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TOAST

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Everything posted by TOAST

  1. Woah there, cowboy; you start thinkin\' like that and you\'re liable to end up headin\' the KSP, you crazy friggin\' diamond! I\'m totally +1\'ing an amphibious idea, but I would like to see some other related features added first. Namely, a smaller deployable remote-control mini bigtrak that would roll out of the back, or some shit like that. Because why the fuck not. EDIT: I totally did NOT steal the idea from him, whatareyoutalkingabout? > ;D @Chickenplucker; Another issue I\'m noticing with the cuttlefish shell is that the fork/plow clip through it and, when activating the cuttlefish lander legs to open(subsiquently making the fork/plow lower), it causes the entire thing to go into a massive spiral and dislodge itself. Fortunately I had the jump jets to land with... 8) EDIT: And by land, I mean careen like a flipped coin on a 600m/s downward spiral. With style. ;P Jump Jets weren\'t stable enough to act as a landing engine, but I have no idea why that is. Everything on the thing was centered, and the gimbal didn\'t seem too bad. Did the thrust simply over-power it?
  2. You, sir, are a credit to Kerbals everywhere. Never have I seen such dedication to the mainstays of the Kerbal lifestyle in all of Jeb\'s life. ...Which ended, as expected, T+210 seconds after launch. 8) But seriously, ICBMs, missiles, and rail guns? I had enough trouble just getting the damn thing stable AND to the mun, let alone launching anything or actually performing tests with it. ..And where do you get the side-mounted forward-facing railguns? The Particle cannons I have only face upwards..
  3. First Floor: Lingerie, Men\'s Socks, The Mun. Watch your step! Floor 2; now includes air!
  4. I discovered that the reason this was occurring was because the Mk. 1 Pod, namely the way it was assembled in the pre-made ships, sticks out of the bottom of the BigTrak. : The reason why they were spontaneously dying, I think, was due to sudden bumpy terrain combined with my speed; basically, everyone died because I momentarily \'bottomed out\' while their heads were sticking out of the bottom of the lander in typical Kerbal fashion. 8) Although I can\'t honestly say this explains why it happened the second time, despite the flight log telling me the capsule crashed into the terrain, as there was no explosion what-so-ever and no indication I hit any bumps. And no, I didn\'t alter any of the config files; the basic BigTrak ships that are provided with the plugin were what I used, and can\'t seem to repeat the issue when I build my own. Also, thanks for making the cuttlefish shell easier to remove! Now I can edit after the fact again, lol. Aarrrrrgggh, you torture me with its awesomeness! lol ;D Question: Will this jump-jet be able to effectively act as a form of self-correction for BigTraks that may have done some kind of acrobatic frigging pirouette off a moon rock onto the faces? It\'s just a curiosity; it\'s not like I have, like, 4 BigTraks sitting on the moon upside-down or anything... :-X
  5. I added energy gain to the part configs and have yet to see any change. Perhaps I did something wrong? Is it supposed to go in a particular part of the config file?
  6. Oh my god, I bloody can\'t wait for this. Also, does anyone happen to know why the command pod seems to keep spontaneously exploding whenever the bigtrak exceeds 15-20mps? I keep having this issue where I successfully land and start traveling, over large expansive flat areas, to my other successfully landed pods, and then suddenly the kerbals die & the bigtrak keeps going or the entire thing just explodes. Anyone?
  7. Would like to see more from this plugin; currently using it, but some things like running out of energy making it unusable make it difficult. Also, is it possible to make other parts use the plugin? If so, how exactly?
  8. That, unfortunately, kills any prospect of achieving orbit with solid boosters; my usual means. >_< EDIT: Is there any way of making the cuttlefish shell removable in the VAB once it\'s been added? I can\'t modify my ship half the time without rebuilding it because of this.. EDIT 2: It also seems that, at least for me, adding any sort of rocket on top of the bigtrak for later deployment causes it to be all kinds of unstable(wobbly) at pretty much every stage, in spite of strapping them down.
  9. Hurray! I\'ll actually be able to possibly do a proper landing! Maybe! ;P I have the tendency to enjoy attaching launchable secondary rockets on top of the bigtrack. I\'ve yet to figure out how to make them actually launch without decoupling & switching to them, though... :-[
  10. My completed 10-hour/5k orbit map of the Mun! I let it run while I was at work/writing college papers. Pretty damn beautiful if you ask me. Well, for a giant crater-ridden rock anyway. 8) EDIT: How do I alter this to show up on a grey-scale?
  11. open the image in a new window and zoom in to that 'X' looking area a bit down and left from center. I also had to delete my Kerbin data to get anything to render. I\'m guessing that one splotch in the center is where you crashed, right? 8) Also; this was high-altitude, wasn\'t it?
  12. Ah, that makes sense; running all that at once might be soft/hardware intensive(running an i7 so I feel nothing from KSP, myself ;P) The idea behind asking if multiple satellites worked at once was more to the purpose of switching to other vessels, or even launching new satellites/stations/what-have-you, while that satellite records map data continuously, not so much to the purpose of having more than one mapper active at once; although that would still be awesome if it was possible to enable that feature without causing excessive crashes. But yeah, I\'m otherwise i\'m stuck staring at my(awesome looking) satellite orbit the mun in a 5k orbit for 20 minutes. G\'dayum! My suggestion is not only plausible, but it might be implemented?! Awesome! Not only that, but being able to map/mark landing locations or bases is a fantastic idea! Makes sense. Maybe when the game, or people\'s computers, are more stable the idea of multi-module mapping would be plausible. But it\'s good to know that it isn\'t simply going to overwrite shit.
  13. Working with the cart plugin is great, but we have are this thrust and no way to use it! Anything past 1/4th thrust blows off the engine in an un-explosive, boring fashion. That is simply un-Jeb-like! We either need that thrust, or need more explosions.
  14. Alright, excellent! Thanks! Just one other question, then: Must you be actively viewing said satellite for it to map, or is it passive? If it isn\'t passive, is there plans in the future to implement something to this effect? EDIT/SUGGESTION: Would it be possible to incorporate Muon Detection into the mapping feature; ie, mapping satellites will mark a location with a munolith with 1 dot of a color outside the mapper\'s height/color spectrum(for noticability). With permission from that author, of course. :3
  15. Out of cuiosity; does running or having more than one mapping satellite around one planet/moon, or having more than one mapping module on one satellite, have an adverse effect on the mapping dynamic? Namely if I have 2 satellites mapping in different orbits, will the data create an image that overwrites geographical data because it has 2 different sources?
  16. Nice! =P I managed to finally land one on the mun! But now I can\'t get the BigTrak off the landing pad because of the decouplers! ???
  17. Hahaha, my wheels started flying down through the rest of the ship slowly.. 8) And then everything started exploding because it was all wobbling; the ramps specifically, but parts from outside the set didn\'t really hold together. :\'( Definitely like the look, though! Very nice! I\'ve been using mechjeb; I usually use the ascent automation, as translation was always iffy to me. But yeah..
  18. That both simultaneously answered my question & made me explode with anticipation for that landing module. G\'damn! Thanks! EDIT: Ok, I\'m keeping the rocket parts as far from the rocket as I can, only 1m sized so they never touch & there\'s nothing within range below, but it seems to be to no avail; Whenever I reach a certain speed (I use solid boosters a lot) it starts freaking out. EDIT: Also, I\'m trying to figure out how in the bloody hell you got that thing to the mun in the first place o_o I can\'t seem to design something that doesn\'t spiral uncontrollably.
  19. Note: I\'m noticing that when the pod is inside the vehicle, the camera likes to repeatedly focus the camera as if I were activating/dropping stages. By the time I reach orbit, I can\'t see my rocket anymore... Edit: Or maybe it\'s not, i have no clue anymore. Edit 2: It\'s actually anytime I use the cart.
  20. Well, the question was implying as to whether plugins, or associated plugins, for this project had created a pseudo-docking system to accompany it along with the parts. But you have answered my question non-the-less. Thanks!
  21. Ok, now don\'t cricify me for not having read all 24 pages, but I have a question; Knowing that there is no \'official\' means to dock in KSP, do the docking connectors provided in this pack, along with the plugin etc, actually allow for small multi-launch connection/rendezvous space station assembly? If so, which parts connects to which, or are they androgynous?
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