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Everything posted by AfailingHORSE
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[1.11] RemoteTech v1.9.9 [2020-12-19]
AfailingHORSE replied to tomek.piotrowski's topic in KSP1 Mod Releases
I cant seem to connect to Kerbin (in this case mission control) even though I am well within range and mission control is on the correct side of the planet. -
The big question I have is if they are successful with implementing good controls for the consoles, will that be reflexed on the pc with a decent default profile so I can use it on my steam link without having to go mess with controls.
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PSA: Aerospike is the new best 1.25m engine!
AfailingHORSE replied to Temeter's topic in KSP1 Discussion
With its return to being stackable, the aerospike has truly become one of the best engines again -
Nostalgia: Your Fondly Remembered Rocket Designs
AfailingHORSE replied to Vermil's topic in KSP1 Discussion
Way back in the demo for .13 in the year of 2012 (I believe it was a Friday in August (I have a physics test that day irc)) I had made it to the mun, however, not images survive from that time, the laptop that was played on was wiped, the text to my friend with images of it were wipe when I switch from IOS to Android. But I managed to recreate the ship in 1.04 with the current parts and some use of tweakscale (the name of the ship was also lost to history). The reason why it was so squat was mostly because I didn't know you could move the capsule at that time, also ALL the symmetry was done by hand because I didn't know about the symmetry tool. I could not recall if I put anything to generate power on the ship or not, so I decide to air on the side of not power generation other than the main engines. But that is not where this story ends. I though, I'm ahead with my work and it's currently my lunch break, might as well see how well this very well. And the answer to this question is that it holds up extremely well, thanks mostly to patched conics. However, the major draw back with this design which lead to it's eventual abandonment also persisted. It only had enough fuel for a one way trip. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
AfailingHORSE replied to erendrake's topic in KSP1 Mod Releases
The ship's solid fuel was from a test that I forgot to change back to stage. But that is besides the point. All six SRBs fire on the same stage, the outer 4 will run out of fuel first and I want them to drop first. However, for code modularity reasons, I want the stage when there is a specific amount of fuel left in those engines (in this case, 45 or less). What is currently happening is that the outer 4 will hit 0 fuel, do nothing, and then when the inner 2 hit 44.999, the outer 4 stage and it loops the first FOR loop until it hits the 7th stage (see picture below). The outer 4 engines are tagged SSAB and the inner 2 are tagged SSC. SET solidStage TO SHIP:PARTSDUBBED("SSAB"). //Outside 4 SRBs SET solidStage TO SHIP:PARTSDUBBED("SSC"). //Inside 2 SRBs ........ FOR solidStage IN SHIP:PARTSDUBBED("SSAB") { WAIT UNTIL STAGE:SOLIDFUEL < 45. PRINT "STAGE TEN SEPERATION IN:". FROM {local countdown is 3.} UNTIL countdown = 0 STEP {SET countdown to countdown -1.} DO { PRINT "..." + countdown. WAIT 1. IF countdown = 2 { AG5 ON. } IF countdown = 1 { STAGE. PRINT "Stage ten separated.". } } } FOR solidStage IN SHIP:PARTSDUBBED("SSC") { WAIT UNTIL STAGE:SOLIDFUEL < 45. PRINT "STAGE NINE SEPERATION IN:". FROM {local countdown is 3.} UNTIL countdown = 0 STEP {SET countdown to countdown -1.} DO { PRINT "..." + countdown. WAIT 1. IF countdown = 2 { AG5 ON. } IF countdown = 1 { STAGE. PRINT "Stage nine separated.". } } } -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
AfailingHORSE replied to erendrake's topic in KSP1 Mod Releases
I'm trying to stage 4 of my 6 SRBs, im trying to use the tag system and the documentation site for it isnt exactly helpful on this subject. SET solidStage TO SHIP:PARTSDUBBED("SSAB"). //Outside 4 SRBs SET solidStage TO SHIP:PARTSDUBBED("SSC"). //Inside 2 SRBs ........ FOR solidStage IN SHIP:PARTSDUBBED("SSAB") { WAIT UNTIL SHIP:SOLIDFUEL < 45. PRINT "STAGE TEN SEPERATION IN:". FROM {local countdown is 3.} UNTIL countdown = 0 STEP {SET countdown to countdown -1.} DO { PRINT "..." + countdown. WAIT 1. IF countdown = 2 { AG5 ON. } IF countdown = 1 { STAGE. PRINT "Stage ten separated.". } } } FOR solidStage IN SHIP:PARTSDUBBED("SSC") { WAIT UNTIL STAGE:SOLIDFUEL < 45. PRINT "STAGE NINE SEPERATION IN:". FROM {local countdown is 3.} UNTIL countdown = 0 STEP {SET countdown to countdown -1.} DO { PRINT "..." + countdown. WAIT 1. IF countdown = 2 { AG5 ON. } IF countdown = 1 { STAGE. PRINT "Stage nine separated.". } } } -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
AfailingHORSE replied to erendrake's topic in KSP1 Mod Releases
thanks -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
AfailingHORSE replied to erendrake's topic in KSP1 Mod Releases
Im having trouble getting the code listed below to run when I saved it to the archive or any other volume. When I run it straight from the terminal it works fine. WHEN SHIP:SOLIDFUEL < 0.1 THEN { STAGE. } More specifically, I cannot get the code to run through the loop. Am I missing something for the volume? -
So I guess you didn't here that the console versions of Fallout 4 will support mods, granted that they would probably need to be approved by Bethesda, but still there will be mods. I'm not saying your work, I'm just saying that it isn't a technical blocker nor is Sony or Microsoft blocking mods. Squad or Flying Tiger will not have the time to implement it and I doubt moders could careless about making sure it works for console. Except for, you know, Sony and Microsoft. Microsoft and Sony have been softening their stance on non-fps cross platform multiplayer. ex: Street Fighter V is going to be cross platform for PS4 and PC, also Fable Legends cross platform for Xbone and PC. www.youtube.com/watch?v=D5esyZPt5Jo (its towards the end iirc, I cant check at work)
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The only stumbling block for this I can think of is the use of mods.
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Spiritwolf/Hanland Submissions
AfailingHORSE replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
If we're posting picture cap ships Progenitor Class Cruiser Minotaur Class Destroyer Current weapons systems Bonus video of with the Progenitor protype failing to reach orbit (no sound) -
Spiritwolf/Hanland Submissions
AfailingHORSE replied to Chozo Nomad's topic in KSP1 The Spacecraft Exchange
That middle right ship looks like hammerhead class cruiser -
Mine says "AfailingHORSE has just applied to the Kerbal Space Program", which is strange because I originally join before the forum wide.
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AfailingHORSE replied to medsouz's topic in KSP1 Mod Development
For me its not every now and then that this happening to me, its all the time I try to launch, either from the VAB or SPH, that this happens to me. -
[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
AfailingHORSE replied to medsouz's topic in KSP1 Mod Development
So im getting spawned outside of the solar system instead of on the launch pad. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
AfailingHORSE replied to girka2k's topic in KSP1 Mod Releases
Other than the flickering textures, is there anything else wrong with the B9 structural parts? -
What do you do in the time your heavily modded KSP needs to load?
AfailingHORSE replied to Kolago's topic in KSP1 Discussion
depends on what Im loading it on: My desktop's PCI-SSD: put a beer in the fridge My desktop's mass storage HDD: move it to the second monitor (I play in windowed mode) and launch a steam game and check back tomorrow My Laptop: what I am actually supposed to be doing at the time (YAY college lectures). -
Learned that my Long Duration Orbital Tug's launcher likes to make the LDOT spontaneously disassemble when doing the gravity turn of more than 5 degrees, spend most of the day trying to find the problem and applying more struts, then I figured it would be easier to just brute force it into orbit with the Sea Dragon, and that seems to have done the job.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
AfailingHORSE replied to Normak's topic in KSP1 Mod Releases
Has KOSMOS been uploaded to curse or kerbalstuff? -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
AfailingHORSE replied to Normak's topic in KSP1 Mod Releases
It supposedly works with .23.5, but god knows how you download it -
Right click on the CM of the MS and make sure you are controlling it from there, then right click on the engines of the lander and turn them off.
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Would You Want a KSP Movie to be About?
AfailingHORSE replied to Thomas988's topic in KSP1 Discussion
Yes, this, so much