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Everything posted by Rushligh
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What is your most usefull mod?
Rushligh replied to Jeb-head-mug kerman's topic in KSP1 Mods Discussions
MM, joint re-enforcement, and toolbar extensions redux are absolute necessities, even for stock. As are the sas/trim stock fix modules. KSPI-E because antimatter is fun! anything made by @SuicidalInsanity, the god of mk2/3. OPT TCA; despite its bugs, i have a deep love of VTOL craft and airships Kerbaloons: you need them in campaign, trust me. SXT. i uninstalled it once, and realized that every craft i had broke XD you don't realize you need it, but you need it. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
I suggest you get the stock bug fix modules. they greatly help with this. however, if you do, DELETE THE LIFT ONE. it messes with everything. looks good. personally i would use the light-bulb reactor/engine for orbital thrust: i find it's high heat tolerance and good thrust/vectoring make it very useful in orbital positioning for ssto's. in combination with some good reaction wheels you wouldn't even need rcs (except maayybbee for docking.) only other thing is you might wanna tilt those wing radiators forward slightly so their tip is just inside the wing; greatly reduce air resistance. -
Does anybody have any idea how to implement this? i understand the ballast portion, and can make them on my own but i have no clue how to create an auto pilot. a while back 1.0.2 there was a mk1/mk2 'ballast/sinker' mod that gave parts that could suck up water or expel them, gaining or loosing mass. that's all wonderful, but in order to create an accurately designed sub you need a bow and stern ballast tank. i don't know about you, but controlling them manually in near impossible for me. I'm proposing a small module, an autopilot that can take an input depth and intended orientation in degrees, and then adjust the ballast level of each tank in a vessel accordingly in real time to match that intended positioning. unfortunately, i have no idea how buoyancy works in ksp 1.1.2 mechanic wise. The ballasts would be simple 1.25, and 2.5 m tanks with the ability to exchange electric charge to either fill their tanks with "ballast-water", or expel it. I'd also include a water-based RCS jet system which shouldn't be to difficult to manage at all. it would certainly help if my spelling was better
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ahh, that would do it. I bet squad is having trouble with the x64 render for linux. they went out of their way to make a windows one and i bet their design backfired. not that i care because the work around actually generates less crashes than the intended 64bit version XD by the by, KSPI-E does seem to work perfectly fine with TCA, just with a poor response time for altitude control. considering.. ya know. all my ships use solely opt and kspi engines. RCS straight up doesn't seem to work at all.
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
Rushligh replied to JoePatrick1's topic in KSP1 Mod Development
im not sure if i've mentioned how much i love this mod but... i love this mod! -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
attach your engines to a mk1 pre-cooler. if you have tweak-scale installed, you can make it a mk2. the inline radiator isn't really useful unless you have higher tech leves anyway. i use it as a gyroscope most of the time. also, makre sure your craft doest exceede 1800 m/s below 50000 m altitude. if you want a cheap re-usable SSTO i suggest getting the kerbaloons mod. use them to get high up enough for good liquid fuel lets, then use the nuclear light-bulb engine for orbit positioning with liquid fuel. kerbaloons can also be used to slow decent apon reentry. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
did i hear something about even higher hear nuclear engines also, just a though, you might want to consider making an inline radiator/thermal pipe/PRECOOLER part. yes, precooler. i tried making one my self my sticking the graphine radiator and thermal transfer modules inside the mk4 expansions precooler (and raised its max temp to 2800). it keeps the thermal rocket/thermal jet nice and cool on atmosphere. im not very well versed in all this stuff, but there's something about having an air intake and radiator in the form of a pre-cooler that SIGNIFICANTLY improves the performance of atmospheric thermal jets, also make for nice streamlined SSTOs. -
FYI. i figured out one bug. TCA can't seem to compensate for the lift ratios place by the stock bug fix modules. after removing the lifting surface module that fixed the problem. my ship now handles okay. my problems are now as follows: -if i use engine groupings, tca turns its self on when i turn those engines on. if i have any engine of nay grouping turned on, or off, it turns the rest of the engines of any grouping on or off with it. this is extremely annoying because i have a pair of main engines on my craft that are manually controlled. (my ship resembles a helicarrier). essentially if i use engine group TCA won't turn off, and the engines won't function individually; regardless of their group number. for now im using staging hotkeys (1-9) for engine control. -the set altitude for hovering does not work with any non stock engines. i tested it with stock rocket engines on a truss and it worked, but if i use karbonite fans ot kspi thermal engines.... nope. it just keeps going up. selecting a vertical velocity seems to work fine. i use that with rotation cancellation for flying my ships. but seting the altitude causes my ships to go full thrust upward. -i've also noticed that TCA can't compensate for engine response time. it behaves as though engine throttling is instant. -also, the landing auto pilot seems to give up about 200m above the ground and go full thrust upwards as described in the previous problem. it also sometimes retracts landing gear any time i try and deploy them. landing on delicate thermal engines doesn't end well.... my center of lift is just slightly behind my center of mass. excluding the rear engines, my center of thrust is centered on mass. it uses thermal engines from KSPI so there's no fuel consumption to change the mas ratios. it's stable.
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Mk3 Expansion - [KSP 1.12x] Version 1.6 [10/5/21]
Rushligh replied to SuicidalInsanity's topic in KSP1 Mod Development
fyi, there seems to be some problems with the MK2/3 expansion parts and the stock bug fixing module for lifting surfaces. if any of you are having lifting problems; that's why. also, what im using your parts for :3 just thought i'd let you know.- 863 replies
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Aquatic systems with 1.1.2 compatibility.
Rushligh replied to Rushligh's topic in KSP1 Mods Discussions
>memory issue. i run x64. 16gb 3gb graphics. not memory. The sub works as a stand alone but i find it doesn't really work combines with other stuff. i want a BIGGER sub. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
FYI. to anyone having issues with negative mass parts (part of your ship starts to float for no reason) i figured out the cause. it IS a problem with tweakscale. if you use any other version besides the one provided with KSPI you will have issues. go into gamedata/tweakscale and copy the "patches" folder. then delete tweakscale and install the one that comes bundled with your version of KSPI. replace the patches folder (you need this for other mods that use tweakscale, like OPT ). I thought it was just me! it's not far. i've been having this issue with atmospheric kspi engines as well and i don't use far. The problem is that if there's not enough air for all engines (plus some extra), the flow will favor one engine, giving it full power as long as it can. this always seems to be the rightmost engine. the solution for the time being is to add more intakes. try some mk2 inline ones for Suicidal Insanity: they work wonders on ssto's. -
While it's certainly cool and complicated... im having some... trouble with it. not only with it NOT completely turn off unless i uninstall it, it causes my ships so go into an out-of-controll spin; nose up. I've been using a number of mods that correct certain aerodynamic rations... even after removing them i get the same problem. just as a test i imported a craft i used in 1.0.5 with your older version... same issue. i tries using the old version in 1.1.2 but it seems to be disabled or unrecognized.
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KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
I am using the latest version of tweak-scale. i downloaded it last night. v2.2.10 if you find a different version works for you, could you provide a link so i can test it out? I REALLY NEED THESE OMEGA REACTORS TO WORK. -
Aquatic systems with 1.1.2 compatibility.
Rushligh replied to Rushligh's topic in KSP1 Mods Discussions
i tried using it before and i've had some serious issues with it (casue crashes at game loading, 0 thrust, 0 lift/control surface effect) . not to mention i prefer making my own custom designed out of mk2/3/opt hulls. this may have to do with compatibility with other mods i have installed? im not certain. Ill try it out again and let you know if i run into the same bugs. -
I've been messing around with some boat designs, and I'm wondering if anybody knows any boat/sumbarine mods that ahve been updated? im looking for engines, blasts, keels, etc. using jets doesn't work very will in 1.1.x due to the water collision mechanics and the massive smoke screen it makes. rocket fuel is to heavy. im hoping for some kind of propeller that provides extremely high torque, (or just really high thrust at very low atmosphere). as for sinker/balasts, does anybody know of any automated ballast control mod? i used to use some with 1.0.5 and i had to fill them manually... it was a total mess.
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KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
any time i use the thermal electric generator or the omega reactor my ship slowly begins to rise from the point of each part (as though attached to some invisible string and baloon). I'm going to try the link on spacedock again with a fresh version of 1.1.2 and see if i have the same issue. perhaps it's a problem with tweakscale? i AM using them in 1.25m size. -
KSP Interstellar Extended Continued Development Thread
Rushligh replied to FreeThinker's topic in KSP1 Mod Development
yeeaaa, nope. i still have this problem. (downloaded most recent version a few hours before posting). trying to use omega/thermal jets to make water-jet speed boat. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Rushligh replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Moar Cyclops Ships! -
The Cyclops Airship. A high tech personnel transport shuttle with advanced labs and "land anywhere" ability. KSPI hybrid thermal engines and OGEMA reactos power the craft, with quiztech's jet rcs for precision maneuvering. suggested crew complement of 9, max crew complement of 25. Yes, I did actually land this thing on the VAB roof pad fair and square. Jetisonable bridge and escape pod with landing gear and chutes. (in case something goes REALLY wrong.) I'm still working on applying retrothrusters for landing instead of chutes. having trouble applying TCA to the pod instead of the old main body. the main body is run by an OPT computer core, so it can still fly on its own, allowing you to manage a landing if possible (the pod with chutes will land it's self) Still a work in progress. apparently my picture's wont load> in the mean time while i fix that, here's a craft file. https://www.dropbox.com/s/v765jnlo928jkgz/Cyclops%20II.craft?dl=0 requires: OPT 1.8 v4 Quiztech Aero Suicidal Insanity's MK2 Expansion KSPI-E KPSI mk2 Integration SXT stock extension expansion. lithobrake systems Throttle Controlled Avionics ASP Paint tweakscale (for 1.0.5) You may need Kerbal Joint reinforcement to fly this craft properly due to it's size and complexity. There is a way to force it on 64 bit. Pm me if you need to know.
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>New Version of TCA. ooohhh baby. time to go back to my Cyclops design
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[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
Rushligh replied to NecroBones's topic in KSP1 Mod Releases
ooohhhh. okay. that makes sense. im still on 1.0.5 and will probability remain there for a while till my fav mods catch up. btw, this is what I'm using your glorious landing legs for. they're perfect and retract into the Mk2 air intakes. they also take the weight and force of repeated landings at imperfect angles. (the ship lands rear first at a 15 degree angle to reduce momentum- vtol engines push backward and main thrust pushes forward) -
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
Rushligh replied to NecroBones's topic in KSP1 Mod Releases
I don't know what you mean with legs not working; they're perfect for me. I use them for landing airships because unlike EVERYTHING ELSE they don't buckle. I'm not to familiar with KSP's mechanic for landing gear, but it seems every other landing gear except yours breaks and won't retract if it takes hardly any horizontal force, or too much vertical force. and by 'too much' vertical force i mean 100 tonnes of metal landing at 10m/s -
craft switching in flight and autopilots.
Rushligh replied to Rushligh's topic in KSP1 Mods Discussions
TCA still works on a vessel per vessel basis, but it runs off the SAS by actively sampling the orientation and correcting it (instead of calculating the correct thrust on a hypothetical basis like mechjeb). my problem is that when i switch away from a vessel with no computer core the SAS seems to stop working, and so my ship begins to list and drive toward the ground. working of figuring out way to counter this WITHOUT mechjeb. When attempting to switch control i get an little yellow text saying something like "vessel switching not permitted in atmosphere" if forget the exact text. Perhaps it is DBA that's blocking switching. ill try removing it temporarily. Also, i've now got the problem that when i decouple my pod, it creates a second vessel that im not in command of. (this is what's supposed to happen, but i want to control the pod, not the rest of the ship) I've tried setting the pod cockpit as the root part, tried "control from here" during launch, not no avail. every time i jettison the pod my control remains centered on the vessel body. -
customisable parts in game for unique designes.
Rushligh replied to Rushligh's topic in KSP1 Mods Discussions
the procedural parts pack does a very simplified version of what im looking for... imagine that same thing but with options for a mk1-mk2, mk2-m2, mk2-j, j-mk4, j-mk3, etc. and the added ability to off-set the free end along the x/y/z axis relative to the part to make curved parts. off-setting it would cause the end to rotate an appropriate amount for the curve. To return it you'd use another connector so make an "s" shape. get where i'm going with this? -
[1.3.1] Prakasa Aeroworks Pods and More
Rushligh replied to Balto-the-Wolf-Dog's topic in KSP1 Mod Releases
I am in Love with that tail-shroud. using it with OPT parts... and... hnnngggg. is there any chance you could make your parts available in the stock white/black ksp texture scheme? i like the silver gray too, but it looks off with other parts. also would love to see some air-intakes in your next release.- 98 replies
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