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Darren9
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Everything posted by Darren9
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The Kerbal Skydiving Challenge
Darren9 replied to Northstar1989's topic in KSP1 Challenges & Mission ideas
I had a go, to cut a long story short, planted a flag, hopped into a two seat turbo-jet, flew to 41KM, EVA'd one Kerbal and grabbed a chute and let go, switched back to the piloted plane, followed the skydiver down to 8Km (rockets above 25KM) pulled ahead and leveled out at 200m, switched to the skydiver (still in range) and manually popped his chute at 150m (he lands safely), switched back to the jet and landed that. Both the jet and skydiver finished ~630m from the flag. -
Thanks, it's action groups sent by Klockheed Martian radio remote control.
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Not much more to say, we spotted and captured a live one near KSC. Captive breeding and genetic modification is our ultimate goal Mostly Procedural Parts, Infernal Robotics, KAS and D12/B9.
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A series of boat challenges
Darren9 replied to Megalodon 720's topic in KSP1 Challenges & Mission ideas
I can move the speed record forward a bit, I don't think it'll carry much though but it could make a reasonable percentage. -
^ I like the action groups to turn on the spot Malsheck, I need to get that working. At the moment mine can only turn with reaction wheels.
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Darren9 replied to PolecatEZ's topic in KSP1 Mod Development
Yep, it was just me. The fuel couldn't even get to the tail connector Thanks for checking. It looks like the missile attach point has flipped 180* from the pylon. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Darren9 replied to PolecatEZ's topic in KSP1 Mod Development
Could you enable fuel crossfeed on the tail connector please, helicopters need to run a fuel line all the way along it to have a tail rotor, and there was a re-skin of the stock small control surface and I'm missing it a bit. Thanks and I'll check out the new stuff, great work -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
^ Is it just the outer cylinder moves and you can attach to the front and back face and that wont move or is it effectively a rotatron? -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Darren9 replied to PolecatEZ's topic in KSP1 Mod Development
Can I beg for your expert attention to the B9 MK1 reaction wheel, all the other same size parts get the option for no black heat stuff on the bottom. Just one texture switch to an all grey - could it be possible please? -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Darren9 replied to PolecatEZ's topic in KSP1 Mod Development
Amazing! The NICS Adapter appears to of acquired a node issue in my particular install, they're removed from the model by around 3m. Could the cockpits that are mostly windows weigh a little less? (Snjo's two-man apache cockpit is around half the mass) I'll have to re-build pretty much everything to include this Edit - The command seat, once you enter you're trapped inside, for ever - is there an escape technique that I've missed? -
Kerbal Warfare Challange
Darren9 replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
I'm sure I've seen that Cupcake craft before somewhere? What's challenging in pasting up the same old craft that I've seen a hundred times, especially when anyone able to read would know it can't qualify? Like OMG a challenge the stock gods can't go in - NO, they'll enter regardless and complain after that a challenge should better fit them.Two sepratrons and a decoupler isn't pretend but a mod that assigns various armor and weapon strength, and various damage states is, personally I can't see it. The stock metal plates and "I" beams are assigned a reasonable Skillful armor value, isn't that why there's a couple without weapons that have done better, they're well armored? You should at least use those to protect cockpit/engines/fueltank? At least make just a tiny effort to have that pre-existing craft slightly adapted to be just a tad more effective in Skillful, which was obviously required in the OP Some times a wonderful pre-existing stock creation, one of the best there is, just isn't suitable for a particular challenge, me, I'd just not enter it, or maybe adapt it. -
Kerbal Warfare Challange
Darren9 replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
Armored personnel carrier. Takes 10 Kerbals including gunner, full lightweight "aero" armor, flight capable, front and adjustable turret small projectile weapons. Designed for troop delivery, riot control and general intimidation. -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Darren9 replied to PolecatEZ's topic in KSP1 Mod Development
Sounds great, it's quite hard to find a good cockpit you can actually see out of - some of yours appear to have quite a lot of glass, I hope the internals match -
This morning, while attempting a quick Mun test of a walking spider I accidentally hyper-edited Mun to a 70Km Kerbin orbit instead of my spider to a 70Km Mun orbit. I though my game was crashing as Kerbins clouds and atmosphere appeared to descend over Mun but it wasn't, half of mun was below the cloud layer. When I put it back it stole a couple of satellites and took them with it.
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Automation is a bit of a nightmare at the moment, would it be at all possible to have a "cycle" type control? a joint would goto it's max set angle then back to it's min and so on, instead of reaching one and stopping and needing input change to go back? If it was at all possible you could consider me on my knees begging for it Or, maybe a word on what may be expected from kOS integration if you don't mind me being so pushy?So far I've stuck to faking it with continuous rotatrons, the spider was easily adapted from a millipede I already had, the upper legs rotate though but it can make a reasonable, um, gallop, or is that a canter?
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Kerbal Dynamics: Precision Helicopter Drops
Darren9 replied to ihtoit's topic in KSP1 Challenges & Mission ideas
I ended up with a reasonably compact transport chopper using 5 of the Firespitter 1m, 2 man parts, and, thanks to Voculus a rather nice modified MK2 pod to fly the whole thing in IVA (except kicking out the Kerbals). I had 2 left when I finished but it'd already been nearly an hour and I didn't rate my chances with skids on a dome so I ended there. -
I think that needs to adjust the model in Unity, do you know you can double click the front round window for a "lean forward" view?
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There used to be a docking-strut, for me it was the most usable, especially with IR. You only placed the end points in the hanger and could connect/disconnect them during flight (also connect to endpoints on other ships once docked). I really like the idea of "firing" a strut out but if you can't aim it then you're in the Hanger guessing where it'll hit when your ship has launched and the robotics extended/adjusted, when you attach between endpoints that isn't an issue.
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Kerbal Space Center Defense
Darren9 replied to JebThePilot's topic in KSP1 Challenges & Mission ideas
That could be a better idea and would probably only need two fins, there's a slight positive effect from pulling the mass/drag behind the thrust though I think. -
Kerbal Space Center Defense
Darren9 replied to JebThePilot's topic in KSP1 Challenges & Mission ideas
Thanks, I've got the smallest control surface from Taverio-s-Pizza-and-Aerospace, structural parts from MSI-s-Infernal-Robotics-Model-Rework and the decoupler from Procedural-Parts. The twist does actually make them a bit more stable.