Jump to content

RoboRay

Members
  • Posts

    1,663
  • Joined

  • Last visited

Everything posted by RoboRay

  1. I tend to use the single-kerbal passenger can from Ven's Stock Revamp (aft of the docking port, here) as an airlock for Mk 1 planes... I would love to see a stock part like that, or one that has the hatch rotated 90 degrees like the aircraft boarding ladder door shown here, though...
  2. The plane fuselage tankage is not equal to or better than the cylindrical part tankage because the fuselages also produce lift. This added benefit is balanced by adding mass. Rocket fuel tanks are not simple container walls... they include baffles to prevent the contents from sloshing around and a large "tank" section often is made up of several smaller tanks enclosed together in an outer shell. So, a significant proportional mass savings by a large tank over a small tank should not be expected.
  3. That's actually bad, if efficiency is a concern. Mk.2 tanks have the same amount of LF as 1.25m tanks but mass more.
  4. Yeah, I'm trying to rove around Laythe and keep flipping the thing over on the seams in the ground. I'm having to brake and quicksave every couple of minutes.
  5. I actually started out with the idea for dropping the inverted cargo bays with a rover inside, then had to come up with a rover that would fit in there.
  6. Thanks! Yeah, you really don't want to land a rover off-target on Laythe... some of those islands are pretty small.
  7. Ok, this is the first time I've actually gone to Laythe with SVE installed... Is it supposed to look like this? No offense intended, but the supersaturated powder-blue really isn't working for me. Is there a simple setting or two I should play with to tone down the intensity of the effect?
  8. I sent another mission to Laythe... this time to drop off a rover. Full mission album: http://imgur.com/a/s5RgE
  9. Stock Visual Enhancements, which includes EVE, Scatterer and a few other visual odds and ends. It's a nice one-stop-shopping way to get a great looking game.
  10. Would it be possible for the altimeter sensor to be set up to read from the lowest point of the craft rather from the center of mass, in AGL mode? I'd like to set up an action to kill the engine during a suicide burn at the moment of touchdown (acting something like the Apollo LM's ground contact sensors under the foot pads), but it doesn't work because the sensor is still considering the craft be above 0 altitude when the landing gear is touching the ground. And the speed sensor doesn't work either, because the craft bounces without actually reaching zero m/sec.
  11. I got clouds in 1.2! I really missed clouds...
  12. That natural asteroid capture is pretty neat... I've never seen that happen! But yeah, go visit it quickly. It's just a matter of time before the Mun punts it again.
  13. This is a side effect of overlapping parachute area not counting for drag twice anymore.
  14. Ok, I repackaged the KSP 1.1 O-10 engine as a new O-2 engine (yes, it's a binary joke) -https://dl.dropboxusercontent.com/u/14176520/Robodyne O-2 v0.3.zip I did reduce the mass, thrust and cost to differentiate it from the O-10 stats, due to its smaller size. I also adjusted the Isp a tiny bit, again for differentiation. It comes one level earlier in the Tech Tree, as well. If you disagree with any of the stat changes, let me know. Or just change it yourself. I also added in the 1.2 sounds from the new O-10. I did not include the vectoring capability found on the new O-10. I think Sharpy's idea for configuring the RCS port as a throttleable engine is better for a stock solution (It's a shame KER doesn't report delta V for RCS thrusters, though MJ does), but here is the old model if you want it.
  15. Now that the stock landing legs seem to be working right in 1.2, will the auto-balancing landing leg plugin return at some point?
  16. If reentry flames are happening after you're deploying the parachutes, you're simply deploying them way way too early. Wait until you're down at 2-3 km altitude, when drag has slowed you back down to safe speeds.
  17. New version going up in 1.2 is a slight redesign... It will keep growing as contracts come in. The big craft is a VTOL SSTO inspired by the Delta Clipper. More pics here: http://imgur.com/a/7xrwt
  18. I was just thinking that, with all the people posting who can't seem to find the Advanced Tweakable setting in the menu, it should have just been a toggle button in the VAB. It's also a lot more useful to be able to switch it on and off as needed right there in the build scene. So, nice job!
  19. Well, wheels are fine until you turn on 4x physics warp... Then it's flubber-time!
  20. You can grab the old part from the old version and make it a mod part. Squad has never objected in the past to people reusing discarded art assets for KSP mods. I'm probably going to do it myself... I like the idea of small Mercury-style retros, and the seperatrons are ridonculously big.
  21. I used the new upper nodes on the fairing bases, with the visible trusses turned off, two angled ones from the pod, one coming straight back from each engine. OMG, I'm having a blast with this thing!
  22. I started on a pod racer project... --
  23. That's pure stock in the 1.2 prerelease. Graphics settings are pretty much maxed out, though.
  24. Air. I stuck an M-Beam 650 on each end of the control pod to mount the wheels, then slid the beams out away from the pod as far as I could with the translate gizmo. I let the big battery boxes fill in the gaps to make it look right.
×
×
  • Create New...