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Darren9
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Everything posted by Darren9
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Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
^ I'm not sure what causes the "fly away", it wasn't a problem for me on the machine I created the course on - maybe related to graphics settings or a procedural element in the terrain formation? If you do a working course I'll be happy to add it to the OP, especially if your gates work better, I haven't made any parts yet - the gate part is borrowed from RollCage so I'm not sure if it's that that's the problem. I found the easiest way was to Hyperedit a soft landing near to where you want it and have a decoupler and wheel on each corner for the final placement if it helps at all -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
^ It looks good Togatown, where is its CoM and does it stand well on slopes/uneven ground? Have you tried it in the mountains? My gates are having glitch issues and tend to fly away sometimes, have you had that problem with that one piece ring yet? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
It looks like a CoM/CoT nightmare Could we get one where at least one of those two stays still when rotated? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Darren9 replied to sirkut's topic in KSP1 Mod Releases
I think they mean this, here is an exaggerated example. Save or change focus in a gravity stressed position, come back and release the weight and the joints between parts are permanently out of shape, the hinge to ram and obviously the ram to docking port which is still attached and moves with the ram. I don't think it's your fault, the DR part itself doesn't break and is the same issue that stops building large basses on uneven ground, KSP should undo gravity effects before it saves part positions relative to others or somehow include the effect of gravity on flexible joints in the save? -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
^ Nice laps, I'll put you both in the OP. That's a new record for the standard loop Limit, I have been around at 300m/s but not in a stock craft. Have you tried the_bT's new Kerbtown made course? It seems to solve the gate glitching issues. Hopefully the plugin will eventually allow the courses to be only in a scenario. -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
I actually haven't ever bothered to plant a flag , I'm guessing they get a coloured marker similar to probe/ship/base? - I'll have to try one. -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
That's a great course the_bT, better than anything I could of created. I do have a couple of suggestions, put the aircraft carrier on the straight'ish line between the last gate and the start/finish and not too high so you launch pointing at the first gate. Also I'd like to see a probe core on the gates, I'm guessing putting one on the gate overcomes the terrain issue? How easy is it to change the model? A flat area on top of the gate in the middle would allow one to be dropped/landed and we could still have a scenario with the probes in place so the course is a bit easier to understand. Nice job. @ thirstyemu, looks good. Could you swap the Extra 300s (or whatever it is) for a more "Kerbal" type contraption of an aircraft but in the same style? I really like it, can I use it as a flag please? -
The dirt runway is on an island near KSC, KSC2 is in the middle of a continent on the other side.
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I got a couple of 500 thrust jet engines, still only managed to get to 363m/s.
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You can actually see enough outside to be useful - it'll never catch on
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I think it needs to take up more space and be heavier if it's a notable power upgrade, when you said "Honking great radial" I was thinking radial piston engine and not radially attached. I can overcome the problems of using a radial attached engine as an inline one if it doesn't have too long of a strut/connector going up to the wing if you know what I mean. I'd rather use engines as come in your pack than .cfg edits, I've made electric VTOL versions in the past but been careful to give them the same power as the other electrics. Long story short - I'll take anything with more that 45 thrusts and be very happy
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Do the scene load times keep you away from 0.21.1?
Darren9 replied to Benie's topic in KSP1 Discussion
For me it does seem like a massive increase, I had to check my drive was still functioning correctly. I do understand 5, 10 or 15 seconds is nothing really but it does seem to consistently hang between any scene change, as in the loading graphic at the bottom just stops dead and framerate goes to zero. It seems like the longest pause I have in any single-player game I play. @ PDCWolf - There's no physics to load transferring from Space Center to VAB/SPH/ect. and launching a single part to runway/launchpad still sees a lockup. I think this is something else. -
I haven't tried a speed run yet. Do we need to get over the ledge onto the roof - that makes things a bit harder. I have one from a previous challenge that can get pretty much anywhere but it's not really made to do anything quickly.
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Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Unfortunately I just changed the vessel type to base from ship IIRC in the rename vessel options to get the different colour. The speculation seems reasonable because I've not had a gate glitch yet so it looks like they'll work perfectly for me in my terrain and not for others . They'll be a bit more learning involved without markers on the gates, it'll still be possible to drop a probe on/near them though and if the probe glitches the gate will remain at least. For me once I've been around a couple of times I'm OK without markers. Edit - I'm thinking if the gate part asset doesn't move irrespective of terrain settings just drop a probe on top of it? - a good excuse for a VTOL/Helicopter mission. -
If you make a "Honking Big Radial" Snjo could it be in a 1m package still? My propeller aircraft are getting very badly hammered by jets, I need to use four props to get to real world single prop piston engine speeds (Rare Bear at 230m/s) and there isn't room to fit them to a reasonably sized craft and have it look nice.
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Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Nice lap zombiphylax, a couple of those gates looked a little risky, it's OK though - It's important to scare your Kerb's. You're number 1 at the moment, I'll put you in the OP. I haven't tried it in a stock craft yet the_bT, I probably have the same lift and less than 1/3 the weight but I'm finding gate 4 as hard as gate 2. I'll take a look at that add-on, I'm not sure why the gates glitch though - I didn't use any "magic" to place them, just decoupled the wheel on each corner and they fell on to the ground. Maybe I should have them on landing legs, I'm not sure that should make a difference though. Anyway, I was expecting a fast lap from you - well done -
The only option is launch a pod first and EVA the Kerbals, then go back to the SPH and launch the vehicle. I say SPH because if you launch a vehicle with a Kerbal stood on the launch area he gets recovered/removed, you need to walk them off the launch area. For the SPH walk off the runway onto the lower ground and back to your vehicle when you launch it. For the launchpad/VAB it's a long walk off the raised ground to get far enough away not to be considered "on the launchpad". Hold SHIFT to make them run
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Docking mode deactivates the reaction wheel/SAS rotating torque that you'd get with WSAD in staging mode, if you've got some fitted it can be enough to flip or at least help flip a rover. The huge skid-steer wheels stop turning at around 16m/s IIRC and are slow and heavy. As mentioned a wide design with low center of gravity will help the most but the stock wheels have high friction and that's bad in low gravity. The only way to go fast without disaster though is get some low friction wheels.
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Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
^ That's a quick lap, currently the best. I'll need to get a faster plane, I can only go at 210m/s with propellers. -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Have you got KSP 0.21.1? And put the "KerBull 21.sfs" in "saves\scenarios", there's a couple of other people flying the course so I'm guessing the file works. There's a possibility I messed up the file structure though, have you tried putting the files in manually instead of throwing the contents into the main folder? -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Nice lap, I find it much harder in free view but most people seem to use it. I'll add you to the OP - it's the fastest lap -
What GPU have you got? ShadowPlay is coming free to NVidia 7** series. Afterburner works best for me out of the current free ones, if you can record to a separate drive.
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Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
Yep, the map view in the OP doesn't do it justice. I think a mod craft with air-brakes will be a good advantage. Here's my twin prop bi-plane doing just the advanced loop in 6:10 to get things started. -
Ker-Bull Air Race (New Update to Better Gates)
Darren9 replied to Darren9's topic in KSP1 Challenges & Mission ideas
It's in the OP on page 1, there's a new "KerBull 21" scenario and ramp part (it's a probe now) for 0.21. Let me know what you think - I increased the difficulty of the second half of the course but made it optional.