Montieth
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Montieth replied to sumghai's topic in KSP1 Mod Releases
I'm just being particular about the forward facing vector impinging upon the upper portion of the service module section. Such would in reality tnd to negate such rcs firing as it would vector the implusles to either side. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Montieth replied to sumghai's topic in KSP1 Mod Releases
Hiding them under the fairings would seem to make them not work very well for forwards facing thruster firing.... -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Montieth replied to sumghai's topic in KSP1 Mod Releases
Sumghai, I'm pleased to see this updated. Seems like things work better. Question on RCS blocks for this craft configuration. Have you thought about adding a small 3 axis paired RCS block that'd work on the Avionics RingService Module allowing for keeping the ventral/dorsal areas clear? The standard RCS blocks seem like they'd be subject to wind blast damage. Cheers! -
MOARdv, I've been a BIG fan of RPM and the IVA enhancements when I can play KSP. I'm 'testing' a Mk1-1 Yarbrough A2 Pod and KW stack and I have an odd behavior. The Windows in front of and next to the viewing crewman (Jeb) are opaque. The windows for the 'other' Krewman (Bill in this case) are clear and can be seen through. When you switch views (from Bill's seat), you get the same issue but now reversed with the other crewman's (Jeb's) windows being clear and the one you're viewing has opaque windows. I spent 15 mintues going over the switches looking for a shroud control before I realized that hey Bill's windows work..'oh. No they don't.' Any ideas on what may be up?
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Also, if you look at some scenes, they go to lengths to demonstrate weirdness of Coriolis effect when Miller (or others) are pouring liquids.
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Even modern ships play cloak and dagger with their sensor/radio emissions, even their lighting profiles at night. There have been numerous examples of warships slipping into lines of freighters at night and setting their emissions to look like and read like another warship or civilian ship. US Carriers even do this with lighting and emissions to look like bulk carriers. Their line and Radar Cross Sections very much look like bulk freighters or oil tankers. Deception has a long and storied past with naval combat since before the golden age of Fighting Sail. With low observable ships, you could probably throw out a pattern of RADAR/LADAR reflectors that would give your stealth space ship a profile that looked like an ore freighter, or a water hauler or some other craft bumping around. Diddle your drive signatures for less efficient civilian modes and you'll look like just another ship blipping around the belt doing it's thing. The reason the Can't got killed was that they were too close and the operators of the Anubis didn't want any possible witnesses, which the crew of the Canterbury was. As to being stealthy, it would be even more useful to have a gaagle of RADAR/LADAR reflectors on your hull and then discard a set of them facing an opponent in a tactical situation (ie a battle). OR even both halves, the sensors of your opponent would likely continue tracking the reflectors and stop following the actual ship. Embed some remote emitters in those reflectors as well as jammers and other components with enough gear to make them look like the real ship while maneuvering and you'd seriously stand a chance of completely breaking your opponents lock in a heated battle.
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I'm liking Rasterprop. Starting to try to fly IVA missions more. Anyone know if there's a good 2 seat capsule that works with RPM?
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It WOULD be nice if there was an option for flight testing like the facilities at Edwards. I know we have the KSC, but a land locked facility near KSC that has the expansive runways like they use at Edwards would be nice. If only for the ability to be far enough away from the assembly facilities when your test aircraft crashes and burns.... Runways 36 and 30 at Edwards are HUGE. Pull up google maps and eyeball the strips... The runway data per wikipedia:
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Montieth replied to sumghai's topic in KSP1 Mod Releases
Carefully and efficiently designed components? I thought the Kerbin mantra was 1 or 0. Either "MOAR SHIELDING" or "you don't really need this part do you?" -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Montieth replied to sumghai's topic in KSP1 Mod Releases
Ahh, ok found them. I was a bit surprised to get the service module base but none of the fairings in the same setup. I like the new avionics ring a lot. I'm using it to add functionality to the hitchhiker storage container for light sciency space station modules. I'm setting up a Kerbin Skylab for now until the FusTek gear gets updated (1)(2). It's very handy that it has reaction wheels, a battery module and a fuel cell built in. Only complaint for this use is the decouple function. Any chance you could make a variant that's not designed for a recessed part and has nodes further apart? Perhaps make it a square section ring? 1. no rush take your time! 2. Of course I need to get the heavy lift capability for those. I can barely get the 20 ton loads for the science station up as I'm barely into the 2 meter boosters on my science tier. -
parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Montieth replied to sumghai's topic in KSP1 Mod Releases
The tier progression seems to have the parts for this scattered throughout multiple tiers. Is this deliberate? -
The station was approached in real time I think. It just came apart though. I reloaded the game and loaded the station directly and it came apart there as well. I had all of the torque wheels turned off on each of the modules too as a matter of course with attitude controlled by just one of the center positioned modules. Even so, SAS and MechJeb were both idle and no torque input was being reflected on the input scales at lower left. The thing just started wiggling and came apart.
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Anyone having problems with FusTek based stations in .22? I was sending a new module to my KSS in .22 and as soon as I got near the station and physics started the thing started jiggling all over the place and came apart. IT was as if it was trying to torque around but nothing was there. The connection nodes seemed to be trying to flop around quite badly. I'm just now bringing up .21 now to see if it's different. The major change was from .21 - .22.
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parts [1.10.x] SDHI Service Module System (V4.0.4 / 11 October 2020)
Montieth replied to sumghai's topic in KSP1 Mod Releases
This looks splendid. I like the addition of a fuel cell. Perfect for station escape pods that need to be low part count. -
Any chances of a monorail? Well, sir, there's nothing on Kearth Like a genuine, bona fide Electrified, six-car monorail What'd I say? Monorail What's it called? Monorail That's right! Monorail!
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I like the KAS winches but I seem to feel that they're best used on a surface and NOT in orbit. The tension forces when slack is taken up or connections made can be problematic on a surface but catastrophic in microgravity. I'd suggest that for orbital refueling, good old hard docking is the best way.