HoY
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Everything posted by HoY
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It won't take much tho, a toroidal tank and 2 of the little orange radial engines, fire retrograde a little bit while your between 50-30m from the ground. Try to slow yourself to anywhere less than 5m/s,, I think those wheels can take more than 5 but just to be safe.
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Another MechJeb Tutorial! Keep your Rover upright automatically
HoY replied to HoY's topic in KSP1 Tutorials
I dont need it for me, I'm making it to publish on the Kethane thread. I actually enjoy doing 5 launches 20 mins apart then sending 5 seprate flights and catching them all at Jool one after the other. I enjoy the challenge. Did it yesterday and I am getting quite good at BARE minimum burns from extremely far out to adjust my intercepts to be exactly the right inclination and altitude. Anyway, I have it mostly done now, just need to strut it a little more and do another test launch. it can still be slimmed down. the 6000 dV on the interplanetary stage is a bit much. -
Another MechJeb Tutorial! Keep your Rover upright automatically
HoY posted a topic in KSP1 Tutorials
Okay, time for another tutorial finally. I took a vacation, got engaged, and generally haven't had time to really work on another tutorial. I still play the game for more hours a day than is healthy and still have a lot to share, but its taken me a while to decide on what I wanted to share next. This tip will save you many many quickloads during your wheeled (or tracked) adventures on any planetary body! Requirements: -MechJeb 2.0 (works with the old one too, but upgrade!!) -A probe or docking port on your rover that will be facing UP towards the sky while your wheels are on the ground -RotPower. This doesn't mean SAS, it means command pod torque or probe core torque. The bigger the rover the more torque you may need. (Especially on higher gravity bodies like Kerbin) Here's the actual tutorial part: Right click on your probe or docking port that's facing the sky. Click "Control from here" The NavBall should now be completely blue, pointed at the sky. Open S.A.S.S and click on Advanced Now there are 4 arrows on the bottom of the SASS window, click the Right arrow beside "Internal" once It should now read "Orbit" Now click the Lower Arrow that points right (2) times until it reads "UP" (it could be 1 or 3 times not 2 I will correct it when I double check) Lastly click Exocute. This will attempt to keep your rover in this orientation All The Time. Even when your dune hopping or even climbing a hill. Even jumping off a cliff into a deep valley on the Mun, your rover won't tumble... So long as its built sturdily enough to survive the landing... I'll be doing a video tutorial of this tomorrow I think, tonight I'm making a Kethane scanning rig that will do all 5 Joolian moons in one launch -
Finally!! Now, the first privately released pack for this new mod should be a set of new Eastereggs on all the planets and moons!! After the obligatory sprucing up of the KSC I'm envisioning a massive factory with big nuclear chilling towers and smoke stacks, and smog. Lots of smog. Why else is the only business on Kerbin focused solely on getting off the planet and colonizing other planets? Sadly I'm also among the group of people that don't know how to model or texture squat, so ill just hope someone takes up the challenge
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
HoY replied to Majiir's topic in KSP1 Mod Releases
Just look at how many people scream bloody murder every time Facebook gets an update.... I personally would LOVE to see the proposed changes to the grid! (Altitude under mouse over, dark side lighting while grid is turned on) As for third party interfacing with Kethane for the 2d map,, I know he's been super busy lately but perhaps we can knock in the ISA developers door for that one? Having those combined would be amazing too -
Hold E while moving the mouse over the base plate and moving it left and right the same way you change the radius,, sounds great! Is there some way you can have a small popup window on the mouse cursor while you are moused over the base plate showing the current ejection force? Or will it be more of a trial and error thing?
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remove it again, then install EVERYTHING in the first location. it all goes in its own folder inside GameData
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
HoY replied to Majiir's topic in KSP1 Mod Releases
If the CoM of that drill is so far off that's its messing with your ship, are you sure your ship isn't too small for such a large drill? The smaller drills might suit it better. I'm not saying not to fix it if its broken, just an observation -
Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
HoY replied to electronicfox's topic in KSP1 Mod Development
I was playing with that rover I pictured above yesterday, and noticed something odd about directional control. I have a probe core installed under the seat that I control from, so I use mechjeb to do its best to keep the thing upright. But at high speeds it doesn't always work. Anyway, while I'm driving sometimes I end up on one track and spun around 180 degrees, but my controls remain the same. Forward still moves me the same way, except relative to the rover it's actually reverse. The only way I've been able to fix it is using pod torque to get up on one track and spin it back around 180 deg again. I'm positive it's actually happening, because my reverse torque is set to default but my top speed forward rpm/torque is set at 2000/2, so they shouldn't be able to accelerate at all while spun around -
Re-read post#1, and even 3 posts above yours....
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I think it only happened to me the one time I tried to install quantum struts to the actual inside of the nose cone pointed inwards at the payload, it came apart and fell inwards on the payload when it came out of warp. This was with 1.2
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also if your looking to land on Moho, unless you get an absolutely optimal launch window you should expect to bring along another 5-8k dV the correction burn mid flight can cost between 100-1000 depending on the window, then the capture burn can cost from 2200 (minimum) to upwards of 8000 m/s if you have a really bad approach and you see the little circle on the pictures of the planets with atmospheres, you can land on them for pretty much free if you have chutes, so dont add their full value for the landing just take off
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thats happened to me once out of about 30 launches with these fairings
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I use 3 for all my regular maneuvering but switch to 0 when trying to confirm if I'm going to be on a prograde or retrograde orbit. Also 0 to get my inclination right from far out if I'm headed for a polar orbit. I also have the number of conic patches turned up to 5, so it will give me information about post encounter encounters. Useful for gravity assists. I've had to swing around 3-4 joolian moons to get the one I wanted, and with that number set at 5 I could line them up more than one at a time
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Modding engines / Is this too powerful for Eve?
HoY replied to Benie's topic in KSP1 Gameplay Questions and Tutorials
It looks at the engine thrust (twr) and calculates exactly how long it will take to kill its vertical speed. You simply were just impatient and didn't wait to see what it would do 3 meters above the ground lol. Try it again and let it do its thing. This time don't use the chutes just let it be -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
HoY replied to Majiir's topic in KSP1 Mod Releases
this is what I do personally -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
HoY replied to Majiir's topic in KSP1 Mod Releases
that seems like a cold answer lol "heres a machine that will kill your pilot in the name of testing" -
Fuel line bug or personal problem?
HoY replied to Shadoworgon's topic in KSP1 Gameplay Questions and Tutorials
The only thing that could cause that is a fuel loop in your fuel lines,, are you sure you pictured every single fuel line? It looks like it should work according to the picture but we can't see it perfectly. You could actually save yourself from having to refuel that tank in orbit by adding another pair of asparagus tanks to your lifter with the same engines on them, save yourself from having to drain the payload tank and mess with these fuel lines at all -
Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
HoY replied to electronicfox's topic in KSP1 Mod Development
There's no toggle for the motors, unless its invisible and toggles with tht G button. I've tried restarting 6 times with no effect ill try G edit: yeah the G key fixed it. Odd, I didnt assign it and read through every page of the thread and your the first person to mention it.. -
Smallest Craft to Various Milestones
HoY replied to blueshark15's topic in KSP1 Challenges & Mission ideas
I don't know for a fact, but I think you can subtract the mass of that command pod from the submitted total. And you can lose one of the turbo jet engines and still have more than 1.6 twr on the pad -
Caterpillar Tracks- NOW OPEN SOURCE, ALL FILES OPEN TO PUBLIC
HoY replied to electronicfox's topic in KSP1 Mod Development
Also want to report the tracks not working ever again after the brakes were applied. lots of power, just no propulsion was realy happy with the little skid steer type rover I made using the rollkage frame but as soon as I got it to Duna it barely made it 2m away from the lander lol. Nice work so far regardless -
The fairings arent supposed to he heat shields, but look at the planned features list in the first post
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try this: rotate the command pod from vertical to horizontal in the VAB then try to install parts on it radially.. watch the magic.. i mean bugs..
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KAS is all you Really need edit the cfg to let your winch extend to 2km, install a drill on a part that will sink and have at it. it takes a LOOOOOOONG time for the drill to sink so go for the shallow deposits
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I tend to keep my fairings until after ive aero captured at whichever planet im headed to. I dont use deadly re entry but im just practicing for when I do lol