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Volt
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Everything posted by Volt
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[Collection] Silisko Industries - BACE 0.3(1) released! [April 28]
Volt replied to NovaSilisko's topic in KSP1 Mod Releases
I\'ll do that. Might actually be too busy tomorrow though. -
[Collection] Silisko Industries - BACE 0.3(1) released! [April 28]
Volt replied to NovaSilisko's topic in KSP1 Mod Releases
CAP, just a warning, you\'re assuming up is north. We don\'t know that, and the marker on the nav ball suggests otherwise. I\'m launching out over the sea, however useful or not useful that is, screw which direction it is technically. I\'ll post up a screenshot of the rocket I used for the mission tomorrow, but I\'m a bit worried about spamming nova\'s thread. I\'ll create a thread in another section and link from there. What section does this specific support belong in though? The only part I think was particularly asymmetric was an omni-directional antenna mounted at 45 degrees on a probe core. The bias was directly to one of the cardinal directions - not 45 degrees. -
[Collection] Silisko Industries - BACE 0.3(1) released! [April 28]
Volt replied to NovaSilisko's topic in KSP1 Mod Releases
Wait wait wait... am I confusing myself? West should be going out over the sea near KSC, yes? Because that\'s what I always do. If I\'ve been wrong all along, I\'ll be...mildly irritated. Plus, this wasn\'t a small bias, this was a \'leave me for 30 seconds and you\'ll have to scrap your mission\' sort of bias. Felt a lot like a bug. To put it simply, even in the initial stages of the flight the navball was showing my rocket nosing off to the left (default orientation from the pad). When I jettisoned my drop tanks and burned off some fuel, it got even worse. It was a major pull and almost felt gamebreaking. The only reason I think I made it up to 1M so easily was because the Skypiercer series are almost overpowered. -
[Collection] Silisko Industries - BACE 0.3(1) released! [April 28]
Volt replied to NovaSilisko's topic in KSP1 Mod Releases
My first persistence orbital launch was a Probodobodyne probe called Spacecraft Control Sat 1, atop my stable SP1C rocket. I must say, I wasn\'t expecting much from the tiny engine, but it\'s damn good for circularising. Encountered a fair few bugs on my first orbital ascent, but they were all issues with the game rather than the pack (I think) such as a very nasty heading bias to the east when I was trying to launch west and total failure of my retro thrusters. Wasted all my RCS fuel before even suborbit. Keep up the good work, Nova! Developers like you and C7 should be held in almost as high regard as Squad! -
Mission Aeronautics - Explosives and Electrical Stuff
Volt replied to N3X15's topic in KSP1 Mod Releases
I don\'t want to start this debate here, but really we don\'t need to be overly obsessive about realism here. We\'ve already overlooked some huge things in development such as the gravity of Kerbin being 1G despite its low mass, etc. -
Basic How to: Synchronize Orbit
Volt replied to Divinux's topic in KSP1 Gameplay Questions and Tutorials
Great guide, thanks a lot, but I have one question: How do you find the point at which the two orbits intersect? As in the diagram of the two green orbits? -
JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
Volt replied to JellyCubes's topic in KSP1 Mod Releases
Chasing other aircraft should be a lot easier if/when we can either: 1. Use two controllable craft with ASAS to get them flying straight (might not happen because Harv seems to be against in-atmosphere persistence) or 2. Get adjustable airbrakes. Or a combination of both, in a perfect world. Chasing a drone is sort of like orbital intercepts; it should be made MUCH easier by an official update later on. -
[Collection] Silisko Industries - BACE 0.3(1) released! [April 28]
Volt replied to NovaSilisko's topic in KSP1 Mod Releases
Vanguard gets a WIN from me. Just spent an hour launching one into orbit inside a bloated Payload Fairing and then attempting reentry. Fudged up the first aerobraking pass and had to try again, then I found myself thrusting perpendicular to try and stay safely close to land as I reentered the second time. I literally passed over the edge of land at 1000m. So close to an ocean landing (failure under my rules). The extra pressure on the pilot of missions with this thing is great; my only grievance is that it glides like a brick, but then it wouldn\'t fit in a 3m fairing if the wings were larger. -
JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
Volt replied to JellyCubes's topic in KSP1 Mod Releases
Okay, okay, I\'m tired and ill and too dehydrated to think. Leave me be. -
[0.20.2] Gaby's Quick And Dirty Miscellania: v1.3
Volt replied to gabyalufix's topic in KSP1 Mod Releases
Well, after I posted this I messed about and found that the attachment nodes didn\'t even appear for some parts, including some 2m parts from other packs. Maybe it was PEBKAC, I\'m not sure. Sadly the rocket I was designing went through three aborts then was scrapped because the nuclear reactor and hab module being at the top made it tip over fully once there was any kind of tipping. Might try a pulling-type design with the nuclear reactor down low when I get around to it. Still, loving the fuel dump valve and other parts! Thanks! -
JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
Volt replied to JellyCubes's topic in KSP1 Mod Releases
Derp, I forgot about the Drone Rack. I\'ll try that later. And Blinder is a good one, totally forgot that existed too. I can\'t find that thread though! -
Exactly, generic. It\'s is pretty much a rip off of NASA with a dose of K syndrome.
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[0.20.2] Gaby's Quick And Dirty Miscellania: v1.3
Volt replied to gabyalufix's topic in KSP1 Mod Releases
Should I not be able to attach things to the top of the Hab module? It\'s getting a bit obstructive. -
JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
Volt replied to JellyCubes's topic in KSP1 Mod Releases
REQUEST: Unless I\'m being extremely blind, I can\'t see a decoupler designed for this missile. Could I ask that you could create one? Something that would keep the missiles far enough off the wings of planes that you can put fins on, but not too heavy/high in decoupler force that it destabilises the missiles? I\'ve tried C7\'s pylons and stock, but stock stick out to far and can\'t attach to wings and the pylons make the missiles flip out because of their weight. Thanks ;D -
Well, it was a range from 90 to 150 m/s, I was noticing a gradual tendency for the drone to want to aim itself at, say, 5-10 degrees above the horizon, even before firing the engine. It wasn\'t a backflip by far, but it wasn\'t flying straight no matter how I launched it. Even while pointing 10d down to counter it, it returned to that same attitude. This seems to be a balancing issue or something to do with the decoupler, because it starts to pitch as soon as it\'s decoupled. By the way, I added a gimballing C7 engine to the rear of your plane and pitched up too hard while trying to chase the drone (can\'t seem to fly stable at its\' max speed) and now Mrs. Kerman would like a word with you about her 6 dead boys...
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Hmm, I\'m using the latest version posted above with a slight adaptation of the MA-03. I\'m observing an uncontrollable pitch-up in the drone when launched. I don\'t know if that\'s what Iskierka is talking about, but I can confirm it...
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I love the drone!! It\'s so sexy and the assembly helpers are great, however I do have a couple of things I\'d love to see improved: 1. It is indeed very hard to get it to fly straight. Changes to the game might be the only fix for this, though. 2. Could we perhaps have a \'slow\' version with more lift and less thrust? It\'s very hard to deploy this from my standard lifter rocket while equipped with additional (very heavy) railguns and then use it for any kind of target practice because it goes shooting off at 200-300m/s while I\'m stuck at 180, perhaps 200 and with very unstable controls (it\'s running at max throttle and the control surfaces weren\'t placed for high performance flight, rather for efficient level flight and \'realistic\' landings). I have tried other aircraft, but it\'s either too hard to regulate my speed with the drone or too hard to keep up with it as it nose dives. That aircraft has killed many kerbals!
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^Thing is, the blackouts and virtual protests recently have laid down the standard for protests to come should the two bills or any illegal action such as the shutting down of MU continue. And they had the effect of raising awareness amongst laymen; I had the whole of my Ethics class full of 15 year olds talking about it earlier. Most of them wouldn\'t have given a damn about it had Wikipedia not been there when they needed it, in fact they would have repeatedly shunned me for mentioning anything to do with it. Something has started here that will surely prevent things from going any further. By the way, HarvesteR, that post was inspiring. I was trying to work out who it reminded me of, then someone posted the picture below.
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Space Station Modules
Volt replied to XSP-Xenon Space Programm's topic in KSP1 The Spacecraft Exchange
Must you use that old grey lander module which now looks like something out of an MLP episode? -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Volt replied to Tiberion's topic in KSP1 Mod Releases
I mean I\'m getting ready to post up my rocket series in the spacecraft exchange, but I haven\'t had the time to test them properly to see what they\'re capable of. I want to remove some parts from other packs so they work fine with only Kw PLF and Novapunch, without any CFG edits, so I needed the correct ejectionForce and to get it working properly. Yeah, I thought this was what was going on. I\'m going to try moving the struts down, when I get round to getting back on KSP. Edit I tried it, moving the strut nearer the drop tanks\' CoG seemed to work perfectly. I feel stupid for not thinking of it before now! -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Volt replied to Tiberion's topic in KSP1 Mod Releases
I did make sure that the tanks were draining correctly, and I can confirm the drop stages were scrap metal when detached. No fuel on board. ;D What was the ejectionForce of the strut originally? I turned it down to make sure the rest of the design works, but I\'m going to make some effort to get it ready for NovaPunch/KW PLF Pack distribution so I\'ll have to remove some elements of other packs and edited parts. -
Mission Aeronautics - Explosives and Electrical Stuff
Volt replied to N3X15's topic in KSP1 Mod Releases
These will be even better once abort/separate stages are implemented! Thanks for this! -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Volt replied to Tiberion's topic in KSP1 Mod Releases
True, I suppose, but my problem wasn\'t really with the force of decoupling. More the massive amount of torque it puts on my drop tanks, which aren\'t really that small either. I won\'t be able to get screenshots up right now, because I have no spare time for KSP this week. Exams and essays due in, loving life. I am the procrastinating wizard. Here\'s a shot of it, it\'s a pathetic attempt at an Isometric angle, but ... yeah. Those two side stages are banging into around the joint between the two core tanks, with pretty crappy results. -
I\'ve been using a Yawmaster UM with a fuel tank, ASAS and RCS tank, 8 KW mini RCS thrusters and the stumpy NP engine. None of that was really necessary for multi-satellite launches, not on the Skypiercer anyway, because I have excess dV after stabilising an orbit in the 100,000s. So this simple setup will do me fine until unmanned flights are implemented. Hmm, once I\'ve finished polishing it up I should get the Skypiercers a thread of their own. Was pretty derp of me not to realise it before though, I\'ll admit. :-[
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Wow, I never thought of that method of deorbiting before. I\'ve been sending a full Command/Utility Module on every flight. Even huger payloads, here we come! If you don\'t mind me borrowing your design of course... ;D