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Posts posted by Hooligan Labs
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Tested the Boat Parts with HyperEdit today. Here are some results...
Here is coordinates for dropping straight off the coast.
Putting in a random number placed it nicely off a distant coast.
So HyperEdit works! I could update your conn tower so it could auto-plop ships into various locations.
But the following bugs bother me...
1) Many times it froze on the runway or in the water.
2) No screw propellers?
3) I will only download from kerbalspaceport. Why not post fixes there? It goes up almost immediately if you just edit your current post.
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You may want to actually try using my mod to land on a planet before making too many assumptions.
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MechJeb is a great tool. It helps with design and can automate many things. Great for learning techniques reducing time lost to trial and error.
I also recommend my mods in my signature.
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...A large heavy tower/mast with the anchor on the nose would be the best way to anchor your airship. Bud one in the VAB and move it away from the launch pad on
large wheels then retract the wheels.
Well, airships right now only go between well civilized locations. Airships to other planets don't have that luxury! Hence the need for anchors.
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When it gets late out, sometimes Kerbals just got to shoot stuff into space.
Maybe it'll work if you use the connector without the grapple. Unless it smacks down so hard it explodes.Generally it has to be tough and heavy in order to drag on the ground effectively. The good news is that winn75 said they will be re-introducing the anchor once the model is redone!
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You mean the airship anchor? We replaced it by the grappling hook which have a more "tech" design than the old "potatoe bag" (for now the model is a placeholder but i'm working on a new one).
Also we wanted all the hook to fit in the hook bay. Maybe an improvment of the grappling hook would be better? (with a "disable attachment" option).
Yeah, the potato bag was funny but there was no way to explain a dragging a one ton burlap sack across a rough surface at 100 m/s.
We just need something exceedingly tough that will provide a lot of traction without gluing the vehicle to the spot. It is amazingly hard to find a picture of a real airship anchor, it seems they are usually just moored to a tower (like the Empire State Building) or caught by hand (which looks pretty hilarious). There are a great number of modern boat anchor designs, however, which would look great when flattened out so they could be stowed:
Given our mascot, I would vote for Union or KLIP.
jsut had a blast messing around with this mod and towing stuff around with an airship I just built. if you are carfull you can hook 1 airship up to another and tow it around! hehe!Nice~!
would you believe this actually worked?step 1: assemble giant KAS construction vehicle
...
I think off-site construction should be a part of KSP!
I understand it might not be practical to limit the pendulum motion (probably impossible without getting at the engine itself), but could there possibly be a method to force the parts to align when the cable is pulled in almost fully and the connector is just caught on the edge of the model, kinda like the docking ports suck each other in?I looked this up and it is a real issue that modern winches have to deal with. I'm no expect, but it appears that "swing arms" dampen unwanted pendulum motion. The new KAS winch definitely has a shape that could do that. Actually animating it would be out of scope, but codewise might not be difficult.
First, let me say that it's crazy that the entire KAS system seems to have been done without a single call to FixedUpdate.
Perhaps it would be possible to force a rigidbody.drag onto the connector? Thus, even when there isn't an atmosphere the swinging motion would be reduced. If not some work with torque and velocity/position cross products would need to be done.
As for smoothly bringing the connector back into its mounting, before the spring joint is converted to a fixed joint there could be a slow combination of RotateTowards (parent rotation) and RotateAround(connector around winch) to allow for non-violent alignment.
.... But really, I just need the anchor back.
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is it possible to update the 18.4 to 19.1 on the modpack please
Which modpack, and what needs to be changed? It should all work.
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for the airships to other planets, the KAS pack got updated, so none of the airships that have already been created wont work, could you please fix this, as im interested to see how many bases on duna i can make with the use of airships
I tried doing an update, but the anchor is gone and the grapple system seems to result in the airship smacking into the ground! I put in a request to bring the old parts back on the KAS forum...
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KospY, it's awesome you got your update out! It really is an evolution of the design.
However, could you bring back some of the old parts?
The grappling hook is great for stopping an airship on a dime, but not so great if you are coming in from orbit! Then the airship has a high surface velocity. When the grapple sticks the airship swings down and smashes into the earth with explosive force...
It would also be nice to have the old parts for radial connections and such back. It's not necessary, but my old Airship to Other Planets are no longer compatible.
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Checked my probe's weight - 0.2 tons. So 0.36%?
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That would be to easy :-D
No, landing means standing still with the ability for EVA.
But I still would like to see you touching Tylo's surface with 2000 km/s (which is 2,000,000 m/s, which is ~0,67% of c).
Oops, I did not mean to imply near-relativistic effects.
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Define "land"?
Could I touch Tylo with my landing wheels while going 2000 km/s and still get credit?
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The engine on the craft you were not controlling. My experience has been that the engine shuts down when you switch vessel. (however i have only tried this on a couple of aircraft, one still on the runway and the other off it)
Just by using a decoupler with the throttle up?
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SQUID Release 1.3.0
- As requested, action key bindings are now supported! The right-click menu still works too.
- Sorry, it does not seem possible to bind to the “all†functions. You will have to select each part individually and add it to the binding, like normal.
http://kerbalspaceprogram.com/squid-paramagnetic-force-system/
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"Look at all those clouds, they're all fluffy and nice and stuff"
Squad has posted an upcoming feature list, clouds are on it!
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Like a postcard from space haha.
"Wish you were here. It is like a vacuum without you. Wait, that's just the air pressure."
Woo seems like a good challange, is the autopilot of so precise?Yeah MechJeb will get you within half a kilometer of the landing site. Getting it precisely on is the trickiest part!
Of course, if mods were allowed I would have just floated my blimp back to the landing site.
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We appreciate your insanity, ahappydude.
Exactly! I want to counter-spam his posts with
It's not related to my mods, but I wanted to share this challenge I did...
I want to let you know that there will be some more mod-lovin' soon. I am working on adding action groups to SQUIDs. I got that in but unfortunately it killed the right-click menu. I figuring out how to have both before updating.
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Well, for the realism, forget to have this jets on space, lol
Jet engines that will go to space are in development right now.
Good to know that the feasibility of, say, downward facing intakes has been considered.
You should post your ships to kerbalspaceprogram.com!
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OMG... insert stuff you don't say with kids around. Congratulations on your most expert flight!
I calculated your payload mass at 0.155 (probe body, 2xpanels, dish). I'm not 100% on if that is accurate, please let me know if not.
It can be done! Do you have any tips to pass on?
Amazing
Thanks! I will ask MechJeb tonight what the mass of that probe is (I think you have it right except for a Jr. docking port).
When using the MechJeb landing assistant, be sure to select "Target KSC" instead of clicking the map. While the map click is innaccurate, if you enter specific lat/long it will put you extremely close. I used this technique for colonizing Jool as well.
I would recommend doing a couple quick saves (F5) on the way down, so it is easy to retry. If you have more fuel (like I didn't because of that flip at the beginning!) you can try to hover by turning off the landing button and using the hold vertical function. In my case I had to dead reckon the descent using my canards to steer. This is very fuel efficient, but tough! Be sure to turn on "Land at Target" in between adjustments so you do not drift too far off course.
There is lots of room for improvement in my design. A narrower ship would have an easier time landing on the pad (I toppled off the edge once), and it has way more electricity generation than it needs. A lighter MechJeb unit might work too. Still, it is always better to overbuild and get the job done, in my humble opinion.
Yep - in my haste I did not see that. I will do another run. Good news is that I have the test run craft in orbit still, without a MechJeb. Sadly this craft cannot carry a payload but that is optional.This is a craft I would love to see in real life. It's so versatile.
So, here is an version of the STAR, the STAR ICE Junior with Payload (around 2.2 units).I think, from the 3 of then, STAR ICE, Junior and Baby, this one got the most balanced from power, extra fuel to bring a bigger cargo. And still have enough fuel to expend. In orbit and on atmosphere.
What you think?
Very precise landing! It will always bother me that my big fat rocket did not land centered. Also, nice touch with delivering the payload to the space station.
I have to ask, do you have any downward facing air intakes? I know that KSP's aerodynamics are still under development, but I'm not sure how realistic it is for air-breathing engines to work when the air is rushing by in the opposite direction.
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Very nice SSTO VTOL, bsalis! I'm so bad at air-breathing flight that I completely gave up on it. Maybe one day when there is a one-button Mechjeb spaceplane to orbit.
Anyway, here is my video! I landed squarely on the pad. Takeoff weight, 54.42 tons.
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It appears that the forum reboot resurrected this old thread. Updates can be found here: http://forum.kerbalspaceprogram.com/showthread.php/23774-0-19-1-HL-Airship-and-Party-Experimentation-Center-New-Rigid-Envelope-Dodec
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I've been doing a video of this, this is how close I have gotten thus far...
Close but doesn't count (explosion followed soon after)
Full album! http://imgur.com/a/wZVgc
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You were able to land the first and second stages vertically? I'm imagining a "shipyard" at the KSC with platforms to house first stages--- rockets are assembled in the VAB and after they are ejected, the stages autonomously navigate back to the KSC and land in the shipyard. *stares off into space, dreamily*
I think this is possible, but currently KSP destroys anything in atomsphere that is more than 2 km away from the controlled ship. I believe it is entirely possible for it to simulate automated flight and landing, but it might require simulation by "remote".
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I think I was able to do this with MechJeb as well... An orange tank with a "poodle" and 8x small tanks with aerospikes did it. I was able to take off, go into orbit and land exactly at KSP. Landing took my last drop of fuel. It was great!
P.S. I had attached parachuted but they were not needed at all.
[0.21.1] KAS v0.4.3 - Struts, pipes, part storage, containers, merged winches & more
in KSP1 Mod Releases
Posted
Exactly!!!