SofusRud
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Everything posted by SofusRud
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try a 100% reusable space program. Or if that's too much, a "no-debris" space program
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Wait... Caps Lock does something in KSP?
SofusRud replied to ThatGuyWithALongUsername's topic in KSP1 Discussion
If you hold down Shift whilst on a ladder and then press space, your Kerbal will push off from the ladder instead of just dropping. If you press A and D whilst holding Shift on a Ladder, your Kerbal will turn their head left or right -
Alt function doesn't work
SofusRud replied to SofusRud's topic in KSP1 Technical Support (PC, unmodded installs)
thanks, that's really not helpful at all. -
Alt function doesn't work
SofusRud replied to SofusRud's topic in KSP1 Technical Support (PC, unmodded installs)
Is there then no button on the linux version that does the "duplicate part(s)" thing in the editor then? -
Alt function doesn't work
SofusRud replied to SofusRud's topic in KSP1 Technical Support (PC, unmodded installs)
no I don't think it does. Only thing about the keyboard itself is that it's a danish keyboard, but that shouldn't affect the alt key -
I have a problem in that for some reason, the game doesn't register my use of the "Alt" key, neither for bringing up the Debug menu or to duplicate parts in the editor. I have checked, and the key works fine on my other pc or when I'm out of the game. The functions of that key don't seem to be listed in the rebind section of the options menu, so I don't know how to rebind it. I'm running the linux version on SteamOS. Please let me know what to do here
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mode switching on controller
SofusRud replied to SofusRud's topic in KSP1 Technical Support (PC, unmodded installs)
I've been having trouble with the bindings for my steam controller. It is supposed to switch bindings in game depending on situation, such as "flight", "editor", "map" and so on, but it falis to do so, and is always stuck on "menu". I am on the linux version, using SteamOS, and would like to know if there is a way to fix this. Apparently there is a plugin for this that is automatically included with the steam version but I'm not sure if it works. -
I've been having trouble with the bindings for my steam controller. It is supposed to switch bindings in game depending on situation, such as "flight", "editor", "map" and so on, but it falis to do so, and is always stuck on "menu". I am on the linux version, using SteamOS, and would like to know if there is a way to fix this. Apparently there is a plugin for this that is automatically included with the steam version but I'm not sure if it works.
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so apparently the Alt key on my keyboard isn't working. I tried to see if I could rebind it in the options menu but I'm having trouble finding it. Does anyone know what I have to do to rebind the Alt key for the vessel editor?
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So what ended your Career mode play through?
SofusRud replied to ag3nt108's topic in KSP1 Discussion
I got fed up with the low performance of my pc in 1.05 and recently built a new SteamMachine for gaming. This necessitated restarting my career game as I couldn't be asked to transfer the save file, especially since it has been a while since I last played, might as well restart. -
So I recently built a Steam Machine and wanted to try playing KSP with the fancy controller. I ran into an issue however, with both the official and user submitted controller bindings. The configuration is set up in such a way that the controlls are bound differently depending on whether it is in "Menu", "Flight", Docking" mode, etc. However, when I try playing, it doesn't switch depending on the situation, and I'm stuck in "Menu" mode, even when building or flying vessels. Does anyone know how to fix this, or a way to manually switch these?
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So I recently built a Steam Machine and wanted to try playing KSP with the fancy controller. I ran into an issue however, with both the official and user submitted controller bindings. The configuration is set up in such a way that the controlls are bound differently depending on whether it is in "Menu", "Flight", Docking" mode, etc. However, when I try playing, it doesn't switch depending on the situation, and I'm stuck in "Menu" mode, even when building or flying vessels. Does anyone know how to fix this, or a way to manually switch these?
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Today, after a prolonged absence from KSP, I decided to try out some ideas, and experiment with the new parts in the process. I wanted to make a new kind of reentry and landing system for single kerbonauts. So I built a prototype, stuck it on a hastily thrown together rocket and launched it: [IMG]http://i.imgur.com/0q80wUWh.png[/IMG] The pilot had to get out of the pod located inside the fairing to get into position. If I develop this idea further, it won't have a pod inside the fairing, and I'd probably want to make the whole thing a bit smaller. After properly boarding, the payload is separated from the test rocket, and reentry happens: [IMG]http://i.imgur.com/4nMdjiTh.png[/IMG] [IMG]http://i.imgur.com/G7xmYdTh.png[/IMG] [IMG]http://i.imgur.com/hGWdjmah.png[/IMG] It's too bad that I didn't get a shot of the craft ejecting from the housing, cause it looked pretty dope. Anyway, here it is: a twin engine jet microplane... or is a jetpack?... jetsuit? Either way, it flies pretty well, is easy to control and very stable, although it pulls up kinda slowly. It lands via parachute, although it might be possible without one... Havn't named it yet, but it is just a prototype for now. [img]http://i.imgur.com/lo8M6Kxh.png[/img] [img]http://i.imgur.com/mfjqtq6h.png[/img] [img]http://i.imgur.com/Qng66Ovh.png[/img]
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That is assuming that the Gamepad is used properly for the port, and that they don't just use the same basic control scheme for all consoles and ignore touchscreen comepletely.
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So, I'm at tier two with most of the buildings, and I decided that I wanted to be able to launch a payload of 20 tons, and be able to recover as much of the cost of the rocket as possible. After a a number of failures: The biggest problems were that my mass limit is 140 tons, and I also had to have a wide enough base that it wouldn't tip over when landing. So in the end I came up with this bad boy: By using the bigger rocket tanks, I was able to reduce height and increase the width of the base, making it far safer for landing. A little while into the launch the 3 LVT-30s are shut down, once the mainsail can manage a good enough TWR, since they have a slightly lower ISP. The first stage needs to get an arc that either reaches or almost goes out of the atmosphere, whilst at the same time sets it up for a landing at the peninsula east of KSC. This allows it to be recovered at about a 80% rate. The booster has air-brakes, and should always have a sliver of fuel left for course corrections and touchdown. There are five chutes, as well as the probe core and reaction wheels inside the cargo bay. Then second stage kicks in. With a 20 ton payload, the second stage has a little over 900 m/s of delta-v, which is enough to put it into orbit and allow it to deorbit for reuse. After putting the cargo into orbit, the second stage deorbits, and land with parachutes. with good aim, I'd be able to recover an even greater portion of the cost from this stage.
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the booster doesn't reach LKO, it lands on the peninsula that extends out to the east of the KSC. You get back around 80% of the cost back there.
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Haven't given it a proper name. It's similar to the DreamChaser, only with more delta-v and no fairing. Instead the booster uses delta wings, and even then you have to be careful not to flip over in the early ascent. Carries two Kerbals. Super easy to fly in atmo, very stable, though fuel needs to be balanced a bit before reentry.
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I continued my career save that I'd left a while ago because I had other commitments for a while, and also because I only just figured out what was killing my performance, even on low settings and craft with few parts. Anywhoo, in an effort to save on launch costs, I figured I should devise some sort of (mostly) reusable booster. Unfortunately I only just got the second tier science center built, and I haven't unlocked anything above 100 science level. A contract to put a satellite into Mun orbit, which was the perfect opportunity to test this: And yes it is a manned booster. Launch It doesn't actually reach orbit itself, that's for the second stage. Instead it gives the initial boost with an apoapsis at around 70k, and then lands, mostly on that peninsula directly east of KSC. Once the payload has made it into orbit, I switch to the booster, and pilot it for a landing. The first time I tried it it got very hairy though. I lost control of the craft, it went into a flat-spin, and I only managed to regain control and pull out of the dive at around 1 kilometers height. But I made it to land and got about 75% of the cost back, about 18,000 bucks, which is a nice improvement on my profit margins. I think I might need more yaw control though. I also failed to return the second stage because I forgot to add chutes to it, would have been even better then. The second time I was fulfilling a contract to launch a space station. On this one I decided to add 2 smaller SRBs to get it off the ground, since the payload was a bit heavier. I also decided to let a probe core fly this one, given that safety was a bit dodgy. I handled re-entry much better this time, you really can't let the craft veer too far from the prograde marker. I did get into a flatspin again, but this time I was able to get out of it because I had a sliver of fuel left for the skipper. After that I flew across the peninsula, and landed. Unfortunately, due to bumpy terrain, the craft wobbled, and the jet engines got smashed, so I only got around 16,500 bucks back on this one.
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If we're talking hard sci-fi in an expansion, then I vote ringworlds!
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totm june 2018 Work-in-Progress [WIP] Design Thread
SofusRud replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Well, I tried launching it today. Still hasn't got a name. The launches all failed to get into orbit, but that did give me the the chance to test the abort system during reentry conditions. I also removed the part-heavy shielding on the engines and replaced it with a short cargo-bay with an open back. Funnily enough, this means that the engines have to be activated with the doors open or they refuse to start, even though I can then close the cargo bay afterwards and it makes no difference. This was one of the first attempts. Bailing out This is then a later attempt. I added more fuel to the stages and added more solid-fuel boosters. I also added an extra engine, bringing the total up to five, cause the TWR was just unbelievably low (still is kinda). I had to mess with the way then middle engine faced, so that the fairing on it didn't cause the other engines to break off. -
totm june 2018 Work-in-Progress [WIP] Design Thread
SofusRud replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Thought up this thing last night. Doesn't have a name yet. The idea is that it is supposed to be a lightly armed supply ship and asteroid refueling ship As you can see, the main cargo bay has an ISRU refinery and ore tanks, as well as the Snr and Jnr docking ports. The Command pod is located inside the cargo bay on the far left. The command pod has an abort system, which fires the separator (force tweaked to near minimum), and activates the separators to bring it away from the vessel. It also, rather optimistically, features a heat shield and parachutes. The side bays contain a xenon tank (to refuel others), a big fuel cell and two guided missiles (though they are pretty hard to hit small targets with). The ship is propelled by four nukes, and since this is the most vulnerable part of the craft, i surrounded them with a shield made of structural panels and radiators. But what would an ore refinery be without a means to get ore. This is the front all closed up: This is what happens when you open it all up: The craft has its issues that I'm trying to iron out. Firstly the part count is over 140, and I'd prefer it to be lower. I could cut out the abort system and try to do something about the engine shielding. The engine shield is about 24 parts on its own. Secondly heating. Apparently the radiators on the back are insufficient when sitting on the ground and nothing is activated. I tried fixing this by adding the big radiators, as seen in the picture below, but I fear that it messes with the streamlined aesthetic, and it takes up space that I'd otherwise use to attach the launcher to. Also I worry that the drills might be angled a bit too far out. I haven't actually put this thing into space yet, let alone caught an asteroid. any insight would be appreciated -
How do you open docking port cover?
SofusRud replied to DarkGravity's topic in KSP1 Gameplay Questions and Tutorials
right-click on one tank, then hold Alt and right-click another -
KIDI- Kerbal Interplanetary Defence Initiative
SofusRud replied to sodopro's topic in KSP1 The Spacecraft Exchange
Try the Spiritwolf/Hanland craft submission thread: http://forum.kerbalspaceprogram.com/threads/37169-Spiritwolf-Hanland-Submissions?highlight=spiritwolf -
totm june 2018 Work-in-Progress [WIP] Design Thread
SofusRud replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
The recent return of Macey Dean has inspired me to restart my carrier program. So far, this is what I've come up with: As you can see, the bulk of her length consists of two large cargo bays. I wanted to keep part count low, and using these large cargo bays seemed like a good idea. Also, all the mk-2 and 3 parts have a crash tolerance of 50m/s, which is great for warships. The "bridge" of the ship is a 2-person lander can inside a service bay. This practically doubles its impact tolerance, but it is still the most vulnerable part of the ship. I think it's neat that it can lock up in case of emergency. Inside the mk-2 cargo bays we have the ships reaction wheels, xenon tanks, fuel cells, and primary defense system. The Xenon is so that the carrier can resupply its fighters, which will be using ions, the carrier itself doesn't have ion engines. The fuel cells are there so that the craft is able to operate out by Jool. The defense pods use two linear RCS thrusters and are mostly limited in terms of range by the battery on the probe cores. The nosecones have a high impact tolerance, which should allow them to maximize damage apart from looking cool. The craft only has two nuclear engines, which I worry will give it too low a TWR. Also, I have heard about overheating issues with the nukes, but I have yet to actually test it, since I have been playing career mode since 1.0 came out and haven't unlocked them yet. I have yet to try and launch this thing yet. It weighs about 100 tons, and is probably not the most aerodynamic. If worst comes to worst, I'll just put a giant fairing around it, which will probably have a higher mass than the ship itself. On the plus side it has less than 90 parts, which is pretty good for a carrier. These are the fighters that I have designed for it: They are designed around the same loading principle as the fighters in maceys' old carrier videos, with a docking port on either end. Because of the way solar energy works now, solar panels would not be enough to run a pair of ions out by Jool, so instead I went with a big fuel cell and a backup RTG. If there are more efficient ways of powering ions, feel free to let me know. The fighters have low part count (16), and a narrow, forward cross-section, which I consider a plus for spacefighters. If anyone has any insights or suggestions, feel free to share. Also, my carrier is called the Clear Air Turbulence. There's a virtual cookie for whoever know what that's a reference to. -
Add a planet in a retrograde orbit.
SofusRud replied to Galane's topic in KSP1 Suggestions & Development Discussion
or how about a moon that orbits retrograde amongst other moons that don't? That's on my GP2 wishlist, along with at moon with its own smaller moon