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KSP2 Release Notes
Posts posted by Levelord
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I just checked the main website again (I never migrated my purchase to Steam) and there's still no download for the DLC. Any luck for Steam users though?
Edit: I just noticed I lived in a time zone thats waaaay ahead. It's well into the 30th here, but in Mexico it's barely evening of the 29th. I'm such a derp.
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ARGH.... The wait is killing me. It still isn't out yet!
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Your videos always makes me pucker my anus with the low flying stunts. If it were me I'd already be in 100 pieces flying to orbit and restarting back at the VAB haha.
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22 minutes ago, Shadow dream said:
Your craft seems to have slight imbalance in your fuel setup, but you seem to have great control over it. I stopped building VTOLs because I had issues with balancing. How do you focus on building with CoM shifts? RWs only have so much power.
All of the fuel tanks drain equally into all engines. That's how I set up the craft, so no matter how much fuel is drained, the CoM remains the same. As for the balance, some of the engines have their maximum thrust pre-adjusted in the aircraft hangar to come in line with the other engines.
You're right that the RWs are weak engines, and there are actually just enough of those packed into the service bays to lift the aircraft off the ground. it rises at a comfortably slow pace of 5m/s 0.1m/s which is actually a good thing for control.
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I've begun picking up KSP after a long absence. Naturally I wanted to try to bring up my VTOL SSTO class of aircraft back into my roster. The current test craft has been field tested on Kerbin for eventual Laythe deployment.
It has VTOL capability in atmosphere and is mainly used for landing on water surfaces as well as land.
As a bonus, I've re-developed the interplanetary transfer ring to fit the new aircraft. I've solved the docking alignment issues by adding 2 docking ports to ensure the craft is aligned along the Z axis.
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I don't post very often nowadays but I don't see what the controversy is.
It's a DLC that adds new content. Sometimes I think people are just grasping at straws to complain about here.
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7 minutes ago, 4x4cheesecake said:
Actually, you don't have editor extensions installed
From your log:
No editor extensions to find there
Now I feel extra Kerbal today. Managed to install all the dependencies except for the mod itself.
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21 hours ago, linuxgurugamer said:
What isn't working?
Please provide a log file
Yes, here's the log. https://drive.google.com/file/d/1nFDz3LdeqIkxG5Akeg8PURALTz_g1TiT/view?usp=sharing
Apart from the dependencies and Editor extensions, I only have Mechjeb installed. The KSP installation is new (plus the making history expansion). KSP is is the portable version installed on my D: Drive. (As I don't install games on my boot drive).
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Will there be an update soon? It's currently not working in 1.7 despite installing the dependencies.
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8 hours ago, Triop said:
The link doesn't seems to work for me, it keeps loading the page but nothing happens.
It should work. You should click the download button below the 'no preview' available text.
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On 3/12/2019 at 7:03 AM, Triop said:
That thing is awesome, would you share it ?
I kinda need it for test purposes . . .
Here you go
https://drive.google.com/open?id=1CG-vTzv7diqmEtPKx76ho5JNU1LRzBD6
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Decided to jump back into KSP after a few years. Then I made a flying atmospheric rover or something.
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Kraken drive, Rapierspike uhhh.... can't recall that much myself :S
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Time for me to dust myself off and return to building Kraken drives FOR SCIENCE. Gonna use your idea and build planes!
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14 hours ago, MOARdV said:
If you're okay with it, I'll add it to the next release of RPM.
Please do, I'm sure the other users would love the update :)
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On 11/12/2016 at 9:46 PM, *MajorTom* said:
I've been 2 years late for a reply, and this has been an ongoing issue. Since I'm an avid user of the MK-1 cockpit, this bug has really been a thorn on my side whenever I wanted to fly IVA.
Since it hasn't been fixed, I did a little digging and attempted my own fixes. Both hatches and the docking screen have been realigned properly and hopefully can be incorporated into any future updates of the mod. I still haven't figured out how to fix the double trajectory reticules, but it's a minor problem for now.
Download here: https://www.dropbox.com/s/7g85i52mevis4sf/mk1cockpit-remade-internal.cfg?dl=0
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I place a linear RCS port on the tip of my hypersonic SSTO planes so that they can withstand the immense temperatures of flight and re-entry. I've successfully managed to breach 1600m/s without having my cockpits blow up.
edit: Meant to say 1600m/s and not 6000m/s :O
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I engineer my planes with the minimum amount of wings required for lift and have any devices stored internally in storage/cargo bays. My biggest enemy is drag and I optimize my SSTOs to have the least amount of atmospheric drag as possible which grants me at least 200-300m/s of d/v extra in orbit.
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I've managed to design a docking bay system for a rover I quickly cobbled together. This is using stock parts. Also, landing legs tend to clip through ships when they apply enough pressure to a body, so I had to look for alternative moving parts, then I remembered air brakes existed. The advantage of using air brakes is that you can also adjust the authority limiter which means you can adjust how high and how hard to lift a vessel. The docking bay itself has its own floor in order to negate the effects of a vehicle or the platform itself sinking into the terrain, so the height from the platform floor to the docking port above has been standardized no matter what planetary body you are on.
Below, the rover has detached from the docking bay. As you can see the guard rails also assist in passively aligning the rover when it eventually comes back in to dock. It also means you only need to focus on one axis of motion (which is forwards or backwards) in order to dock. So no more fiddling going left or right.
Below here we have driven up the platform and aligned the docking ports roughly with each other. The alignment doesn't need to be 100% as the air brakes will shift them into position.
Below here, the air brakes have lifted the vehicle and forced a dock. The air brakes don't clip the vehicle, thus provide a full lifting force. The air brakes will eventually clip the rover once the game recognizes the dock and thinks of it as a single vessel with the platform.
Docking confirmed
Below I will attach the example file for you guys to try out.
https://www.dropbox.com/s/dl5qiv0z9ehm6om/Rover 2.craft?dl=0
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I've been giving some thought on how to create a solution for rovers to dock with bases, either for re-fueling purposes or for roleplaying. Currently, the problem arises from docking ports not aligning depending on the planet's gravity pulling down on the rover's suspension, and bases sinking ever so slightly into the ground that the docking port becomes too low for the rover itself.
So far has anyone come up with creative docking solutions for their rovers with their planetary bases/colonies?
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On 2/17/2017 at 9:24 PM, eddiew said:
Created one of the worst performing spaceplanes I've ever flown...
-snip-
What MK-1 cockpit mod is that?
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I install mods that are utility mods but rarely install part mods. It's mostly because it allows my craft to stay somewhat compatible between KSP versions (like missing parts) and also allows me to share my craft file. Sharing craft files was my main original reason for sticking to vanilla as much as possible because I don't expect people to download the same mods as I do in order to enjoy the crafts I make. Sharing craft files and talking about them is one of the few ways I can interact with the community.
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31 minutes ago, klgraham1013 said:
Nope. This is game development. Plans change.
Failure to update patch notes on a change of plans is part of game development?
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Round Cabbage Syndrome
To clarify when the DLC Drops, it's Noon, 12PM CST, here are the other time zones.
in KSP1 Discussion
Posted · Edited by Levelord
I get my DLCs for free