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CatastrophicFailure

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Posts posted by CatastrophicFailure

  1. I managed to accidentally crash into a ship in orbit, while i was suborbital......

    http://imgur.com/a/kgSI7

    Note: no kerbal were harmed in this accident, and a had quicksaved before, so i did managed a successful rendezvous after that. But the chances of a dead on suborbital collision, :P

    1. Why for the love of JEB did you not include pix of the resulting debris field???

    2. Why does it look like lumps of coal coming out of your rocket during launch? Is this some new fuel source I haven't heard of??

  2. *looks closer*

    Ah, I didn't pick up on that, my bad; it was a bit of a brain fart anyway, for some reason when I typed that I was thinking docking ports were integral components of capsules... :rolleyes:

    So how about all of the above? The craft would retain much more utility if it could redock after separating, like dumping the OM with a couple of Kerbals in it in order to go rescue some else.

  3. I like the that it doesn't look just like a Shenzhou or a Soyuz it's a hybrid

    This, ss, and another up vote for his choice of palette. If you want a Soyuz, Bobcat made an excellent one. I like this design cuz it's not a clone of either but inspired by both, it's unique.

    But more and more I'm thinking he needs to include some equally unique & different solar panels with it!

  4. Have you tried using the Ship Manifest?

    http://forum.kerbalspaceprogram.com/threads/62270-0-23-Ship-Manifest-%28Manage-Crew-Science-Resources%29-v0-23-3-1-5-26-Feb-14

    It can move around science results and might accomplish what you are looking for.

    Negatory, just tried it. Only a Kerbal can remove the science and that disables the experiment, unless you also have a lab (with two more Kerbals).

    Doesn't need to be as complicated as I put out, just thinking for balance... But it'd be really nice to be able to reuse these kewl bits without bringing half a dozen extra. Or a Kerbal.

  5. It works by checking the drag and mass of each part and for parachutes it checks the module for the maximum drag. Real chutes has it's own module and so is currently incompatible, but I may try to add compatibility soon. The stock chutes will still work properly with real chutes installed (I also use real chutes, I tested it yesterday). I'm out of town this whole weekend (I'm in the car right now most of the way through a 7 hour drive. 2 hours left!...) So I won't get to it until next week at the earliest.

    Also, I think they don't actually have to be activated for it yo work :P

    ok, I'll try that, tho that's another rocket you've cost me :wink::kiss: Lol and I need chutes to pop either way, DRE gets might hungry right around there.

  6. I didn't know that box was a probe core, thanks! I edited all my command modules to have mechjeb built in and never thought of using that box. This is exactly what I was looking for!

    Yup, useful lil thing when you need to give a rocket bit a brain and don't want to reengineer a probe core into it, or for temporary testing. Keep in mind tho, that it does NOT provide any torque (hence the need for rcs), and a couple of batteries may or may not be needed. The power in the box is usually enough if you deorbit within a few minutes.

  7. Thank you for the mod! It works very well for me and has enabled me to stop relying on ugly asparagus staging! I was wondering if someone could give me some advice on how to attach probes to my 3.75m stages so that I can de-orbit them. So far the only way I have found without part clipping is to use the 2.5m wide probe in line with the stage... But that makes my boosters super wobbly.

    Use a mechjeb box & some RCS thrusters. Lightest way to go usually & easy to squeeze underneath your payload, especially if using a fairing.

  8. Can you make a little surface sampler kit for the rover that will allow you to reset the scoop? I like it, but it is a little annoying that the scoop jr can only be used once.

    Second this. That does seem rather self defeating, if I need a Kerbal nearby to reset a surface sampler might as well just use the Kerbal in the first place?

    My thoughts to make it reusable are a sample storage container with power requirement (adds complexity penalty), and a "cleaning" cycle with both a power & time requirement, similar to how transmissions work. That gives the user the option of a quick & easy one-shot lander on the cheap, or a more complex & harder to deliver rover that can gather much more science but has to pause between each sample, or be even more complex to maintain power to the instrument while on the move.

    sound workable?

  9. This is with the newest hotfix (3b)? Hmm, you don't skip the Space Center scene with another mod do you? That may cause issues, but just with ship ghosting. Maybe I messed something up with the new hotfix, but I was just playing with it without issues. If you can get me your KSPData/output_log file (its something like that, I'm not at my computer ATM) then I can take a look tomorrow morning. Thanks! :)

    Edit: It's KSP_Data/output_log.txt and it gets rewritten every time KSP is started. For it to be useful to me, the issue had to happen during the last time you ran KSP (quickloading won't mess up the log though). Thanks everyone! Hopefully we can track these bugs down!

    Ok I redownloaded 3b and that does seem to work ok, tho I only futzed with it for a few minutes, it did not appear to have corrupted anything. Iirc there's no settings file in that download, just the .dll right?

  10. I may have broken your game, but at least it turned out awesome :D

    I had backups from the quicksave, so the minor headache of reverting back & figuring out what went wrong was well worth the half hour of unbridled explodium entertainment (actually it was running so slow it was kinda boring. Kept poking my head in every few minutes, "yup, still exploding," "yup, still exploding.") It was exploding for far longer than it actually took to fix it. One bit of debris made it over 5 kilometers from the center. That's pretty impressive considering deadly reentry should have vaporized it before it got that far. I'll try to get that log figured out tomorrow. If you can isolate what's not quite right here, that in its self might make a fun mod. I wonder how 40 ships spawned in the same place in space would explode.

  11. I tried to install a certain mod. It din't werk. What it DID do, was duplicate a landed flight nearly 40 times. SO, I figured, what the hell, and tried to load it. Computer hung for about 10 minutes trying to. Then it started exploding. And exploding. And exploding. And went on exploding, one frame every few seconds, for another 10 minutes. When the framerate returned to something resembling motion, I had my most impressive debris field EVER, and now the secondary explosions from falling bits went on for another few minutes. According to the tracking station, it made over 2600 pieces of debris. :cool::kiss:

    <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="http://imgur.com/a/VjayF/embed"></iframe>

  12. Hi, I'd really like to use this but it completely kills KSP for some reason. Trying to load any save with this installed goes all wonkie, it says X number of flights in the select screen, but get to the tracking station and there's only one there, even tho the icons say there should be more, and they're all visible on the map. Trying to actually load one just gets me the "nothing there but rushing wind" thing. As long as the persistence file hasn't been saved, I can exit, remove your mod, reload & everything seems fine. Try that AFTER it saves, and there will be dozens of duplicates of a flight. I realize that's not a whole lot to go off of, so let me know what other info you need.

  13. Today my whole problem was getting OUT of space. I have Deadly Reentry cranked up to where it's actually, well, deadly, to return to Kerbin without a heat shield, which made landing on Eve pretty much impossible even with THREE layers of stock DRE heat shields... Kaboom with over 2.8kms left to loose:(. Took me a few hours of back & forth tweaking the part.cfg & trying to comprehend the module numbers and get it to work... Until I finally got frustrated and resorted to overkill:mad:. Now I have a heat shield that could pass THROUGH Jool at a significant fraction of c unscathed and a friggin probe on Eve dammit!

    now I'm taking my ball & going home!

    IPxuOjm.png

  14. Also... I asked Ferram about the coming-in-sideways re-entries, and I don't think the CofG is a problem; it seems FAR uses unattached nodes in its calculations, so only using one of the lower Radish nodes causes drag problems.

    link to the relevant post: http://forum.kerbalspaceprogram.com/threads/20451-0-23-Ferram-Aerospace-Research-v0-12-5-2-Aero-Fixes-For-Planes-Rockets-1-7-14?p=987181&viewfull=1#post987181

    So, my question is, is it possible for me to change this by editing any config file? What I'm wanting to do is essentially create two versions - one with a 1.25m node and one with a 2.5m node.

    Better yet, why not just make the adapters into actual parts instead of non-physical shrouds? Then pods only need a single node and it's much easier to use the adapters for more than just looks (like a service module)

  15. Thanks, it seems a spherical pod is something a lot of people wanted and I didn't even realize it when I first started making it.

    I wish the LK would have gotten its chance at a moon landing. (And I'm American, the irony!) But really, I just want to know if it would have worked. I don't think the Soviet program gets enough attention, so most people aren't as familiar with it. I know it hasn't been till my adult life that I've been learning about it. I personally really like Soviet stuff from an artist standpoint; a lot of interesting and unusual shapes

    to work with. I'm excited to see what the Chinese Lunar lander looks like when the time comes.

    Nothing ironic about it, competition drives innovation. Notice how the American space program seemed to loose momentum & direction right about the time the Soviets gave up on the moon? Imagine if we'd kept competing all the way to Mars & beyond.

    I love the simplicity & efficiency of the sphere (probably the same reason the Russkies have such a fondness for the shape). Maximum volume & strength for minimum material. I'd love to see a not-quite-2m pod that would fit nicely in a straight 2.5m fairing. I may have to tweak your design into an unmanned Eve lander based on the Venereal probes.

  16. I don't even know what the PAR- button is for, except it's not something one needs to activate during docking.

    Er, yes it is actually. It means PARALLEL, it aligns you with the target axis (like a docking port). Most useful for semi-manual docking where one uses MJ only for attitude control, because the docking AP is too wonkie for a given ship or hasn't been invented yet...

  17. Love love LOVE the sphere-pod! Finally, the one thing KSP was truly lacking...

    SPACEBALLS!

    (oh $€£¥, there goes the planet)

    But seriously, any chance of a slightly larger 2-man version ala Voskhod (trouble prone inflatable airlock completely optional of course)?

    and/or conspiring with nothke to make the current 2-man-to-2.5-meter shroud a useable space?

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