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Tw1

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Everything posted by Tw1

  1. I'd like to see it as a system where you get to define the atmosphere density, gravity, and all that yourself. That way, if you don't have that data yet, you can only guess. It'd be done in a blank looking virtual environment, with a border around the edge, to remind you this was just a simulation.
  2. Today, I took some very cool pics to use in my current story. But I can't reveal any of them, so have these of the aftermath instead.
  3. I want to see a kerbal do a cartwheel now. I imagine it would be more of a rolling headstand...
  4. Wheels!... They don't work yet. Not quite sure why. Something wasn't right there. Some things needed to be tweaked in unity- much better. So far, it's only useful if you stick other wheels on it... If this doesn't work with the stock wheel module, I may need to move to an alternate plan. Using someone's plugin. Cleverbobcat plugin did a pretty decent job of running multiple wheeled carts, last time I used it. I wonder how it's going?
  5. I like the ISS. I like to watch it pass overhead in the evenings. It will be a pity when it comes time to decommission it.
  6. Very nice. Doing anything under that ocean is very tricky.
  7. This is my 2000th post on this forum! That's a lot of posts! I thought I aught to make this one special. I considered using it for something like the next part of my story, or showing a big step in the making of my mod, but nether of those were going to be ready in time. So instead, I had another idea. The first time I landed on the Mun, one leg broke of, I crushed half the engines, lost the light, and only had a tiny amount of fuel left anyway. Melmy got home curtsy of the old end flight button, but that vessel, did not. For my 2000th post, I decided to right this wrong. The most recent version that still had that ship in a save file, was 0.19.1. So back we go! The challenge will be to return the Lander using only the things available in that version- and in one piece. Lift of! Melmy was unavailable, so Seetop is going instead. No new SAS here! Wrestling with the old version, this rocket wobbles a lot more. The plan is to land nearby, pick it up, and travel home. This Vessel, the imaginatively named Recoverer, is equipped with KAS: both re-attachable ports, and a magnet, so I'll have a few options for recovery. Look at that smooth munar maria! That's a little different from 0.21 Landing was close, but not close enough. It was about here I remembered I'd forgot parachutes. Oops. I'll think of something. Lifting of again, the Recoverer vessel hovered, moving closer to the target. It set down about 50 meters way. Close, but not quite close enough. Fortunately, there was a solution. With careful rolling, and use of the two remaining engines, Seetop manoeuvred the little ship to a position beneath his big lander. Now, we've got this far. Now, to attach the little ship to the larger lander, and tow it home. Seetop placed one of the KAS ports position, ready to hook things together. He flew up to to the winch, pressed 'G' to grab the connector, but- nothing happened. Controlling it from the ship gave an error message- no hook attached. Damn. Looks like KAS is broken here. Completely undeterred, Seetop reached for the magnet. But, there was another problem. The magnet had been placed in the hook bay with the gripping face facing inwards. With no ability to turn objects before placing them with this version of KAS, Seetop could only place the magnet backwards. Not only that, there was no way to get power to it. Problem. Without KAS, I was beginning to wonder if this was going to work. In a last-ditch effort, I tried grabbing the little ship with the reentry shield. And funny enough, it worked. With the Tenor capsule hanging precariously, the Recoverer rose to orbit. It almost slipped out once, and made the vessel slightly tricky to control. But, we made it. There was a big flaw with this set up- warping was not possible. At least, not if I wanted to maintain the grip. Recapture was possible over short distances, but anything more would not be practical. I was almost out of RCS anyway. But, now it was in orbit, a lot of other options are available. So I began planning a part two. Recovery from Mun Orbit First, I tried sending up a modified version of the Recoverer: Recoverer MK2. It had a KAS magnet placed where the winch had been. Moved up to the Tenor capsule, and practically docked to it with the magnet. But, the magnet pulled the capsule apart. Quickload time. Next, I tried sending a probe, cylindrical, with a magnet on the end, parachutes, and not much else. This way, I'd be able to grab the bottom of the capsule more accurately. This time, the magnet was pulled from the probe, and floated away like a lost frisbee. Quickload time again. Clearly, magnets weren't the way to go. But I had one last idea... Recovery mk3 lifted of from KSC, watched over by the media kerbals on the old lag observation tower. Next stop, Mun! Some hours later, it made rendezvous with the Tenor capsule. Seetop, who'd been inside since Munar take off, went out on EVA. He would play an important part in this next step. Yep. I added the KAS attach module to the clamptron Jr. Seetop floated back to the capsule. There, he put the port in place. The capsule span, and began drifting away fairly fast. But, it was still in one piece, which was much more important. Docking with old SAS is a pain, but not so much with such a small vehicle. Soon enough: And it was smooth spaceflight from then on. The reentry shield protected the historic capsule, as the whole craft plummeted through the Kerban atmosphere. Five parachutes opened, from the recovery probe, and the Tenor capsule itself. Success! Safe from the extremes of space, Tenor Four.2LI is now home. It even has its own pedestal. A perfect monument to that first step into space. At least, until the space center will be replaced in 0.21.... 2000
  8. Infinigliders! Kerbin City! Areobraking Stuff that's not finished yet. Mod IVA Kerbals who are all guys, and all look the same. Minmus, eater of kerbals. Minmus's lovely lakes. (Some think Minmus will get terrain tweaks in future.) Arrival of the Jet pack mod 1999! My next post will be a new millennium! Better do something big!
  9. True, which is why track pieces will all be viaducts. And kerbtown objects (which is what's powering the track) have a far greater (and variable) render limit. But, I'm still quite a way from getting things working.
  10. De kas-ified things, preparing to update. Forgot to remove Kas things from the mantis shrimp rover. Camberry was left 5km away from the lander. He rolled down the hill to get there, and they all stood around looking very smug. Also: Still needs "training" wheels to work ATM. Edit: I seem to have made a mistake
  11. I saw a pic of a Kerbal without a helmet on. I can fit in another mod probably... Edit: Now it's giving me this hot bar thing. Can I turn it off?
  12. Played around with my ICBT. Inter-Continental Ballistic Transporters. This is my planed method for distributing kerbals around the planet to do science. Ladies and Gentlemen, behold, the future of personal transport! The usage is simple : sit on it, throttle up, release, then point yourself in the general direction of your intended destination pitching and 45 degrees. Then, accelerate until air runs out. When you are falling down, wait until you're just about to hit the lower atmosphere, and open the intakes, and fire up the engine again. Repeat. I can get just a little more than half way around Kerbin this way. Tried to land and KSC 2, overshot a little. Had to turn around, but still had enough fuel to decelerate to a soft landing. Also good for a quick pole visit.
  13. Better not stay here too long! Best of luck! Today, I watched Navy vessels from all over the world enter into Sydney harbour as part of the international navy review. It was pretty cool.
  14. Exactly. Think of this as Kerbin's capital, or something. This has potential to be a cool and interesting place in its own right. Unless I've missed something, Nothke just wants the models. No need to do anything in Unity, unless you really want to see what things look like in KSP. For SketchUp, even the free version has an exporter. Export what you've got, and that file can be adjusted to work in KSP/Unity in other programs. So don't give up! Edit: My post count is now up to my birth year!
  15. As I mentioned in the edit to my last post, I came up with a better idea for points. This is my current plan: A lot more compact. The 'h' shape means it will be easy to swap for a regular straight piece (I'm hoping to make it the same length as one of them), and means setting up yards will be more convenient.
  16. I think this sounds like the way to go. Much simpler to animate, I expect. Perhaps something like this: Spaced so you can fit them together for sidings at the end of the yard. Of course, this will need more detailed design later, and working points are still quite some way of. Edit:. While trying to sleep, I had a much better idea. Similar principle, but more compact. Will reveal in time. I think railyards will be the best solution to storing trains, it's not like we're pressed for space on other planets. (Or even on Kerbin). Like with most things in the game, you'll have to be clever to make a practical design. I think a full signalling system might be outside the scope of this mod. Signalling is another thing the computer must store and process, and the only traffic this system will experience is the player driven train. At most, it'd be some sort of warning that the junction up ahead is set against you. But, if someone comes up with signalling system, no reason why it couldn't be included as an optional extra. I resolved the scaling issue! There were two buttons I needed to press in Blender before exporting. Everything looks rightly sized. Just a few things to sort with the colliders. But, uni stuff is creeping up on me, so I'd better go do that instead for a while.
  17. Turns out all I had to to was press Ctrl and a in blender. Now, to reassemble everything.
  18. Technically, this was an experiment. Technically, this was a rescue mission, but I had the dynamite with me any way. Also, my inner grammar nazi would like you to remove the apostrophe from "torpedo's".
  19. Time warp in bits, perhaps. Or maybe it's time to build a station or base.
  20. Re-reading this thread, It's kind of uncanny when you compare this post with Wackjob's entire kerbal career....
  21. Decided it was time to bring Danble and Erbald home. They've been on the Mun for ten days while I've been doing other things. Sent a rescue rocket to pick them up. Hadn't done a high inclination landing for a while, but it felt like one of the smoothest landings I've had, even with the bit where I needed to hover and head up the slope to find smoother ground. While that was going on, I sent Shtuule up, and installed part 3 of my Kerbostationary satellite ring. Then landed safely at KSC.
  22. This is brilliant! Will be using this.
  23. Railways mod is coming along. A while back, the possibly of an improved placement system, with mouse placement, and possibly connection nodes was raised. Is this still on the cards? Be useful to know, so I can plan ahead when it comes to making tracks. Thanks!
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