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Darren9
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Everything posted by Darren9
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To Infinity and 1080P!
Darren9 replied to ShadowLessKnight's topic in KSP1 Technical Support (PC, unmodded installs)
It's possible Windows hasn't correctly identified the monitor, is 1920x1080 available in Windows display settings? It may also be set as the secondary monitor, should be an option in the display driver to set it but I've not used AMD, Intel or mobile graphics for a while to be sure. -
A winch end connects to a radial (or stack) connector port, you'd need a winch on one ship and connect the winch end with a Kerbal in EVA to the connector port on the other, then you could winch the ships together, or switch to docked and they'll be one ship, or transfer resources through the winch cable.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
It seems to go a bit further than just the +/- 1, say for a joint with normal range 0 - 180 if I set a minimum rotation of 90, open the position editor and click +1 degree the rotation reads as 90 degrees with the joint still in it's 0 position. If I then remove the minimum rotation I can set up to -90 with the position editor, 90 degrees beyond it's minimum rotation and it spawns in the flight scene in it's 0 position but with the whole thing rotated -90 degrees. -
The Insanely Fast Water Vehicle (TIFWV)
Darren9 replied to CaneSugar's topic in KSP1 The Spacecraft Exchange
Yes, you can have the craft file. I can't even remember who I pinched the design of the under water stabilizers from but I'm sure they won't mind me passing it on You need to launch with the gear retracted and walk a pilot under the seat to board, then lower the gear and drive (slowly) to the water. There's Tweakscale and ModularFuels modules in there but they don't change anything, it should be good without them installed, let me know if it isn't. AquaPlane.craft -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
I love the new features, I'm having trouble coordinating start position and joint limits though. The ">" and ">>" buttons in the Position Editor seem far superior to the slider bars that set the rotation limits, I can't get reliable single degree increments on any part with 180* or more of movement with the slider bars, only every 3 or 4 degrees. Could it be possible to have a similar button system replace those sliders? Alternatively could you change the "Step Increments" to 1, 5 and 10, the 0.1 increment seems useless (to me, and the smallest Position Editor increment is 1) and a 5 degree increment looks like it could have every step available rather than skipping steps like the 0.1 and 1 do. Also the default game part rotation is 5 degree steps. Thanks for more great stuff -
^ The navball g meter seems somehow disconnected from the F3 one, I've slammed it up to the top at 15 and it should kept going and then in the flight result had a pitiful 9 or 10. I've never flown around with the stock accelerometer open, maybe that one will be different again I can screenshot that with a few more. Edit, you get twice as much or more in the accelerometer than the final F3, it's just a bit harder to catch it at it's peak.
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It's just that my game doesn't seem to discount static gravity, if I launch just a pod with landing legs that can't move and take a flight result it's 1g. I don't think I recall seeing a flight result that left the surface and didn't at least experience surface gravity which is probably why I found that one strange. A mod affecting it?
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^ I'm wondering how you can launch from the surface (where it's 1g) and not have at least 1g in a flight result, have you got something that resets it? I got up to 31g in stock, and reverse thrust (from a FireSpitter reversing propeller) was registering. Maybe time to load up FAR again.
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The Insanely Fast Water Vehicle (TIFWV)
Darren9 replied to CaneSugar's topic in KSP1 The Spacecraft Exchange
There are some quite extreme boat designs, generally less mass is faster and some parts (like the tail fin) can go all the way to the upper edge before being "under water" or classed as breaking the surface. I got to 310m/s with B9 engines on stock parts, rocket boats can go a bit faster. -
Fits into a 1m hull without any parts inside others and unfolds to a reasonable stable 30m/s 3 man rover.
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Have you made one? It's just that "They are particularly useful when the spacecraft must be rotated by very small amounts", most of these crafts need constant forces way outside of what could be achieved with a single speed on/off rotatron, plus you'd have to operate on 3 axis and somehow coordinate them to balance. It's OK if you know which way you need to rotate or have a computer to calculate for a couple of axis but in KSP you've just got a couple of on/off buttons.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
Is it possible to get some mouse aim on the rocket pod? It could use the same system as the Vulcan/.50cal Turret being similar mass. Trying to aim it with robotics parts is pretty slow and inaccurate. It does look good fitted to a mech though, great mod. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
Edit, didn't see your edit -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Darren9 replied to BahamutoD's topic in KSP1 Mod Development
"joystick button 0" worked for me, assign your trigger to an action group and you'll be able to see what it's called. -
Kerbal Space Program Ice Bucket Challenge!!!
Darren9 replied to wraith257's topic in KSP1 Challenges & Mission ideas
Here's Bill and Bob on Minmus Ice Flats in a Claw Hand Battle Mech creeping up on Jeb and dumping what could be ice on the little git. -
[Showcase] Showoff Your Rep-Worthy Crafts
Darren9 replied to Redrobin's topic in KSP1 The Spacecraft Exchange
I fitted RCS (50 units) to my mech, fits in a 2m box and can fly around a space station and land and walk on any flat surfaces with KAS grapple feet. Walks with a kOS script once it's landed and can be refilled with a KAS winch.