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Everything posted by jfull
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Its still possible that using a cable would not be out of the question. In theory, a very thin fiber optic cable could have the necessary length with much less weight than you might expect. Obviously though, this means that it would be susceptible to breaking. Maybe there could be at least 2 cables for redundancy
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Latest update: Chapter 13 This is a mission report series to document my new Career playthrough. Its embellished with some story and sillyness, and follows Kerbco Launch Systems (KLS). KLS is a young space program that must bootstrap itself quickly and rise to the challenge of exploring the solar system. My goals for this career are: to use much fewer parts mods than usual to make craft that look attractive and realistic whenever possible and to make the space program's missions progress realistically (ie. Not sending Kerbals to Duna without first sending a rover, or by doing missions that don't necessarily provide science, like space stations.) Significant Mods used: Visual Enhancements, Texture Replacer (for unique Kerbal heads), RasterPropMonitor, Procedural Fairings, HomeGrownRocketry Radish Pod, KSPX, FTmN Atomic Rockets, Porkjet's Habs and SpaceplanePlus, Precisenode, and a few miscellaneous others. Astronaut Bios Info on Kerbco's most prominent astronauts: Profession: Mission Commander Jebediah Kerman... is there anything to say about him that isn't already legend? One of Kerbco's founding members, he was the one to give the program its big push in the early days. These days he has left control of Kerbco's business interests in the hands of the enigmatic Board of Directors so he can focus entirely on commanding space missions himself. He flew Kerbco's first manned rocket and was first to flyby the Mun in Surveyor-1. He became the second Kerbal to land on the Mun on Pioneer-4. His impressive list of commands include the Space Hab station, the Atlas program Munar Outpost, and the great Duna Expedition aboard the Lady in Red. He also recieved the Hero of Kerbin medal for leading the Atlas-6 mission to divert Tom the asteroid from its collision course with Kerbin. Profession: Scientist and Mission Specialist Bob Kerman is a stark contrast to Jebediah's bold, nearly fearless demeanor. He is much more reserved and cautious, with a scientific outlook on all things. As a child, he would spend hours looking at the planets with his telescope. Despite his fear of rockets, there is nothing he'd rather be doing than studying the final frontier. Bob has a surprisingly large list of accomplisments in his career; he was the first Kerbal in orbit, one of the first Kerbals near Minmus, and the first Kerbal to land on the Mun. He had a tour on the Space Hab station and the Munar outpost, and even served as mission commander of the Eve Free-Return Laboratory. Profession: Flight Engineer and Pilot Though he is not as bold or scientific as some of his colleagues, this country boy has always proved his worth through his exceptional competency with machines. Before helping to found Kerbco, he had a background as a pilot and mechanic for small aircraft at the island runway, and his experience has served him even when operating high-tech spacecraft. He and Seerie were responsible for designing Kerbco's first spaceplane. Along with Jeb and Seerie, he was part of the lander crew that first touched down on the surface of Duna. Profession: formerly Pilot, recently promoted to Mission Commander One of Kerbco's early astronaut recruits, Seerie proved herself to be a driven and competent candidate. She became the first female Kerbal in space aboard Surveyor-1, and has flown many missions since then; including a tour on the Munar outpost and the lander crew of the Duna Expedition. She also recieved the Hero of Kerbin medal for piloting the Atlas-6 mission to divert Tom the asteroid from its collision course with Kerbin. In light of her achievements and skills, she has been promoted to Mission Commander for a future Kerbco Mission Pioneer-2: Pilot First Mustache in space Pioneer-3: Capsule pilot Atlas-5: Capsule pilot East Crater Rim Mun Base: Base Commander Pioneer-4: Capsule pilot Pioneer-5: Pilot Atlas-5/Munar Outpost: Outpost rover operator Duna Expedition: Ike lander Pilot First Kerbal on Minmus First Kerbal on Ike Pioneer-5: Copilot Atlas-3/Space Hab: Pilot/Station commander Atlas-1: Copilot Atlas-4: Capsule pilot Atlas-1: Technician Atlas-3/Space Hab: Technician Atlas-6: Flight engineer Recipient of Hero of Kerbin Medal Atlas-3/Space Hab: Copilot Eve Free-Return Laboratory: Pilot Eve Free-Return Laboratory: Technician (All mission reports will be in the form of Imgur albums) Chapter 1: Beginning Featuring the founding of Kerbco under orders from President Kerman himself, and the launch of the Z-series rockets. Chapter 2: Beyond Kerbin Featuring the Surveyor-1 and 2 missions, manned close range observations of the Mun and Minmus. More coming soon!
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
jfull replied to bsquiklehausen's topic in KSP1 Mod Releases
This pod inspired me to make what might be the best looking (and most realistic) rocket I've made in a while. I used procedural fairings both in the rocket and to make a smooth service module. However, I ran into some odd behavior when testing the launch escape system on the pad. The launch escape works fine while the rocket is in mid-flight, but not before launch. When I active the action group to decouple the pod and fire the escape rockets, the capsule separates and flies off, but the camera focuses on a point between the rocket and the capsule, as if they were still connected. Also, several parts that were connected to the decoupler now stay with the Capsule After a little bit, the entire rocket explodes for some reason and the capsule is suddenly accelerated at high speed toward the launch pad, as if pulled back by a bungee cord. Only very quick deployment of parachutes can interrupt this effect. To get to the bottom of this, I tested decoupling the pod. For some reason, this did not separate the capsule, and I could still interact with ever part of the rocket. Activating the decoupler a second time did separate it but for some reason the parts mounted on the decoupler still remained connected to the capsule somehow. I'm beginning to suspect that Procedural Fairings might actually be messing with the decoupler and staging somehow... but just in case the problem does have something to do with this mod, I thought I'd let you know.- 786 replies
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I think the best we can hope for in the immediate future is a probe that flies through the ice-plumes, or one that samples the surface ice near the cracks to check for organic traces.
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[1.2.1] Taurus HCV - 3.75 m CSM System [v1.5.3 - July 1, 2014]
jfull replied to bsquiklehausen's topic in KSP1 Mod Releases
This is awesome and I can't wait for the IVA. Not to tell you what to do, but it would be awesome if the IVA had RPM support.- 786 replies
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Whats this even supposed to be?
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The Voyages of the Intrepid- Part 5: Landing on Bop and [Classified]
jfull replied to jfull's topic in KSP1 Mission Reports
I actually have concluded the Intrepid mission, in preparation for a new career save with different mods. I could write up the final chapter if anyone still wants to read it. Its got some shenanigans on Pol, as well as the Intrepid's return to Kerbin, concluding with a nice group photo of the crew. If nobody's interested, I'll just proceed with mission reports for my new career save. -
I think you should be able to pull the cloud textures from any Universe Replacer pack and use them with this mod. But you should probably consider using Visual Enhancements, its very very good
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I've noticed that, but other than that, everything seems just fine in 0.23.5
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Wonderful, its my favorite docking assistant
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I can confirm that TextureReplacer is working just fine.
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Which of those docking mods is this one?
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There isn't nothing to do for me. I'm testing out the mods I'm going to use when I start my new save (when 0.23.5 comes out)
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I'm sorry if I'm just being a bit thick, but I can't seem to understand the instructions on how to set custom Kerbals and randomized Kerbals. Edit: Nevermind, I figured it out. Bill, Jeb, and Bob using set heads some randoms This is working great actually
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
jfull replied to blizzy78's topic in KSP1 Mod Releases
Thank you for the work you've done on this mod. It has given me the capability to be precise in KSP without resorting to using Mechjeb. -
KOrion Capsule -- First Mesh Developed for Mod Work
jfull replied to Avindair's topic in KSP1 Mod Development
They probably will when we have a reason to sent large amounts of Kerbals on missions. Personally, I just use shuttles or SSTOs for any crew transfer larger than 3 crew. -
[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
jfull replied to blizzy78's topic in KSP1 Mod Releases
Do you think that this mod will need an update when .23.5 comes out? Its going to make some subtle but significant changes to maneuver nodes. -
So we can assume that there was a pretty substantial miscommunication between Squad and HOC about the release? How did that end up happening?
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I'm definitely going to start a new Campaign save when this comes out. I'm going to transition to using fewer mods than I have in the past. This means I need to wrap up my Jool mission on my current save...
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I find it hilarious that some people thought that this was going to be a rushed or low-quality update! The parts look great and asteroids are going to be tons of fun.
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Asteroid detection far from Kerbin
jfull posted a topic in KSP1 Suggestions & Development Discussion
So, it seems that in the coming update, we will only be able to detect and track Asteroids with orbits that take them close to Kerbin. I assume this means that the game simply won't generate asteroids anywhere else in the solar system. What I am suggesting is that, eventually, asteroid generation be added to the rest of the solar system. However, the only way to detect these distant objects would be to have a spacecraft or probe in the area equipped with some kind of telescope or radar part. To take this a step further, this system could also be used to detect minor moons around other planets. For example, all of Jool's current moons would be known at the start of the game because they can be seen from observatories on Kerbin. However, sending a probe with the detector part into orbit of Jool would allow you to discover several asteroid-sized moonlets. This would be just like how the Voyager probes and subsequent missions revealed many new moons around the gas giants that had never been seen from Earth. Of course, Squad already has plans for the next few updates, but this would be a very interesting feature to add eventually. Edit: This part could be the mobile asteroid/moonlet detector: I believe this was actually a part made by Squad while they were considering adding a resource system to the game. It would have been a long range detector for resources on a planet's surface. I suggest that it could now be repurposed as a radar for asteroid detection and tracking. -
Well, for one thing, docking ports look better on stuff like space stations and large spacecraft. Also, the claw won't be unlocked until late in the tech tree.
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Aren't they supposed to be releasing a new animated short with this update? Or is that for .24?
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Your ideal Interstellar vehicle/system (no FTL)
jfull replied to jfull's topic in Science & Spaceflight
Also, for the record, I considered Alcubierre/Warp Drive as an FTL technology when I started this thread. In fact, it was the main thing I was trying to rule out by adding the "no FTL" condition. Some people might have problems with this, but I think of it this way: If an Alcubierre Drive is feasible, thats great and it will almost certainly be the method we use to travel to other stars. However, I have some doubts about whether it will ever be possible (The need for negative mass concerns me the most), so we may need to get very creative in our interstellar endeavors. This thread exists to discuss interstellar systems that use slower-than-light technologies. -
Your ideal Interstellar vehicle/system (no FTL)
jfull replied to jfull's topic in Science & Spaceflight
Current methods of organ printing require quite a bit of human cells to start with, which are then placed into a lattice. In theory you could still print a person, but a printed organ may not be as efficient or as strong as a grown one. Plus, just arranging the proper cells in the right places is not enough. A fetus's brain forms connections as it grows and this results in a properly functioning brain. I guess I'm just questioning the reason for the printing when the normal development of a fetus produces a perfect set of organs 99% of the time (thats actually pretty amazing if you think about it.)