LawnDartLeo
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[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
Try a texture compressor.... http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs! i run out of mods that I want to install before I come anywhere close to running into the memory wall. Yes, there is a texture quality drop. For me the overhead gained and numerous additional heavy mods it allows me to run... I'll cope. P.S, I run mid 2's on memory usage with all the usual suspect heavy mods AND the cloud mod. Without the compressor I was barely able to run clouds alone with our hitting the wall. -
That gets into the whole vanilla vs. modded argument which is outside of the scope of this discussion. Ok, fine, FOR ME it would be short lived. The mods are what make the game for me. I would hardly call KSP horrible Vodka or a rusted out jalopy. It is, however, a decent foundation upon which the community can build and expand upon to. Go to any custom car show and you will see automotive artwork that started out as rusted out wreck discovered in a field. The person who found that wreck didn't see a wreck but rather a starting point for something much greater. KSP is not without its flaws, nor is the community short on excellent artists, modelers and coders who make it a better game. Were the base game absolute rubbish, I do not think that we would be having this discussion because KSP would have failed a long time ago.
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Mods are the point of KSP. Without mods KSP is a novel but short lived distraction. Let Squad work on core game items that allow for such an open environment and let the community implement the rest. That may sound like advocating Squad capitalize on the efforts of others but the fact is that the efforts that people put into their mods are driven by personal interest and the satisfaction they get out of making mods. No disrespect to Squad but there are mod developers out there that make content that exceeds the quality of the base game significantly. I am very appreciative of those people and thankful that Squad allows them the freedom to do what they do.
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[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
Pulling stuff out, no problem. Reeling stuff in... Kablooey. Oh well, it was a thought. -
[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
I have had an epiphany, but not the time to test it as of yet. Check the CoM of the satellite. Build satellite complete in VAB and confirm it's CoM. Deploy however. Rendezvous with armed KSO shuttle (not missiles, you war mongers). Try to pluck satellite from orbit making the attachment point as close to CoM as possible. Will test this tonight. -
[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
I take stuff out of the cargo bay and deploy it without problems, even at full arm extension. Plucking things out of orbit and placing them in the cargo bay... mmmm... not so hot. -
[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
Made one already going that route. While a fun exercise in creating and configuring a 6 axis articulating arm, it ends up being a bit of a monstrosity within the confines of the cargo bay. I was pretty proud of myself when it was done... then I moved on. No dis on Dromoman, that mod is EXCELLENT. After looking at all of Romfarer's stuff I realized it was a cake walk because the necessary files are included in the standalone Docking Cam package which I had not reinstalled since last KSP update. Put the two mods, minor tweaks and viola', done. Get the Docking Cam package (http://kerbalspaceprogram.com/lazor-docking-cam/) as it contains the necessary .DLL file. Get the Arm package (http://kerbalspaceprogram.com/robotic-arms-pack/) I removed the part folder for the Canada Arm to save space. In the part.cfg for the arm, edit as follows (added text is RED).... // --- asset parameters ---mesh = model.mu [B][COLOR=#ff0000]rescaleFactor = .47[/COLOR][/B] scale = 1.25 specPower = 0.1 End result is excellent docking cam and excellent arm. I will seek Romfarer's permission to repackage and post to Space Port. If it's no, well, you have the instructions above. Two caveats... 1) I am not sure how to deal with the end effector attachment point, there is an air gap that looks like it is proportional to the amount the arm was scaled. Hopefully some body will have input on this. 2) The oscillation that plagues arms and shuttles is alive and well. I've blown up a few shuttles. -
[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
About the arm, since it is such a popular topic of conversation.... Can somebody in the know post clear and concise instruction on 1) what files are necessary for download and 2) what changes need to be made to what config files. It appears that the arm requires the use of the Lazor System package and its has lots of neat parts and functionality that I am sure are useful to many but not all. Some of us just want the arm. I recall that the arm used to be stand alone but it appears that it is no longer the case. -
[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
Scale the Buran arm or make your own using Dromomans parts and Infernal Robotics. -
[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
Anyone have any success integrating kOS into the KSO Shuttle, specifically fully automated launch and orbital insertion? Please PM if yes, I have some questions. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
LawnDartLeo replied to erendrake's topic in KSP1 Mod Releases
...as a followup. set x to heading (X,Y) Documentation shows X is degrees from north and Y is pitch above horizon. My ship behaviour is reverse, X is pitch and Y is heading. Is it me/my install/ship config? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
LawnDartLeo replied to erendrake's topic in KSP1 Mod Releases
Regarding R(X,Y,Z).... Documentation suggest that X is pitch, Y is yaw and Z is roll) I am noticing that currently if, for example, I use the following... lock steering to prograde + R(90,0,0) My ship spins and points its nose south. something I am missing in my construction, change to code or bug? -
That portion of flight control is not what I am addressing.... Shuttle craft in particular tend to roll around a lot during the coast phase. It would be nice to be able to lock the roll to a desired orientation. Right now, I just roll it manually but it'd be nice to have that force setting to keep things orderly. I make use of it in Smart A.S.S. and wish it were in other windows as well.
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[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
That went right over my head... Is there something about the fire and forget nature of SRB's or some game engine limitation? I looked at the cfg of the LRB's and tweaked them to be exactly the 9/11 ratio (2430 fuel/2970 oxidizer). No valve required to run the tanks dry, now. What I don't get about that "fix" is that I had to rebuild the shuttle to get the new F/O values to take. I guess some default values are saved in the ship files. -
[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
I'm curious... Why liquid boosters and not solid propellant? Its getting the tanks bone dry that it causing MJ2 issues. -
[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
Sorry... fuel valve -
Since you have the mesh and textures all created (as well as font used) ... might I convince you to make a KOS-9000? (http://forum.kerbalspaceprogram.com/threads/68089-0-23-kOS-Scriptable-Autopilot-System-v0-10) I going to fiddle with the existing files but Murphy's Law (which is shockingly more applicable to all things Kerbal) will probably derail me.
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[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
Mechjeb..... VAB 1) install Dtobi's engine mod (http://forum.kerbalspaceprogram.com/threads/55985-0-23-07-Feb-Space-Shuttle-Engines-V1-1-NEW-Sparkers-and-improved-gimbal-logic) 2) install fuel vents on LRB's 3) set both fuel vents to an unused action group, set vents to open (not toggle, this is a one way ticket to empty tanks) 4) set shuttle main engines to an unused action group, set engines to shutdown (not toggle, we don't want them any more after we are coasting to orbital altitude) 5) add Mechjeb module In game 1) select and enable Mechjeb ascent guidance 2) 100 km orbit seems about ideal, limit to terminal velocity, auto stage on, auto warp off 3) enable autopilot 4) ingnition and clamp release 5) when LRB's are a few pixels from empty activate their action group. When they drain completely, Mechjeb auto staging will handle them correctly). 6) when into coasting phase, activate main engine action group to shut them down completely. It's all academic after that for orbital insertion. Working on a launch profile for KoS, challenging automation that requires some thought rather than the automaticity of Mechjeb. Personally I like anything that automates my flights because lets face it... in reality this is all computer controlled anyways. -
DROMOMAN - modular arm parts for Infernal Robotics
LawnDartLeo replied to nothke's topic in KSP1 Mod Releases
What mod includes a functioning end effector/grip... or does the end link automagically function as the same? EDIT: Never mind.... KAS winch. -
[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
XX, can you provide a ship file and links to necessary downloads? I tried and failed miserably. I downloaded and installed what is prescribed in this thread...http://forum.kerbalspaceprogram.com/threads/37680-DROMOMAN-modular-arm-parts-for-Damned-Infernal-Robotics without success. Missing hubs and such for the arm, no GUI. Weird because I have used Infernal in the past without problems. Edit... You gotta install the tool bar folder, too. Not optional. -
[0.90] Kerbin Shuttle Orbiter System v4.13
LawnDartLeo replied to helldiver's topic in KSP1 Mod Releases
First off.... FANTASTIC! 1) I'm going to be another malcontent and express my mild disappointment that it is not quite big enough to haul up station sized parts..... HOWEVER..... this gives somebody the opportunity to develop a string of smaller station parts that are sized appropriately. This isn't a big deal, it's more along the lines of "awww shucks." 2) The LRB's... why, oh why don't they auto sequence? I know, I know.... no expressed MechJeb compatibility but aside from not jettisoning the LRB's, MechJeb works just fine with the craft. External tank jets when it is spent. I managed a launch, station rendezvous, docking, de orbiting and.... well, lets not talk about my landing.... but that all worked well enough. Again, great mod. I have had a lot of fun with this one (at the expense of many brave Kerbals). -
http://kerbalspaceport.com/ is a mess...
LawnDartLeo replied to LawnDartLeo's topic in Kerbal Network
Hello Chris and thank you for the house cleaning. It's not that it is a matter of "dealing with it", it is a matter of how the page reflects upon Kerbal Space Program and Squad. I completely understand the need to dedicate scarce resources to activities that pay back better dividends but it is also a matter of keeping up a professional looking front for those potential customers who may be considering KSP and visiting the spaceport to see what they can all add to it. I love KSP and want it to succeed and flourish. Looking the part will help in that matter. A periodic clean up by an individual such as yourself does a lot to make the best of the non ideal situation that you have described.