-
Posts
1,662 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RoboRay
-
Have you checked out the Mk3 Fuselage Expansion Pack? It's got an adapter that converts the Mk3 shuttle shape to the 2.5m cylindrical shape. It might end up looking better than having the cockpit just stuck onto the flat front of the cylindrical cargo bay (even if the attachment node was offset, as requested). Probably not, because I just don't see it being used by many. While NovaPunch and a couple of other mods have 5m+ parts, 3.75m is as big as most mods go. If you want a bigger cargo bay, though, you can always copy one of the existing ones, rename and retitle it inside the part.cfg file and adjust the "rescaleFactor" line to get whatever size you need.
-
I don't think a direct correlation between dry mass of a cylindrical tank and dry mass of a spherical tank based purely on surface area would be correct... the sphere should have a slightly lower dry mass for the same surface area, I would think, because the cylinder would require additional reinforcement for the weaker areas where the end caps attach to the cylinder walls. How much of a difference, though, I don't know. Probably not much. Your follow-on suggestion of 9 tons for the big one is probably close enough.
-
That's looking fantastic Please do use the big spherical pressure vessel design for at least one engine. It's gorgeous and just as plausible a design (more plausible really, due to it's superior containment strength, if you assume the engine isn't being developed as an extension of existing cylindrical reactor pressure vessels like the real-world NTRs were).
-
[0.21] Hooligan Labs - Airship, Submarines and More
RoboRay replied to Hooligan Labs's topic in KSP1 Mod Releases
It's beautiful... Just please don't make it pink. -
Really? I don't see any reason to apologize merely for not liking something. You are overly sensitive. I don't like it. And that's ok. Somebody will dislike everything you ever do. Get over it. I didn't say it was awful. (It's not.) I didn't say you are a horrible artist. (You aren't.) I indicated that I, personally, liked the old version better. (I do.) I didn't insult you in any way. Your response of "you could have refrained from acting like my kid about it" is far beyond "unapologetic." The insulting intent is crystal clear. If you must continue this, please direct any further responses to a more appropriate place. I doubt anyone else cares to see it even as little as I do. Regardless, thank you for you contribution to a great mod.
-
LOL, well, in my defense, it was 1:30 in the morning and I was nodding off at the keyboard getting the new docking port sized and its nodes positioned correctly for you guys, before I could go to bed. Thanks for posting the link, in the meantime. Yes, it does. Even L2k freely admits that. This part was what he made while learning how to make KSP parts and it was never really finished. However, it was for many months the only cylindrical cargo bay for KSP, which has probably contributed to it being so popular (over 17,000 downloads just since it's been on Spaceport). If you have ideas and the time to do replacement textures, a lot of people would benefit.
-
NOTE: An updated and improved version of this part is available from Wolfpack Aeronautics. Please see this forum thread for discussion and future development. If you are interested in the "classic" version of the part, please continue reading... It's back! The original cylindrical cargo bay for KSP is now updated for version 0.20. The part was created by Legal2k. He has granted me permission to update it for compatibility with current and future KSP versions and make it available for download. The LSI SpaceJunk Cargo Bays are designed to carry payload items internally. Models are available for 1.25m, 2.5m and 3.75m cargos. Attachment nodes are located inside each end. The bay doors can be operated by right-click menu or by assignment to Action Groups in the VAB or SPH. If you are having trouble attaching payloads inside, try shifting the camera position so that you are inside the bay looking out the open doors. This allows easier access to the attachment nodes, especially if the part you are trying to add allows surface attachment (like unshielded docking ports). A special docking port that will only attach to part connection nodes is now included. Downloads: http://kerbalspaceprogram.com/lsi-spacejunk-cargo-bay/ Installation: If you have installed previous versions of the Spacjunk Cargo Bays, delete them to prevent duplicate files. Extract the GameData folder into your KSP folder. Changelog: 1.01 - Initial re-release by RoboRay. Direct adaption of Legal2K's 2.5m cargo bay, compatible with KSP 0.18+. 1.02 - Repositioned attachment nodes for flush-mounting of interior and exterior parts. Slightly enlarged 2.5m cargo bay to allow placement of RCS quads on 2.5m payloads. Added 1.25m and 3.75m versions of the cargo bay. Renamed folder for 2.5m cargo bay. 1.03 - Updated configuration file format for KSP version 0.20. Added docking port which is not capable of surface attachment for easier use inside the cargo bays. 1.04 - Reduced system resource requirements by consolidating all cargo bays into a single combined part.cfg and model. NOTE: Files belonging to previous versions of the SpaceJunk Cargo Bays should be deleted prior to installing the 1.04 version to prevent duplicate files. Craft built with versions 1.02 and 1.03 are compatible with 1.04. Craft using the much older version 1.01 (including only the single 2.5m bay) are not, and will need to be updated. NOTE: An updated and improved version of this part is available from Wolfpack Aeronautics. Please see this forum thread for discussion and future development.
-
equatorial planetary intercepts
RoboRay replied to creator1629's topic in KSP1 Gameplay Questions and Tutorials
When approaching another body to enter orbit, your inclination is influenced by the latitude of your periapsis. If your Pe is above the equator, you will capture into an equatorial orbit. If your Pe is over the north or south pole, you get a polar orbit. This assumes you are arriving out of the plane of the ecliptic, but that usually is the case. If your transfer orbit took you out of the plane of the ecliptic, your minimum inclination (without a correction burn as you cross the equator) is determined by how far you deviated from the ecliptic. -
equatorial planetary intercepts
RoboRay replied to creator1629's topic in KSP1 Gameplay Questions and Tutorials
Dupe is dupe. -
The Hokulea passenger liner: More pictures.
-
It's 22km, not 10km.
-
I bet that thing flies like a truck.
-
Yeah, multiply Eve's atmospheric density by 20 and you get Venus.
-
It appears to be a normal map intended for the water rather than for the smooth ice cap, that didn't get noticed before (I guess nobody launched into a polar orbit during 0.20 testing). Nova said "Dear lord" when screenshots of the ice caps got posted to Reddit yesterday.
-
Struggling with Senior Docking Ports
RoboRay replied to allmappedout's topic in KSP1 Gameplay Questions and Tutorials
I haven't used them yet but I would imagine that, just like the the older medium docking ports, the side of the port with an access hatch in the texture is the side you dock to. -
These spherical tanks are really nice for variations in craft designs and look great! I'd love to see some more parts in the same style. In particular, I had an idea for a crew module with the flat attachment node surface recessed, to fit the new cupola command pod. You'd end up with something like this... If you use your imagination, the round radial attachment point would be the position of an airlock for the crew module, with some windows around the rest of the sphere represented by the girder segments. A notch would have to be cut into the sphere to accommodate the cupola airlock. There could even be a built-in ladder from the notch to the airlock. If that's too large a volume for a crew module, maybe a half-sphere and add some more half-sphere parts (like a combination RCS tank/battery). Medium size version would be interesting too... Any thoughts on that?
-
If you use a mod, then try to play without the mod installed, it's to be expected that the ships using the mod parts won't be able to load. So, install the mods again if you want to keep your save. I don't bother, though. I'll copy any ship designs I want to use again over to the new VAB/SPH folders, but I don't try to restore all my missions.
-
News to me, and I've been playing almost a year. Yes, just like before docking came along, if you want. Only if you want to avoid launching huge rockets. Not sure what you mean by "decent size", but smaller is generally better. Big rockets are inherently less efficient. Those would help you a lot, in many ways, whether you're docking/refueling or doing it all in one big launch. Sometimes, for simplicity. Especially on short missions to the Mun or Minmus. But if you're going interplanetary, trying to do it all with one launch becomes more challenging. It's still doable... we did, after all, do interplanetary missions before docking came to KSP... of course.
-
Launch stability enhancers appearing in flight.
RoboRay replied to LawnDartLeo's topic in KSP1 Mods Discussions
Romfarer plugin.