use AUTO with that many parts, you are going to have to use significantly smaller values in the settings pane I mentioned. If the values are too high large spacecraft tend to just drift away. Also are you using standard RCS blocks? If you are, I'm not suprised something that big keeps just flying on. You'll definately need a mod for bigger RCS units.
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close to 300 parts is more likely whats slowing your computer down so much. Also if thats how big your rocket is, ORDA doesn't use the engine, just the RCS. if the RCS is off, it'll do nothing. also, RCS won't be able to make a difference of 300m/s. You'll need to get the velocity relatively close first, or add a lot lot more RCS blocks.
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Build the biggest airplane (that can land)
TouhouTorpedo replied to kevinlacht's topic in KSP1 Challenges & Mission ideas
I love that last one. After seeing this thread I thought I'd give a pencil-o-plane a go. I was really impressed with how this thing flew actually. Not really holding a candle to how big some are here, though. -
As long as you can get moderately close, ORDA can actually do the entire procedure for you. - have a docking computer on your spacecraft, and ideally put one on the spacecraft you want to dock with. - if the spacecraft being docked to has a computer, turn ORDA ON, set ATT then click either VP, VN, RP, RN, which one actualy doesn't matter. This just forces your station/spacecract to hold a direction. - go to the spacecraft you are approaching with, now turn ORDA ON, under tgt select your docking port, the station you want to dock with, and click the port you want to dock with. If the ports on the station are not showing yet, you aren't close enough. get closer first. - Now assuming you have that part done, click DOCK. now click AUTO. - there is a button along the bottom that brings up all current settings, click that. (none of those buttons take over your ship, so dont be worried which it was...) - Now if you have a small ship, leave them as is, and engage the autopilot. If you have a big ship, edit those values to -half- their current and then engage. I say this because on large ships the RCS use is excessive if these values are too high. It should do everything by itself from there on. ------------ If you're having trouble approaching close enough to do auto, heres my advice - - get your spacecraft orbit about the same size as the station orbit. - Now look at the angles. the orbits make through each other. at some point, unless they are already aligned, they will cross over. If your ship goes north after passing the cross over, you will have to thrust southward at the crossover. Vice versa otherwise. - If you are behind the station, make your orbit slightly lower than the station, then you will slowly catch up with it in timewarp. Are you ahead? go slightly higher, or wait to go all the way around in a lower orbit. up to you. - When within around 10 km, You should be able to thrust straight toward the spacecraft you want to meet up with to get closer. At this point you should definately be able to engage ORDA. Now the last step is pretty rough, I never really think much about that part. But I beleive thats about right.
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Nice, I haven't tried a plane on Duna yet. Whats that music on the second part?
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Interesting, where are you getting the data from just curious? A bit of further advice for future presentations, if you want to compare two sets of data always make the axies match up. You've got two different units for temperature and missing units for pressure and density. The scale of the axies also doesn't match. The problem is you can't visually pull out the data, you've got to think. You shouldn't have to think too much when looking at a graph, just look and go "oh, so thats the pattern" Just a bit of advice on presenting data is all
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Smallest/Lightest Rocket Capable of Achieving Stable Orbit?
TouhouTorpedo replied to Yeomans's topic in Science & Spaceflight
Copenhagen Suborbitals have some amazing technical knowledge, facilities, sponsors and project management, but seem to fall over on the systems side. Each component is quite fascinating, then when the whole is put together becomes a disaster. Wrecking the capsule recently is a real disapointment - and to basic rocket stability, no less. The problem with making smaller rockets, is any volume starts getting a higher area ratio, so walls on thin tanks for instance get heavier for what they hold, and smaller objects tend to have higher drag coeffecients than larger ones, so they also suffer leaving the atmosphere. -
Do you think I could get an Arduino into orbit?
TouhouTorpedo replied to nhnifong's topic in Science & Spaceflight
See my post. This "Balloon launch rig" also known as a Rockoon by its proper name, is a popular idea ammoung amauter rocketeers as a way to get a rocket into space. However for anything but suborbital flight, they are absolutely terrible. Frought with stability problems and extremely expensive per kg lifted. And if you want orbit with that rocket hanging under, thats a lot of kilograms. Then add in a big complex stabiliser to hold your big rocket, and it gets lidicrous real fast, to the point that a ground or sea launch is just the best idea. -
It looks like you are using different lights. The lamps included in the mod have a node on the back which can attach to the fenders if the headlight is facing the right direction. The lights you are adding in your model are from a different mod, and I assume are only surface attach and don't have nodes. the fenders in this mod don't have a collider on their front side where the node is, and this is mainly to avoid any collision detection issues within the vehicle itself. But it also means surface mounted items don't work well on them so well. Use the headlights included!
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hstwtruck is part of the carts pack: http://kerbalspaceprogram.com/forum/showthread.php/7854-PLUGIN-PART-0-16-Carts-v1-34-Cruise-Control-Compatibility-and-More?highlight=cart Also far as making an offroad capable tank that can actually climb things like a tank does, you could use these : http://kerbalspaceprogram.com/forum/showthread.php/21909-0-16-TouhouTorpedo-s-Modular-Multiwheels-%28Tosh-s-Cart-Mod-powered%29 like they are shown in this video at 0:20 :
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Pink Floyd - Dark side of the moon is my soundtrack to any mun mission. Also, I'd love to know what the KSP Credits music is. I want to listen to that in a mission.
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^ This. Also, landing on a planet or moon isn't so hard... coming back, thats the tricky part. Personally I try not to leave any Kerbals stranded unless they've got a rover.
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I knew a guy studying space engineering called Sol. Pretty awesome. So a Kerman lottery eh? Fire up your KSP, launch a 1 capsule mission and lets hear your childs name. I got - Donsted Not bad. I can live with that. (dunno if the child can or not, tough, KSP has spoken)
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I did some experiments with using docking clamps on land, and only ORDA has the right stuff for docking and undocking rovers/cargo on the surface. Unfortunately, ORDA doesn't detect objects on the surface yet though, so you'll have to align manually without the computers help. (I normally just put the clamp on a rotatron) but I have been told that is likely to change in a future version, since Hog wasn't originally expecting people to find other uses for it!
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Do you think I could get an Arduino into orbit?
TouhouTorpedo replied to nhnifong's topic in Science & Spaceflight
You sound like you would be very interested in the N-prize Which I'm very interested in as well. Sadly, entries are now closed, but I'm looking into things on this. Balloons I've had a breif look at but to be honest they aren't worth the hastle. Each kg of lift you want to 30km is going to cost £100 UK of helium. (dont know US price) and once up you need the orbital speed, which is going to take another 7.7 km/s of deltaV. so you have to launch a hell of a lot of fuel on that balloon, which is going to need the helium. All in all a ground launch ends up much more economically viable for that reason than a rockoon. (rocket and balloon combo) the biggest focus is affordable construction and navigation systems which will either cost you a lot of time, or a lot of money, or both, and a couple of failures I'm sure. On the temperature side LukeTim is right, the temperature variations will kill an unprotected Arduino. Though wrapping it in foil and glueing a thin copper wire for a heating element with a thermistor on top to get live temperature and control with the Arduino would probably be sufficent. Space Junk and collisions isn't a big concern. A small satellite has a high area ratio and de-orbits fairly quickly in LEO. I'm not planning to discourage you though. I love that you're into this as I've got the same sort of ideas. Go for it if its what you want to do! -
I got set a challenge to make a forklift truck a while back, and repurposing a few parts from the modular carts pack and the damned robotics pack, I got something working! Mods used : Modular Wheels and Carts pack: http://kerbalspaceprogram.com/forum/showthread.php/21909-0-16-TouhouTorpedo-s-Modular-Multiwheels-%28Tosh-s-Cart-Mod-powered%29 DamnedRobotics: http://kerbalspaceprogram.com/forum/showthread.php/9675-v0-16-Damned-Robotics-Version-1-2-1
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Okay I've finished tweaking it so your hatch and ladder work, heres the result: Tweaks were: -Corrected orientation of the ladder and hatch -Removed local transforms on the box colliders and repositioned with parent transforms -Moved the mesh for the body downward so the origin was inside the part -edited CFG appropiately so the attach was still in the same place -changed ladder and hatch collider sizes unity folder: http://www./?z7xz9reo5hjhtuf part folder: http://www./?r99vf7v7gmqq7aq I suspect your problem with the front IVA may be related to the origin position. Refer to what I've done in the "Block" scene to the external parts and shift the internal parts appropiately, that may solve the issues you're having. Good luck with the extra bits. Thanks loads for uploading your unity folder though, I will be picking at this over the coming days to work out how to do one myself. Hopefully you don't mind PM's full of questions!
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Hm... well there was some obvious problems with the ladder and hatch, which is the angles were wrong. Blue axis points to the side the kerbal climbs, and green axis points the direction he'll be climbing in. Also you only use the upper transform options, not the box collider ones, to position the collider. However after doing that, even with changing collider type and a stupid size ladder and hatch box, nothing is happening. Whereabouts is the origin point on your 3D model? That could be part of the issue. If the origin isn't in the middle of the geometry things can play up. EDIT : moved the model down so the origin in unity was in the approximate center of the model, then look what happened: Just gonna try and let it put that ladder closer now, and perhaps this'll get somewhere.