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Volt
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KSP2 Release Notes
Everything posted by Volt
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Your centre of lift might be too far forward, judging by the position of your wings. The centre of lift should be near your centre of gravity. Think of a side-view of your plane as a see-saw, and the wings/centre of lift are the point where it\'s balanced. Try moving the wings backwards if it\'s backflipping, and forwards if it\'s frontflipping. Keep the payload (the rocket) close to the CoL and CoG too.
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[Plugin,0.15] KICOIT - Kerbal Engineer 0.8, Advanced Brakes v2.1
Volt replied to jhultgre's topic in KSP1 Mod Releases
Only that three sets of parameters with the advanced brakes title near them appeared in my debug console when I was randomly checking it out, and they all threw the error just after them, but only once. That was something else that raised my suspicions. Sorry, I don\'t have any more than that; I hope someone else can provide an insight. I\'ll do a few more test flights some time this weekend with the plugin uninstalled just to make sure I can\'t reproduce. -
[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
Volt replied to r4m0n's topic in KSP1 Mod Releases
I believe it saves many game events and the movements of the players/cars/whatever rather than saving an actual render, then renders it from the data if you request an action replay. That would be the logical way of doing it anyway. -
[Plugin,0.15] KICOIT - Kerbal Engineer 0.8, Advanced Brakes v2.1
Volt replied to jhultgre's topic in KSP1 Mod Releases
Sorry for double post: Hey jhultgre, I\'ve run into a game-breaking problem with your plugin. When using the ABS, the game is throwing thousands of these errors within seconds of them beginning and lagging to destruction. I first began to suspect it when I deactivated ABS on this landing: Then tried a rejected takeoff with the same aircraft and found the errors compounded in 2-3 seconds of extremely heavy braking until the game was at crash point within 5 seconds. I\'ve uninstalled the plugin for now, hope to hear from you soon! -
Salutations, fellow Tron fan(?)
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Oh please don\'t use those pointless spoiler tunnels. That\'s just irritating.
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OT: Is that... an A321?!
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Landing on aircraft carriers is currently hazardous because the game freezes when it loads a craft off rails and will lock any of your control inputs on as if you\'d held the button while it was frozen.
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Help with an Anti-Debris Missile
Volt replied to leopardenthusiast's topic in KSP1 Gameplay Questions and Tutorials
Note that if you submerge the SUNBEAM it can hit those underwater debris pieces that show up as an \'X\' crosshair otherwise. Use Damned Robotics if you want to go above a few m/s, though, because the laser doesn\'t like moving underwater. -
[Question] How to make a plane better at turning
Volt replied to Felix's topic in KSP1 Gameplay Questions and Tutorials
Just press caps-lock once to toggle it. (one press on, one press will turn off again). This should change your mode of steering from snapping to 100% in the direction to pressed, to a gradual slope from 0% to 100%. By tapping at the right speed, you can keep your plane turning smoothly if you get the right roll setting, because you\'re not asking it to use 100% of its control authority, which is usually too much for your engine to keep up with. This causes the 'spazzy' movement I think you\'re describing. TLDR: Just press caps-lock once to toggle it. (one press on, one press will turn off again). Then tap controls to get more gentle inputs. -
[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
Volt replied to r4m0n's topic in KSP1 Mod Releases
One thing you can do is take missiles with stabiliser fins to ~70km orbits, with MechJeb and a camera, and fire them off your main craft then quickly go to space center > tracking station > select your missile. -
[Question] How to make a plane better at turning
Volt replied to Felix's topic in KSP1 Gameplay Questions and Tutorials
What sort of 'spazzy'? And is it the roll or pitch or a combination that you\'re having trouble with? The precision (Caps Lock by default) controls are a godsend in 0.15. Always tap the roll keys and pitch keys to turn rather than holding them, as I\'ve found most stock aircraft have problems with Super-maneuverability if you hold the keys. -
Yeah, I\'ve been crying out for airbrakes or flaps with all my landing attempts, but also spoilers, because planes still don\'t stall quite right and I\'ve had a few aircraft hit the deck with the chutes open then bounce back off and glide down into the sea. A way to reduce the lift of the wings as opposed to just increasing drag would be really useful.
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I\'ve created a ship that uses this mod to put a SUNBEAM underwater to lase previously underwater and indestructible debris, then retracts the laser above the water for safe high-speed movement. My ocean is now blissfully clear!
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[Sticky] Please add parts in download
Volt replied to witeken's topic in KSP1 The Spacecraft Exchange
Not everyone has access to a facility to upload .zips full of mods. I just provide links to all mod packs used. -
Hey all! After pasting Jellycubes\' aircraft carrier into my main persistence file today, I realised just how easy it is to chunk up your entire ocean with all manner of dumb junk like winglets and landing gear. So I set out to destroy them all using a boat. And I came up with this derpy-looking thing; the Seasweeper! (Formely known as Nyxon) Because it uses pontoons instead of stock hulls, its top speed is in the region of 50m/s without losing any parts. Now, I\'m sure many of you have tried to destroy underwater debris using the SUNBEAM laser but found it hits the surface. So I decided to submerge it. But this severely limits your top speed (the laser blows up), so I needed a way to remove it and insert it into the water. With my sub-par skill at Damned Robotics, made a silly extending arm that sticks the laser in at about a 40 degree angle. Yes, this is the weirdest looking boat you\'ve ever seen, but it works. I can efficiently destroy debris in the water with this. More pics! Proof that you can destroy debris with this. That smoke used to be an errant winglet. Tosh\'s pontoons combined with multiple rudders allows great maneuvering at speeds way above what is possible with the Mk2/3 hulls (note the offset attitude indicator vs. heading) The main problem with this at the moment is that, aside from looking really goofy and unpolished, the way KSP handles yaw in level movement means that when turning, the ship wants to return to its original heading. You have to fight it a bit. Also, there are NO BRAKES. This requires a few plugin packs. Damned Robotics - http://kerbalspaceprogram.com/forum/index.php?topic=10662.0 Damned Aerospace - http://kerbalspaceprogram.com/forum/index.php?topic=10138.0 SUNBEAM Laser - http://kerbalspaceprogram.com/forum/index.php?topic=6452.0 Tosh\'s Amphibious Gear - http://kerbalspaceprogram.com/forum/index.php?topic=4873.0 TL;DR: This thing can move fast on water, turn, and uses a mobile arm to destroy underwater debris. Sorry it looks so stupid! Thanks for reading, and if you think this thing looks ugly, consider it a proof of concept. You can build a better boat if you want. =P For the aircraft carrier shown in the first picture (all credit to JellyCubes): http://kerbalspaceprogram.com/forum/index.php?topic=14036.0 Download this, install the carrier part into your \'Parts\' folder, then navigate to the persistence file in the zip, open it, copy the aircraft carrier\'s code from \'VESSEL\' to the } at the end. Paste directly underneath the last entry in your own persistent.sfs. DISCLAIMER: Backing up your persistence file before editing it is advised. You could destroy your save if you get it wrong and not keeping a backup is dumb. Don\'t come complaining to me.
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Well, I think my B-57 Javelin aircraft (a refitted F-56 Spearhead found on the Spacecraft Exchange but broken by the attachment node changes) might be able to do this. I tested it on some targets and landed on the carrier with all parts intact, although the gear began to sink into the hull. Damn, that thing is SMALL. Edit: Yup, the Javelin managed it, sadly didn\'t beat the record time but I got a time of around 5:20 (take 5:35, the indicated, if you want but I took a screenshot on the deck after touchdown) and my aircraft was in the same state as when it took off but with the drogue chutes deployed and weapons dropped. I admit that for some reason one of the balloons vanished when I came close to it, literally a second after weapons release, but I wonder whether I hit it with my belly or something? I don\'t see any other reason for it to just go \'poof\'. A few pictures: The aircraft on the carrier; skies are clear! Post-flight review including MET and some of the bomb hits: The aircraft in the SPH: Because of the size of the targets, you can just do close-range drops of dummy Modular Missiles with stabiliser fins. That\'s all it takes. I had 8 onboard - one spare for misdrops, which I ended up dumping because I was lucky enough not to miss. One question, how did you get the carrier out there? Does it have an attach node somewhere? I\'d love to be able to deploy my own, in fact, I think quite a few people would appreciate perhaps a version of this with attach nodes in various places (end of runway, turret station, etc).
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If only we had a smaller weapon... the railgun is huge and its ammo weight really starts to stack up. I miss the particle cannon.
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Mk16 parachutes mounted just ahead of your tail end can serve as handy airbrakes but don\'t miscalculate!
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I must try this, and that carrier is awesome for what it is! Maybe this evening. (it\'s 2AM here) Drogue chutes a few seconds before landing would really plop an aircraft onto the deck. Knowing me I\'m probably going to screw up my own persistence file for this but considering everything already blew up, this is worth it
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[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
Volt replied to r4m0n's topic in KSP1 Mod Releases
Damn, watching your own bombing run from the point of view of an \'enemy\' vehicle on the ground is nerve wracking (despite ASAS and being able to see the navball I don\'t trust myself not to nosedive) but awesome. -
Damn, bad ninja pirate mod. Sorry for starting the thread with a bug report re-toast, and congrats on 1000 posts! Okay yet another weirdness report! I was in the middle of orbital maneuvers to go for my first rendezvous (I was really close, too!) when my ship exploded in space while I was in the map view, just the same second as I clicked the button for Retrograde on the SMASS. The flight log said that the command pod exploded due to overheating... what? I had nothing firing at the time, apart from RCS. I\'m pretty sure RCS doesn\'t emit heat. Does it? It\'s worth noting that upon inspection, it appears the debris is totally intact minus the pod 2.0 I had been using for control. Except that it was chopped into three perfectly separate pieces with very minutely different orbits, probably because of the explosion... this is looking suspiciously like Apollo 13.
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[Plugin,0.15] KICOIT - Kerbal Engineer 0.8, Advanced Brakes v2.1
Volt replied to jhultgre's topic in KSP1 Mod Releases
Derp. Forgive me, I was testing this plugin five minutes after I finished a huge pile of work. Wasn\'t really reading the OP (again). Agh. -
[Plugin,0.15] KICOIT - Kerbal Engineer 0.8, Advanced Brakes v2.1
Volt replied to jhultgre's topic in KSP1 Mod Releases
Hmm. The advanced brakes component doesn\'t seem to be present or working at all. I copied and pasted the \'Parts\' and \'Plugins\' folders into ksp_win as I do for all other plugins, and engineer works fine, but no advancedbrakes. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Volt replied to chickenplucker's topic in KSP1 Mod Releases
50-60 sounds good to me... past that, or even somewhat before it, any little drop in ground level causes you to fly over the gap.