crimsonknight3
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Everything posted by crimsonknight3
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Hey guys, so i've always been good at ideas but i've never been very good at the practical application of actually getting my payloads reliably into space so basically i was hoping if i post my payload designs, people could help me build a rocket that will actually get them to the mun safely. The plan at the moment is to build a manned mun base. First landing a power station, science station, habitation station and storage station and linking them together like a space station, then getting my crew up there last, but with the weight of the power station payload quite high im having a virtual headache trying to get them into orbit and still have enough fuel left to get them on a hohamn transfer to the mun (without having to take 2 or 3 orbits to push the apoapsis out far enough to intersect with the mun. Anyway here are the payloads so far. Mods installed: Ioncross Life Support Warp mod (Antimatter or Nuclear reactors/warp drive etc) Spherical tanks FAR Kethane Amp Year Deadly Reentry DSM Ion Hybrd Electric Pack Procedural Fairing mech jeb 2 Dromoman (damned robotics) (The mod that adds tank tracks cant remember its name) Lazor Fus Tek Thats all that i could think of that may have parts on my crafts. Manned Mun Base Payload Docking Hub: http://dumptext.com/JT2J73Pm/raw/ Manned Mun Base Payload Power Station: http://dumptext.com/SwMSJJff/raw/ Manned Mun Base Payload Habitation: http://dumptext.com/WBn3qR6S/raw/ Manned Mun Base Payload Science Station: Coming soon!
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Okay its been a long while since i have talked here and i am loving what is being done with the mod and im so happy my idea of being able to actually link tanks together is being used, but one silly question, how do you manually link a fuel line in? Im pretty sure i was told before but have forgotten and thanks for your hard work majir
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Okay, thank you In the meantime can someone tell me a flight plan that will guarantee destruction due to heat? What is the heat threshold of a stock mk3 pod? I can get the heat to about 1400-1500 degrees with no destruction, also if i try and go in steep to build up heat due to speed i just explode because of excess g's and if i come in with a very shallow descent i get high heat but it just gets to around 1500 then cools off
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Thats how i usually do it but ive been out of the scene for a few months. Now i have another quite irritating issue. Not entirely sure which mods the culprit but if i describe the issue you might be able to shed some light. Long story short is that if i die from re-entry heat (which i have been doing deliberately to test) the end of flight report screen (showing the events leading up to death etc) doesnt show but i can press escape and revert flight, however after dying by re entry heat clicking anything doesnt seem to work... Like if i go back to Kerbal HQ i cant click any buildings but i can click the back button, if i go back to main menu i simply cant click anything its becoming bothersome to say the least if i die i would like to know why whether it be excessive G's or Rentry heat. I would like to add that i tested by dying normally crashing into ocean and the end of flight screen DOES appear. Thanks [Edit] After more testing it appears that the explosions that i was experiencing were (still kinda guessing) due to excess g loads. Ive been trying to figure out a sure fire flight plan to get destroyed by heat but i cant do it... Ive tried fast and shallow re-entry and the heat gets up to 1300 degrees but it doesnt damage anything, when i try a quite steep and fast entry i get destroyed due to excess g's. If someone can give me a simplistic sure-death by fire scenario that i can use to test this error im having it would be much appreciated, or simply a screenshot of the planet view so i can see apoapsis height and the general steepness of the descent. Thank you again >.>
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I've just came back to Kerbal after a short absense. Anyways, i've just tried running KSP with a clean install with *just* Deadly Re-entry installed and it keeps getting stuck at loading Squad/Spaces/PodCockpit/model & if i remove Deadly Re-entry it loads fine. Anyone have a work-around or jrandom can you tell us all exactly how you have it working okay for yourself? Thanks, and a big thank you to the mod author for keeping this awesome mod going
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Space Station and Research Center.
crimsonknight3 replied to Kanharn's topic in KSP1 The Spacecraft Exchange
will refuel liquid fuel and rcs fuel -
Phoenix Solar Panel
crimsonknight3 replied to ashrutoraman's topic in KSP1 Modelling and Texturing Discussion
how did you get around the scaling problem? -
Hey i know its quite soon but i was wondering if anyone has seen people posting up challenges and tutorials using the new system/logic? I had a rough browse around the forums but its late and i can't find anything and wonder if maybe nobody has bothered yet? Thanks
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Hi, this is just a quick post before bed. I'm trying to get the KOSMOS panels working however they seem to be quite strange. They generate power ever when not deployed (if they are re-packed after deployment) heres my config: // --- general parameters --- name = Kosmos_Common_XLong_Panel module = SolarPanels_PowerTech author = Kosmos Team // --- asset parameters --- mesh = model.mu // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, node_attach = -0.0433247631, 0, 0, -1.0, 0.0, 0.0 node_stack_panelmount = 0.0, 0, 0, 0.0, -1.0, 0.0 sound_servomotor.wav = extend, retract // --- editor parameters --- cost = 240 category = 3 subcategory = 0 title = Kosmos Solar Panel (Extra Long) manufacturer = Kosmos Spacecraft Design Bureau description = This super long accordian-style solar panel is desiged to be portable, so that an EVA may relocate it to another section of the station if need be. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,0,0,0 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 12 maxTemp = 2900 // --- PoweTech panels -------- FoldAnimationName = Extend FoldDefState = 0 rotRoot1 = Kosmos_Xlong_Panel/Object02 doubleSidedPanels = false panelInitRot = 0 //ejectionForce = 10 phase1 = 1 phase2 = 80 //panelRotateRate = 2 //maxTorque, Kp, Kd (float) - attitude control gyroscope parameters (equivalent to SAS module's) NightGlide = true ShowIndicators = false // --- EPS_SPanel --- MODULE { name = EPS_SRC_SPANEL_Def IndMsg = Solar Power MaxPwrGain = 0.01 //This determines if the part begins as active on the pad (value = 1), or activated by staging (value = 0) ActivatePrelaunch = 0 //This determines if the part jumps to the end of staging in editor (value = 1), or not (value = 0) EditorJumpDown = 0 //This is for partmakers. Based on the size of the panel, a correction value may be needed if the //position value of the panel is very close to the connection to the panel's parent part. //some parts need positive, some negative values. 4.5 is typically good for //most panels. //If you are a user, leave the value be... PanelCenter = 4.5 //This is to help set the PanelCenter value. If the value is 1, the EPS //will draw the raycast that is used to detect the Sun. ShowLines = 0 } Also, is there a way of making the Deep space mission packs batteries capable of using eps power? The engine can use eps power however eps power wont fill the built in battery in the engine, nor any other dsm batteries? Just curious. Thanks
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Phoenix Solar Panel
crimsonknight3 replied to ashrutoraman's topic in KSP1 Modelling and Texturing Discussion
I've all but given up modelling for now simply because of this issue that i haven't managed to figure out yet. I was modelling destiny from stargate but i can't get past this scaling issue and it's frustrated me to the point of giving up modelling for a while lol Good luck anyways and if you figure a solution please pm me -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
crimsonknight3 replied to JDP's topic in KSP1 Mod Releases
Try reading the last 3 pages -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
crimsonknight3 replied to JDP's topic in KSP1 Mod Releases
I downloaded your fix and have spent the entire night trying to get any form of remote control to work however i am having no luck at all i can't control anything. Main craft has 7 crew with a remote command centre part and probodyne antenna, then cart or rocket has remote control part plus antenna, nothing. Tried using sattelites aswell, nothing. Im giving up for tonight but thanks to everyone who is helping to try and fix this -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
crimsonknight3 replied to JDP's topic in KSP1 Mod Releases
Just thought i'd say i'm rooting for the maker to update this mod, i hope your exam goes well and i am dying to see this fixed as im waiting for it to start a mission to duna involving a drop pod to explore and leaving the debris behind as a controlable isamap sat. Good luck -
[0.17] [plugin+part] InterPlanetaryTransfer Calculator 0.1.1!
crimsonknight3 replied to younata's topic in KSP1 Mod Releases
Coming from someone who doesnt know a lot about all of this stuff, when you hit the correct angle do you do a prograde burn until your on an intercept path? Just some slight tutorial to help me understand, been trying to get to duna for a while with not much luck and some very funny orbits, only got caught in dunas sphere of influence once and i couldnt circularise. THanks -
Can anyone say difinitively whether this mod is okay with 0.17 yet or not? I'd love to use but am waiting for the kinks to be ironed out if there is any. Thanks
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Yes sorry, real life has been mad for me lately but i am still working on it whenever i manage to get the time. How are you doing at the minute? I'm still considering what program to use for the parts. Ive been using blender but Blender wont play ball with me and google sketchup is just a nightmare with the scaling, any ideas? To make the parts detailed on blender makes the parts too complicated to be performance worthy and also to boot blender CANT see more than 20-30m at a time
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I would like to direct you to: http://kerbalspaceprogram.com/forum/showthread.php/16583-Looking-for-modelers-and-programmers-for-ambitious-stargate-projects Also: http://kerbalspaceprogram.com/forum/showthread.php/16734-WIP-Destiny-Stargate-Universe Things are moving slow atm because i've got so much going on in real life but they will pick up again when i have the time
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Hi there, this is my first challenge but i will try to keep things as organised as possible. The Challenge, to beat the Kerbal Non-Standard Landspeed Record. The Rules: 1. Vanilla Parts Only with a single exception, you are allowed to use Carts Collection v1.34 http://kerbalspaceprogram.com/forum/showthread.php/7854-PLUGIN-PART-0-16-Carts-v1-34-Cruise-Control-Compatibility-and-More?highlight=carts 2. You MUST start from 0 and post at least 6 Screenshots showing your progression UP to your max speed. 3. Challenge Must start from anywhere INSIDE the KSC, no starting up a hill! 4. ONE Stage is allowed e.g The initial rocket to get you up to speed can be ejected, however only this initial stage is allowed. 5. The Vehicle much remain intact. If you lose any parts you failed. 6. Parachutes ARE allowed to help slow down . 7. The vehicle MUST stay on the ground at all times. No skimming the surface. 8. RCS IS allowed for stability only Good luck, I will post my attempts soon
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Thank you i didnt even try that >.> Thanks