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Z3R0_0NL1N3

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Everything posted by Z3R0_0NL1N3

  1. I kind of assumed that jet engines wouldn't like reentry heat too much IRL. Also, what is a "damn" in this context? By the way, @Pak maybe you should add a "Buran parts are available in AB launchers even if it says 1.1 or LCA" to the OP, since it's one of the most frequently asked questions.
  2. Great update, the lack of a built-in probe core for the F9 did bother me. However, I was kind of hoping for a separate part the way the BFR's is done, or an update to the interstage to show probe stuff. It feels a little "cheaty" but it works for now. Please do increase the antenna range, though, so it doesn't lose control downrange from the pad. For those who want a Kerbal Konstructs barge, there's one on Spacedock. It's old, but I've tested and it works with the latest KK version. https://spacedock.info/mod/255/Space X barge lander More than anything else in the mod, I think an overhaul is needed for the original Rodan. The solar panels and their covers never feel like they fit right, and the trunk has a gap between it and the pod. One final thing I'd love to see eventually is extra tanks to be able to make the rocket the right length between the v1.0, v1.2 and FT.
  3. The observatory. I don't know if you planned to have it open and pan around the sky (or even whether that's possible with KK) similar to how the tracking station does.
  4. If you want roads to race on, here you go. It's old and it might just work with the recent KK but there might be a patch for 1.3 out, you might have to look around. Can these buildings be destroyed like the standard KSC ones, or is that not a possibility with KK? Otherwise, are you going to try to position these buildings in a way that fits with Lack's KSC+? It seems tough but if you can move some of his parts then it's doable perhaps
  5. This is insane, I absolutely love this! I can't wait for a release. Those vehicle statics might turn out as great parts, like the crane or the forklift. And you can place some of these statics around Kerbin to make a few more space centres.
  6. I'm having way too much fun with this. What exactly is that deployable surface on the back of the LES cockpit supposed to do? It looks like it doesn't deploy with the abort action group, nor moves for control, is it a flap instead of an elevon? And one thing I just thought about, is there a way to make the white tank variants have just a bit more mass, like real life? Even as an optional config it would be great, but I don't know how to edit firespitter configs (I can't find any good documentation on it).
  7. Haven't heard anything in awhile, I hope everything's going well and @Pak is having a good holiday season.
  8. I feel like there's a great missed opportunity to name Ike's neighbour moons Marth and/or Roy as a not-so-subtle reference. But I may have that little config fun myself...
  9. Mechjeb doesn't really understand the asymmetrical thrust and structure of the shuttle. I don't use Mechjeb to fly it, so I do it sort of manually (the shuttle needs action group input anyway). Basically, use the "show navball ascent guidance" but don't use autopilot. Then lock your SAS to the target node that Mechjeb created, and manually control the throttle, as well as keep the Shuttle dorsal facing towards earth on the gravity turn. (Mechjeb has roll angles you can set but they're weird and hard to calculate if your orbit isn't equatorial). I just generally accept that it's a more hands-on vehicle than a Soyuz or whatever.
  10. @CaptainPanda I'm not 100% sure, but it might be a couple things. You don't have FAR installed, right?S Second try out the craft file and see if it has the same issues. If you haven't set yours to do so, there's two things the default craft has: Set your SSMEs to only have pitch gimbal available at launch, you should free all gimbals with an action group around SRB sep. Also, lock all aerodynamic control surfaces on launch, your SAS may simply be overcompensating using them. If you've tried both of those already, I'm not sure. The best way I've found to fly the shuttle in general is to use Mechjeb's ascent guidance, and then set SAS to the target node. (Mechjeb autopilot can't handle the shuttle very easily on its own)
  11. As said, check out SPT. It comes with a Spacelab and other parts, no Spacehab unfortunately. But it includes a half-size Spacelab that you can repurpose, I suppose. That's what I do. And it does come with a Ku-Band antenna, which doesn't help you on recently, as it stows in the bay. However, you can clip an antenna inside the cockpit for always-available low-gain connection. Oh, and an FYI: Challenger exploded during launch. Columbia was the one that disintegrated during reentry. New parts look awesome, otherwise! The LES wings are gonna stay separate parts from the cockpit, right? In case SPT ever comes back, that will be helpful to resize a touch.
  12. @tygoo7 Weren't you working on revamps? How much did you do with those, and did you give those over too?
  13. It's a little unfair to insist someone read all the pages, but anyway I'll answer it: He's been working on the escape cabin, some WIP images are on the last couple pages to take a look at, as well as the wings. He's already made the LRBs, but ET engines are planned after the completion of the LES (I think). @Abpilot Also I'm patiently curious how Pak is doing on the mod recently, this thread has been pretty inactive.
  14. I get that, but if I rescale my system, then a bunch of other modpacks need to be changed as well. I might take this into my own hands and make a MM config, what's a good start? Should I reduce fuel count to 64%?
  15. they're not balanced for typical usage in the stock system: a Soyuz is way too powerful. The problem with a system rescale, though, is that now everything has to be balanced against that. Not to mention now the system is incompatible with extra planet mods
  16. I know that Beale recommends the system rescale, but has there ever been a MM config that makes Tantares parts not OP? Also, this might be a bug in the Tantares capsule IVA
  17. @MrMeeb It's not just an issue with SPT, BDB and Tantares (at least) have parts that no longer animate with Kerbalism installed, so I posted on that thread. Anyway the cfg I suspect is "Signal.cfg" in Kerbalism>System, particularly this part @PART[*]:HAS[@MODULE[ModuleDeployableAntenna]]:NEEDS[FeatureSignal]:FINAL { !MODULE[ModuleDeployableAntenna] {} }
  18. Not sure if this has been asked before, but I have an odd problem where some antennae do not animate correctly with Kerbalism installed. I'm guessing it has to do with an MM config, but parts in BDB, Tantares, and MrMeeb's Shuttle Payload Technologies do not have an option to animate.
  19. Very nice! What speed does that slow the Soyuz down to on touchdown?
  20. I wasn't sure either, but in any case from a gameplay standpoint it's better to keep them in the pod, it's very tedious to do manual recoveries in this game.
  21. Uh, I just fly it how it is with FAR installed and I haven't had too much issue. (Does glide a lot easier though than stock)
  22. Hey! I was just playing around with some of roverdude's old floatation parts, but this is much better. I on the other hand prefer this built-in to the pod because it reduces the number of part dependencies, and Soyuz landing jets are great to have built in. (It would be nice to have a retextured pod to show the retros, but not necessary). I do have a question about these parts IRL that I haven't found. Is it true that these inflatables popped out of the pod, or were they attached by rescue divers? The one thing I do know is that the balloon-like things on the top of Apollo were to right the capsule upright in rough seas, could those activate a few seconds before the main ring, to simulate this? Did you write your own plugin, or did you use/base it on Roverdude's? I'm curious how these work.
  23. IIRC, it's because of the way symmetry works in KSP. Because one OMS is not a symmetrical piece on its own, the one on the other side would be backwards (the RCS part that sticks out would both face left, for instance). Similar to how the tiled wings don't mirror properly without using firespitter. Additionally, your FAR shuttle's wings are far too big. I think you're overdesigning. IRL the shuttle had a low glide ratio of a "flying brick."
  24. I've seen you around and you seem to be rather new. Anyway, before asking you should always test the mods (as it takes about as much time to do that as it does to make a post). 1.3 hardly changed much from 1.2 besides localisation and bugfixes, so most mods around this update should carry over, and in general, mods that just add parts aren't super version-dependant. Mods with .dll plugins, however, do need to be recompiled between versions, so if those don't work, sometimes people on the forums will post a fix if the author isn't around. But mods are weird, sometimes it'll work great for one person and crash someone else. Always make sure that dependency plugins are up-to-date as well.
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