-
Posts
28 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nukesnipe
-
[1.12.x] Near Future Technologies (September 6)
Nukesnipe replied to Nertea's topic in KSP1 Mod Releases
I got around it by putting the mini girder on the elbow joint. Not the really tiny one, but one size up. That seems to clear the elbow's collision mesh. -
[1.12.x] Near Future Technologies (September 6)
Nukesnipe replied to Nertea's topic in KSP1 Mod Releases
Do the nuclear reactors have bigger collision meshes than their models? I'm trying to dock a module with a reactor onto my colony ship, but it keeps bumping up against what looks like an invisible wall. EDIT: I figured out the issue. The octo-truss elbow joints maintain the large collision mesh of the 90 degree version, even if you change it to the 45 or 30 degree. -
Unable to control ship from map screen
Nukesnipe replied to Nukesnipe's topic in KSP1 Technical Support (PC, modded installs)
Yes, I have the navball showing and I'm not in warp, didn't I say I can use the SAS autopilot and the 100%/0% thrust? Other than that... not really. Mapview just adds a way to focus on different objects easily, I'll uninstall that and see what happens. EDIT: That fixed it. It's always the useful mods, isn't it? -
Before anyone asks, the list of mods I have currently installed: Additionally, I play with the OpenGL force. Now, onto the issue. If I'm in the map screen, I can't control the ship in any way beyond turning RCS/SAS on or off, the SAS autopilot buttons, or the 100%/kill thrust buttons. Rotation and throttle, as well as RCS maneuvering, requires me to drop out of the map screen, which makes it a bit annoying to do very slight adjustments, or for orbital rendezvous.
-
parts [1.12.x] Asteroid Recycling Technologies
Nukesnipe replied to RoverDude's topic in KSP1 Mod Releases
Edit: Nevermind, I'm stupid. -
So, I'm not sure why, but for the 0.24 releases, this mod will crash the game 100% of the time (I've tested it at least fifteen times by now.) The game will boot up normally, it'll get to the main menu, and everything will run smoothly. At least, until I try to load up any of my saves, it'll freeze twice and then crash.
-
[0.23][V1.5.6]Cabana Corp. Research & Development [03/02/14]
Nukesnipe replied to BananaDealer's topic in KSP1 Mod Releases
Cheat parts... cheat parts, everywhere. -
K.S.C.-Kerbal Space Center
Nukesnipe replied to ThatNewGuy101's topic in KSP1 The Spacecraft Exchange
You know what else might be on the file? Computer Satan-Hitler super AIDS. It's not that damn hard to imgur some pictures and then embed them here, you know. -
Replica Airways: Recreating aircraft!
Nukesnipe replied to One01x's topic in KSP1 The Spacecraft Exchange
I built a Vought disc-plane, I forget the technical term. [ATTACH=CONFIG]34976[/ATTACH] It was a wingless plane designed in late 1944 to save cost and size and be easier for landing on aircraft carriers. It flew surprisingly well. Mine, however, flies like a brick shaped like an arrow. -EDIT- Wow I just realized that picture shows nothing... [ATTACH=CONFIG]34977[/ATTACH] This one's a bit better, although it doesn't show the most recent addition, where I added small control surfaces to the front of the plane, actually making it flyable. MODS USED: Damned Aerospace TiberDyne shuttle (landing gear) RedStar co-op -
[WIP][Plugin, Parts][0.17] Adv. Dist. & MCS
Nukesnipe replied to sparton646's topic in KSP1 Mod Development
What does this plan to do? -
Um, that's quite large. Any possibility of making a much shorter one? Most of my planes are capable of very short landings-because I abuse the airbrakes meant for atmospheric rocket landings-and something that is barely short of the render distance would be a bit taxing for most computers, I would think. Especially considering that a balloon at 10 kilometers wouldn't really need any long runway, hell, you have 10 klicks to fall! Better pull up before you get intimate with Poseiden!
-
After faffing about with this for an hour or so, I've decided on some things that I think will be required for these airships to be really effective: 1. Something that tells how much weight a single balloon could carry: This is simple, just say like, 15 tons for the smallest one, and bigger and bigger for the bigger balloons 2. Altitude control: I've see that they go straight up, hit their ceiling, the go down and "bounce" for a while until they come to a stop. I think that this could be made a little more user-and-Kerbal friendly by including a MechJeb-style computer where you say "hold at 10 klicks" and it adjusts your specific volume to hold at 10 kilometers 3. Horizontal control: Where it automatically adjusts the volumes of the various tanks to keep it horizontal, I don't see it being easy to land on a blimp that's at a 10 degree tilt. 4. Easier to manually control the tanks: I for one find it a bit difficult to change the volumes around, as some of the controllers seem to do different things.
-
Oh my god. I love you. If the laws o-nature would allow it, I would bear this man's children. With stock parts, I would assume having a full landing strip would be extremely hard, but if you use maybe DA or DR, you could have a STOL/VTOL craft that could land on a short strip, or just use Erkle's docking clamp with a longer-than-default clamp range. Although that would still be hard... but I have a mission! Use one of these to fuel a trans-oceanic trip and land at the runway!
-
Will it eventually fall to the ground, or could I use it as a tanker for spaceplanes? I mean, just park one halfway across the ocean and dock planes with it.
-
Kethane is basically nonexistent on Kerbin, you have to go to any other body and then you have a good chance of finding it. The Mun is good if you want to save fuel, since you don't refuel empty tanks, but Minmus requires a lower delta-V to land and take off from, which would make it a good "gas station at the end of the planetary system". It's pretty difficult to get into a polar orbit around one of the moons, but hell, it's also hard to get into a perfect equatorial orbit too. Just get anything that isn't around the equator, turn on the detector and then go do something else. I'd recommend also using the ISA mapsat so you could find the co-ords of a place you already passed, and the altitude, to see if it's easier/worth it to attempt a landing. Just remember, the Kethane and ISA maps are flipped horizontally, anything that you see on the top of the ISA will be on the bottom of the Kethane.
-
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Nukesnipe replied to cybutek's topic in KSP1 Mod Releases
Not sure if this is just me, but for some reason, it just started to not work. As in, I start the game, it starts loading the part, and then stops at "EngineerChip". If I delete the Engineer Chip item but keep the one with the flight computer, it still doesn't work. Help? -
Download! Now! As a suggestion for future projects, could you possibly make a landing gear that's several large wheels that don't come far out of the bay, but provide a good amount of balance? Something like the C-130's landing gear. [ATTACH=CONFIG]34590[/ATTACH]
-
If you were the first person on mars, what would you say?
Nukesnipe replied to KleptoKat's topic in Forum Games!
[attach=config]34529[/attach] for the emperor! -
Who is ready to face the challenge of Eve?
Nukesnipe replied to LazerEagle1's topic in KSP1 Challenges & Mission ideas
Mate... Eve has 80% more gravity than Kerbin, not only do you have to push past the atmosphere with less-efficient rockets, you have a much lower TWR. Eve is easily the second hardest planet to "land" on, as it's "possible" to land on Jool, and Moho will melt your craft. -
Please enlarge your pictures, it's very hard to decipher icons.