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Tw1

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Everything posted by Tw1

  1. This is pretty much what I want, but the other way around. It sounds like it might work on the engines too, it also does sound like it can check if things are under water..
  2. If you do, I'm pretty sure it happened because of an old version of Kerbal Alarm clock going into the current version of KSP. Or maybe there was a conflict. IDK. Similar, but different happens with the old Tardis mod This was filmed while setting up a scene from my 2019 apollo reenactment which only appeared in the tumblr version It's kinda beautiful. I want to use this image for something. Oh, and also, there's these : The shocking, unplanned twist of my original attempt at a full Apollo. Spoiler: He got better And I'm forgetting my favourite image ever. I'm not quite sure it counts as cursed, but there's definitely some powerful energies there.
  3. My Space Center is ghosts.
  4. It would still be nice to attach it there. Technically, you can just stack attach the KIS container. The stock parts do have top and bottom nodes though, and as seen in the image I added, the game seems to position it fine, it just won't go through with attaching. Later experiments confirm this With the following modifications to the CFG, it will allow the small one to attach, just not the big one. MODULE { name = ModuleKISPartMount mountedPartNode = bottom sndStorePath = KIS/Sounds/containerMount allowRelease = true MOUNT { attachNode = top allowedPartName = KIS_Container1 allowedPartName = smallCargoContainer allowedPartName = cargoContainer } } I'm pretty confident the part names are right. Could there be something else preventing it working?
  5. Hi, I have a suggestion/ would like some help changing something. The KIS container mount is the perfect size to also carry the stock storage boxes. It would be nice to have them be interchangeable for different tasks. However, I tried adding the stock containers in the part file, but it didn't work. It still tells me part not allowed on mount. Have I missed something, or is that not changeable that way? I would like to suggest making them able to take both by default, now we have both systems.
  6. I have a very old water propeller mod (not mine) which I've been using and tweaking over the years. But a few years ago, KSP finally changed too much, and it stopped working. I've made it work again. (sorta) using firespitter to make it spin, and the stock ModuleEngineFx to give it thrust, but naturally, it gives thrust no matter the situation. I would like it to not produce thrust when the part isn't touching water. (Or at least if the center isn't in water). Is there a way, using either the stock modules or a common mod, to stop all thrust when not in water? If you wish to have a look, here's the part from the original mod. https://drive.mobisystems.com/sharelink/MXRob21hc3dhbGRlcjFAZ21haWwuY29t.4PhGMvOM0JvBC82MNKQ4NC?fbclid=IwAR2KLxx1W_BpwTv_y-bW-eReiRMnDfBMzdqHF4iUADrbM_V0N9Kcuu8hH3Q This should be the version I bodged to make work, but I might have the links the wrong way around. https://drive.mobisystems.com/sharelink/MXRob21hc3dhbGRlcjFAZ21haWwuY29t.2XnRPiVswqDrVbGTDKusoh?fbclid=IwAR0eicn8gcEJEQWO20V0lqUjpDpgmpJXfOAs6AblPMWMISbTGE-x1--NqUs Alternatively, if you are able to, this is the source code from the original mod: Perhaps something here could be salvaged to make it work again? It also didn't support action groups, which was a bit of a downside... But even then perhaps someone could get this to work with modern KSP?
  7. I must say, your compositing in these is top notch.
  8. I definitely need to do something with this thought some day
  9. I hope they give it a break for a while. I know I've been harping on about this, but I'm quite disappointed with some of the remade parts. Some are great, they've all been skillfully made, but some have lost what made the original part stand out, and be visually interesting in the first place. There are stripes on the radial decouplers, and doors, and similar colouration on other parts- yellow on the batteries and xenon engines, similar grays on tanks. It looks fine.
  10. The 2019 rebuild of the Amphibious Eve Ocean Explore-O-Pod (Evepod) now has usable wheels! As in modded wheels which can actually handle slopes. Built for Evian atmosphere and gravity, it's a little bouncy on Kerbin. But that didn't stop testing crews hooking prototypes one and two together and going on an overland trip of the hills South West of KSC. As this is an Amphibious vehicle, it was also put through its paces on the KSP race route. Made it to the end in (in game time) about an hour and ten minutes. Those water props needed their thrust aligned very carefully. Aquatic development has not been without problems. Crashed vehicles have left a few kerbals stranded along the way. They weren't too happy about it. The new vehicle's science capabilities were tested too. A technical error caused that arm to fail, and get stuck while retracting. The test was completed using the second arm. A few more kinks must be worked on it seems.
  11. Well, I got it working. This is much better, it took a little tweaking, and I did end up doubling the performance of some wheels in the config, but I can finally go roving through the hills again. Thanks! The Eve Explorer feels like a landrover again, not a pedal car. Setting it up manually was tricky at first, and while driving, having to adjust gears per wheel seemed a bit weird. But I made it work. The wheel scaling function is really clever - It's a great way to fit the wheel to your vehicle. I like the way it handles electricity. I demand higher performing wheels, it wants more power. Seems a fair trade, The dust effect is pretty cool too It's built for Eve, hence the large amount of wheels. Although I think someone needs to go sweep the paths around the space center... The only thing that's a little annoying is mechjeb autopilot doesn't seem to recognise the wheels, would be nice if fixed someday, but on balance I think the change is still worth it
  12. Nice. May I suggest the inclusion of this in the prominently first post? I did not read the whole thread, hence my post, but now I see others also are interested in this. Also, question: Is there an easy way to download these, or do I copy the contents to files manually?
  13. Hey, just wondering, has anyone made an implementation of this using the stock wheels, or something which looks very very close? I would like to have the look of the stock wheels, but they do do some pretty silly stuff, and I want a rover which can actually go uphill.
  14. And this is me now: Recent graduated from the time lord academy, now just got to find some work (designing things) and plan some further research. Might fight some daleks along the way. Despite this, I am yet to get my Tardis licence, and have to take the train everywhere.
  15. Welcome to the forums!
  16. I think it will include Docking Flight Planning Improved Map UI New Vessel Types and Vessel Renaming Automatic Fairings Much Improved Models and Textures A slew of new part types Unmanned Probes New Input Modes Two new celestial bodies New Resources System Electricity Lights Functional Air Intakes Music Much improved planets Performance Tweaks Just as long as they are Still recognisable, but not worse Still all different so you can identify them at a glance. What's wrong with the stripes though? Without little touches like that, most parts would be non-descript cylinders. If only. I always thought click to collect science and follow the instruction contracts were such shallow ways to implement career mode. They've slowly been changing career, which I never found to be worth playing. I never wanted a game which tells me what to do, like in contracts. I wanted a game which gives me reasons to do things.
  17. Oh yes, good old Kethane mod, it included the Waitnostop blender. That part was savage.
  18. Hey, do you use a file sharing service, like dropbox, google drive, etc? If you put up your save files, someone might be able to have a look at what's going on with them. They might be damaged beyond repair, but at least you will know for sure. But who knows, there is a chance it's something else entirely, or there might be a trick or two that could get stuff working again. Find where your KSP is installed, in there, there will be a folder named saves. TBH you might as well share the whole folder. Someone might be able to verify if they're working or not by putting them in their installation.
  19. Ye olde cart mod. The lights on the big one were powerful, and I used a few. I don't really remember much of the details, just that it lit up half the planet and I was disappointed to discover it wasn't visible from the ground.
  20. I decided to science it up. Let's get us some data on how much thrust one kerbal makes, and what the interaction between kerbal and part is like. I teleported the Eve ascension vehicle to a high orbit, and measured the acceleration using graphotron. At first, I wasn't quite sure what to make of the results. You can clearly see the wiggles as the kerbal's heat pushes against the frame. Here's that zoomed in. Note it lessens, but does not fall to zero. Vessel mass 139kg + kerbal mass 94 kg = total mass 233kg According the data, it was around 20m/s/s on average, so F = ma About 4660 Newtons of force per kerbal? Science theory needs experiment to back it up, so That's really close, especially considering that I had an extra kilo on this test rig. This was the last after a series of slightly frustrating experiments, which got me to double check my numbers a few times. There we go. A kerbal on the ladder makes aprox 4.66 kN of thrust. The raw data is here. I used a time interval of 0.05 seconds per data point. That's far to much force to just move a kerbal along a ladder. I'm still not convinced it's K-drive like clipping, but it could be. I'm curious about what the strength of a kerbals grip on a ladder is. My current hypothesis is that this is the force a kerbal can withstand on a ladder before slipping.
  21. I did a single launch stock parts Eve return mission. Yep. You look at the size of my fairings and think, must be some compact, external seat with asparagus staged aerospikes thing. Perhaps it uses those new propellers, and ISRU. Nope. That's mostly the mothership, the orbital cruise vessel. This bit holds the lander: "What trickery is this?" you yell, baffled, and maybe even outraged. Let me show you. Get yourself off Eve with this one weird trick! Kerbal player discovers physics hack, rocket scientists hate him? In other news, I crashed Bob into a tree. Did you know Kerbals could climb trees? I didn't either.
  22. Here are those craft files: Ladder Powered spacecraft Here for anyone to take for a ride, and/or verify everything here. Have you seen @dnbattley's Battery-less movement thread? They've got the latest in Kraken-Drives, and some cool experiments mixing the robotic parts with the small scanners. I love this sort of glitch, it's the sort that brings out inventiveness and creativity, and kinds of engineering specific to video games. It's not that useful if you aren't really patient, I hear people still use it for gliders though. I hope the devs continue to overlook it. That's interesting. This gives evidence to the theory this works more like a kraken drive (part clip) drive than just force from moving along a ladder. How much acceleration where you getting for about how much mass? I am pretty certain the force from a kerbal plays a role, and I've used that to move things in water - a kerbal walking was used to push my Apollo capsule close to my boat in my Apollo reenactment. But the exact nature of this, and its relationship to kraken drives and the FTL egg remains uncertain.
  23. It is now 2019, and I am here to reclaim my crown as designer of the lightest Eve ascent vehicle Ever. Yep, that's right, this still works. It's far more limited in the stuff you can lift, but it works. Reentry makes landing difficult now, but a ladder and some struts is still a very acceptable way to get yourself up there in the first place. In some ways, it's easier with parachutes built into kerbals, and smarter SAS for holding retrograde during powered landings. Plus, nodes persist through vessel changes, and you can climb a ladder while in map view now. Here I am taking a one way trip from Kerbin to the Mun with only ladder power By lightly tapping, I could slow myself down for an easy landing, thanks to SAS holding retrograde for me. After some refinement, I developed a variant which can sort of survive reentry, at least from LKO using both one drogue chute, and the kerbal parachute. TBH, I'm not sure how much I trust it. It works, but is not as well as it used to. A powered deceleration and landing though, that is still entirely possible. But now, the main event: Eve. By stripping it down, I've built an Eve ascender that's only 124 kilograms. That's 218 if you include the kerbal. I stripped off the legs which give it stability, so launching it requires following an exact procedure: 0. Before you start, this should be done from a flattish location, with a good angle to the sun for power, and with a communications relay already in place. 1. Climb up from the descent stage to the ascender, and get your kerbal right up under the probe core. 2. Switch to the lander, activate SAS, and decouple the ascender. 3. Switch to the ascender, carefully adjust attitude so it is facing directly up 4. Switch to the kerbal, brace yourself and hold down W. It's about a 20 minute climb to the top of the atmosphere. Once you have gained at apoapsis of about 200km ish, (or few minutes ahead of you, you can open map and keep climbing to check,) it should be plenty safe to switch to the ascender, rotate in the direction you want to go, and start pushing your way to orbit. Probably want to extend your antenna at this point to get probe control. And that's that. How to leave Eve the cheap way. This is a full mission from Kerbin, to Eve, and Back, with an earlier version of the ascender. I will also be adding a pack of craft files so anyone can check my work. They should be stock, though I might have left a mechjeb in there.
  24. Just saying. You can still get up there if you're determined enough. It's very much still a thing. Getting down nowdays, that's the hard part. This is a great list but... especially these. I remember having to make a spiderweb just to hold some BACC solid boosters in place. Kids these days complain if their rocket even wobbles. I built a station for the purposes of illuminating Kerbin. And I really want some more variants which bring back the charm of the original parts. We could have your sleak rocket on which everything looks the same, or your tin can bucket of bolts too. And the showerhead version of the 24-77. I want that as a variant.
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