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Landge

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Everything posted by Landge

  1. Thanks! I like the idea of adding a hottub & bbq pit. I'll see if I can come up with something that passes. The deck's rails were made using strut connectors attached to qubic octagonal struts for posts. With no collision detection they are just there for looks.
  2. I used the 'land nearby then hop to dock' technique to attach my habitat modules to the central hub... My frame rates tanked adding the third wing so I scrapped the idea of adding the forth, final wing.
  3. +1 My pic of Jeb & Bill in my previous post is the south pole Monolith! The entire mission album...
  4. Squad, bring back our old Monoliths and don't leave out collision detection so we can do this again! Please!!! These are not some random scattering of boulders. What if they were portals that were linked somehow?...
  5. The 0 - 9 Action Keys I switch to the Number Pad. I find those numbers a quick reach with my right hand. Caps Lock = Throttle Up. Left Shift = Throttle Down. Left Ctrl = Normal/Fine RCS Thrust Toggle. In EVA movement I also use Caps Lock to Run or Up when using the Rocket Pack and Left Shift for Rocket Pack Down.
  6. @AlamoVampire: Known fact: Every part contains fuel. Antennae, structural parts, etc. Not all parts are able to distribute fuel like tanks do, which causes pressure to build inside. Not only do they explode but propels any kerbal that stumbles into one miles away.
  7. I'm running a fresh 1.1.2 install, no mods, all stock. The animation I'm experiencing when the legs deploy, As the struts rotate to their deployed position they pop into their extended position. the pads rotate down correctly, pausing in the landed position, then the pads reverse direction, coming to rest back into the stowed position shown in the picture, legs down, toes up. Only after landing do the pads rotate slowly to rest flat on the ground. No more sinking struts at least. It seams there is an extra animation kicking in that isn't necessary that only replicates if you launch with the landing legs in a stowed position. I created a video to show what's happening. Are the legs supposed to "pop" to extend and retract? I don't recall that happening before either. But I could be wrong.
  8. Even still it looks unrealistic with the pads overextended like that. Contact with the ground at that angle would push the heel into the ground. The bottom of the pads should at least be angled facing downward, perpendicular to the landing strut, not parallel as shown in the pic. In Unity 4 the landing legs behaved normally. Now they don't.
  9. The pads on the landing legs rotate past horizontal when deployed. Are they supposed to be mounted horizontally, along the bottom of the craft now? This is a carryover bug from 1.1.
  10. Please, give your flight crew Kerbals AI. Having them standing around like manikins is so unkerbal of them. Kerbals are full of curiosity and wonderment. Give them the ability to wander around on their own and interact with the ship and environment when not the point of focus. Path finding and collision detection so they can bump into things, not pass through them like they do in the VAB/SPH. It would be cool to see then entering/exiting hatches, climbing ladders, repairing things on their own without your direct input. Jetpacks and jumping too, Not too far or too high though. Don't want them going off into orbit . In IVA view have them looking around, flipping switches and such. If the cabin is big enough, getting in and out of their seats to wander about the cabin.
  11. Not so much a part itself but an perhaps have an optional horizontal IVA model for the Hitchhiker and Mobile Lab. One that we could toggle in the VAB/SPH. Mine and most other base builds I've seen on the forums here are landed or built on their sides. Here is a couple of mine. Looks cool on the outside but switching to IVA and looking out a porthole is disorienting. Now that cutaway views will become a thing in 1.1, seeing the original IVA turned on it's side will just look weird in cutaway view and I will probably just disable it for these builds. Here is a pic of a crude 3D mock up I created in AutoCad that will give you an idea of what I'm suggesting. Shown here is a second cupola that is not a command pod but is closer to the one in ISS. When attached to a Hitchhiker, merges both internal spaces into one room. This would be something I would like to see in a mod or in a future build of KSP. What say you?
  12. This was one of my attempts at bringing along a compact reusable rover. My rover deployment crane was built using IR & KAS parts. As the boom drops, it extends the rover out out away from the lander to clear the science jr. At the same time the rover wheels unfold from their stored position. Then the wench lowers the rover to the ground. When packing up it's reversed. The down side is it's exposed to reentry. Stock, this rover design is just the right size that it can ride slung undeneath my various Hab landers and ISRU mining rigs.
  13. Curiosity most certainly did. Watch 7 minutes of Terror:
  14. As I was reading I was getting knots in my stomach, thinking; Please, don't end bad. Please, don't end bad. Here's wishing your new KSP buddy a speedy recovery. +1 for you for spending time to entertain him. Now would whoever is cutting onions over here please stop.
  15. Try and visit and plant flags at all the Easter Eggs. There's a statue and a monolith around KSC base for starters. ScanSat helps to get you in the ballpark but terrain may have buried some of them.
  16. With Duna's almost non existent atmosphere, use retro fire to slow down to a safe enough speed before opening drogues. Then continue to use retros as needed until touchdown. If you have fuel to spare you could even make landing without using chutes at all.
  17. Antenna Range: Makes stock antennae operate per their listed stats range. Chatterer: Adds voiced communication background chatter. Engine Lighting: because rocket and jet engine fire should actually illuminate the surroundings. Environmental Visual Enhancements: Adds clouds on planets with atmospheres. Final Frontier: Kerbals recieve mission achievment ribbons like the ones in my sig. Hyperedit: Useful tool for "simulated testing" of design ideas. KAS and KIS, Kerbal Attachment System & Kerbal Inventory System: Gives engineers parts and tools for use during EVA. (I prefer to use KAS' wenches and hose connectors instead of docking ports or the claw for ground based refueling. KAS is more forgiving in that regard.) Kerbal Alarm Clock: See Red Dwarf's post above. Kerbal Krash System: Adds damaged states, crumpled, twisted parts, that crashed just enough not to explode. Planet Shine: Planets reflect light. Scatterer: Adds atmospheric scattering to sky and reflections on water. Best used with EVE. Check out the forums here or go to [removed link to defunct website] for more.
  18. Thanks goldenpsp. Module manager was the missing link and is now working as intended. My mining crew is happy to receive their care package.
  19. Command Inventory isn't working for me. I downloaded and placed the CommandInventory folder in the GameData folder but I'm not getting Seat0 Inventory button, outside of SPH/VAB, when I right click on the capsule. I even moved a kerbal off the runway then loaded the pilotless capsule, making sure the items were in Seat0 before launch. No items show up when the kerbal enters the capsule. I repeated the process after moving the CommandInventory folder into the KIS folder and even copied the Inventory.cfg (which there is only that one file) to where the KIS settings.cfg file is located. Is something missing? I'm confused here.
  20. Thanks guys. I just had a few parts that I wanted to stash that didn't warrant using a container. Perhaps reconsider and allow empty capsules to hold a few items that could fit in a small "tool box" to throw in the back seat.
  21. I don't know if this has been addressed. I drag tools and parts to the empty seat in the cupola capsule (In this case, I haven't tried it on the other capsules yet), then launch the craft unmanned. Once the ship arrives to it's destination, my Kerbal enters the seat to pick up the tools and the seat is empty. No parts. Zero, Zip, Nada. Parts are in capsule in the VAB but disappear at launch if capsule is unmanned.
  22. Back in 0.90 I field tested my island hopping rover that was going to be used extensively on Laythe as part of my Jool expedition fleet for 1.0 release. Unfortunately, due to engine nerf, atmospheric, reentry heat, and drag changes with 1.0, I have not been able to overcome flight instability or reenter the atmosphere safely in one piece. For now it's grounded indefinitely, though I may take it out of mothballs for the Unity 5 release. I'm not getting my hopes up.
  23. Not a starfish shape but close. These bases are both stock. Early 0.18 I think. Before rover wheels were invented... After jettisoning the rovers... Here is how I attached the Hitchhicker to the center stack... My current version was to have 4 wings but it became real laggy after 3... The Hab Hub is the center piece that links all wings together. Not technically stock. I made a copy of the HubMax Multi-port Connector and supersized it by editing stationHub.cfg file to stationHubXL with a rescaleFactor =2. It took 4 launches total to build plus a lot of rocket hopping, time, and sweat to get the docking ports to connect. The largest base I ever want to make. You have to have suspension of belief due to the hitchhikers being on their sides. I would love to see Squad make a different IVA for horizontal builds.
  24. I finally managed to launch my next generation 1.05 mining rig into orbit. [img]http://i.imgur.com/N2UvqTX.png[/img] During my ascent I managed to recover from a forward roll, doing a complete 360 in the process. [img]http://i.imgur.com/2dP9t7W.png[/img] Successfully land on Mun. [img]http://i.imgur.com/q5J98ed.png[/img] Needs a bit more balance adjustment. The VTOL aerospikes are pitching the rig down at full throttle.
  25. Have you tried to right click on the Crew Cabin? A window pops up and you can select the crew member and transfer them back to a pod with a hatch.
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