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Sufficient Anonymity

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Everything posted by Sufficient Anonymity

  1. I put it together ages ago now - I doubt I'm going to have time to put together a new one - in final year veterinary medicine at the moment, so I'm afraid I don't have the time to deal with the tedium that is fiddling around with IVAs.
  2. Yes. I logged an issue on GitHub a couple of days back - the issue seems to be related to rotating the centrifuge in the VAB/SPH. As a stopgap measure, if the part left in its default placement, the issue does not occur.
  3. This + Near Future Solar + Near Future Construction = epic. Definitely got a new favourite mod - I love the biggest centrifuge - looks straight out of The Martian.
  4. Looking really slick - would be very happy to playtest early versions if you're looking for people (please don't feel like you should be rushed to releasing anything though).
  5. Well, those launch vehicle parts look lovely - making me wish for a "Nertea's Stock Revamp" so it all ties in together even better.
  6. Sister ship, both something in the region of 15k km/s dV off the top of my head
  7. Yup - the whole thing is designed so that the CoM is centered on the middle of the lithium tanks, so that it doesn't move too much as it burns fuel, then the engines pivot (Infernal Robotics) around that exact point. Also, in case things aren't perfectly aligned, there's a set of Tundra Exploration heavy RCS pods at each end, plus the H fuselage end-pieces have reaction wheels in them. It is in no way aerodynamically stable - exoatmospheric use only.
  8. Interplanetary transport and a dropship. Full image sets linked below.
  9. What use is a mothership if you've no way to get planetside? Carrying only a third of the fuel of the cruiser she accompanies, and only two MPDT/reactor units, she's vastly more more nimble, and has the thrust-to-weight ratio to land on the smaller airless bodies of the Kerbol system. Engines can be rotated inline for transfer burns, but here, she's initiating a landing burn on Ike. Gently does it... She carriers a rover in her aft bay, and has also ISRU equipment mounted there to refuel both herself, and a larger cruiser that she may be accompanying. There's room for ten crew, though on this shakedown flight, a full complement was not on board.
  10. Hey, who doesn't need 15k dV? It is also perfectly capable of refueling via a dropship with integrated ISRU, so at least it doesn't all have to come from Kerbin.
  11. Decided to mess around in Sandbox rather than continuing my career progression for a little while.
  12. In my current career save, I fly most of my missions on a standardised one/three core launcher, with recovery of the 1st stage (and side boosters as applicable) - think something along the lines of SpaceX's Falcon 9 and Falcon Heavy. My crew capsule with integrated orbital manoeuvring/abort engines is also recoverable (it doesn't have a trunk like Dragon, so I can't do piggy-back payloads, but I get my solar arrays back), though I don't do second stage recovery, nor do I recover my very light launcher. I haven't yet got the tech unlocked for the SSTO I plan to replace those launchers with. I haven't gone out further than Minmus yet, but when I do, it'll either be with small probes, or with larger crewed vessels assembled in orbit out of modules launched in the standardised fairings of my current fleet.
  13. Nope, I don't know how it got like that either...
  14. Anyone else having issues with the 2.5m plate on the Poodle disappearing on vessel reloads?
  15. I hardly ever make it out of the Kerbin system crewed - for some reason my career saves end up looking like humanity's missions - a good dose of crewed activity in LKO, a little to moons, and otherwise probes to ALL THE THINGS.
  16. I think we've just ended up doing the same thing in a similar manner, looking at your PR And yes, I nuked everything about an hour ago, as you suggested just now.
  17. Even with that layout, I still have that button, though you seem to be free of the extra writing/tags - http://imgur.com/a/u3h4L EDIT: Nuking everything has fixed most things but gotten rid of that button. Bear with... EDIT2: Gotcha. Line 7 of HUDToggleSwitch should read "model = ASET/ASET_Props/Control/Switch_Tumble/SwitchTumble" not "model = ASET/ASET_Props/Control/SwitchTumble/SwitchTumble" EDIT3: This opens a new can of worms. The switch text now has colour tags in the wrong place and doesn't match the backlights everywhere else. Rewriting the prop based on the GPWS toggle below. PROP { name = bdSwTumbleToggleHUD MODEL { model = ASET/ASET_Props/Control/Switch_Tumble/SwitchTumble } // action MODULE { name = JSIActionGroupSwitch animationName = SwitchTumbleAnim switchTransform = SwitchColider switchSound = ASET/ASET_Props/Sounds/tumbleClick01 actionName = plugin PLUGINACTION { name = Mk22HUDSwitch actionMethod = ButtonHUDToggle //stateMethod = ButtonHUDToggleState } } // labels // NAME MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = LowerCenter transformOffset = 0.026,-0.018 fontName = InconsolataGo-Bold fontSize = 3.8 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_NAME_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_NAME_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_NAME_NEGATIVECOLOR labelText = HUD POWER } // ON / OFF MODULE { name = JSILabel transformName = TextTopObj alignment = Center anchor = UpperCenter transformOffset = 0.026,-0.010 fontName = Arial fontSize = 4.6 variableName = CUSTOM_ALCOR_BACKLIGHT_ON emissive = active positiveColor = COLOR_ASET_SWITCHER_STATE_POSITIVECOLOR zeroColor = COLOR_ASET_SWITCHER_STATE_ZEROCOLOR negativeColor = COLOR_ASET_SWITCHER_STATE_NEGATIVECOLOR labelText = [b]│ │$$$ $$$ $$$ $$$ $$$ $$$ $$$ $$$OFF[/b] } // Switcher Backlight ------------------------------------------------------------- MODULE { name = JSICallbackAnimator variableName = CUSTOM_ALCOR_BACKLIGHT_ON VARIABLESET { coloredObject = GlowBorder passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_BORDER_POSITIVECOLOR scale = 0.5,1.1 } VARIABLESET { coloredObject = TumblerMarkObj passiveColor = 0,0,0,255 activeColor = COLOR_ASET_SWITCHER_MARK_POSITIVECOLOR scale = 0.5,1.1 } } } proxy = 0, 0, 0, 0.0502, 0.037, 0.0511, 1, 0.5, 0.5 EDIT4: could probably do with tweaking the font size to be a bit larger, actually. Oh well.
  18. Built/tested/validated a new crew bus for career. Testing turned up plenty of hiccups (like hanging onto the service module during an abort), but I think it's pretty much perfect, and, thanks to an ASET/ALCOR IVA upgrade, entirely flyable from IVA. On the subject of IVA flying, I successfully orbited my medium-sized SSTO like that, albeit with an autopilot set up beforehand to do the circularisation, that I could trigger from an MFD. EDIT: add to that "spent an hour figuring out (and fixing) a bug in Bahamutod's Mk22 IVA"
  19. Was pretty sure I was running that version of Mk22, but don't seem to have a KSPedia file in my install - reinstalling and trying again. EDIT: still messed up. Going to fiddle with my ASET install a bit more. EDIT2: ASET zip linked seemed to make some text uglier, but otherwise did nothing. Reverted changes.
  20. Well aware it existed Running it, and still have alphabet soup all over the action groups switches.
  21. Well, after yesterday's medium-sized SSTO, I just had to go bigger...
  22. Dead link, unfortunately. Is there a version out there of ASET props that fixes things as I've got messed up tags in all my cockpits?
  23. Gone over to OPT for my spaceplanes. I've got passenger and cargo versions of the current flagship.
  24. Yesterday's OPT SSTO is now passenger-validated... ...and I got fed up with low vacuum TWR on the cargo version, so slapped a couple more RAPIERs back there.
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