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plausse

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Everything posted by plausse

  1. I notitced that the SXT by Lack is included in the "Stock" engines pack. But the fueltanks don't have any configs.. So I rolled some in a MM file. Should be alright, if someone is keen.. @PART[SXTSaturnV1] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 307200 type = Default } } @PART[SXTSaturnV2] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 164345 type = Default } } @PART[SXTSaturnV3] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 48980 type = Cryogenic } } @PART[SXTKDBTsar1] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 76679 type = Default } } @PART[SXTKDBTsar2] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 112690 type = Default } } @PART[SXTKDBTsar3] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 147510 type = Default } } @PART[SXT16FuelTank] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 8000 type = Cryogenic } } @PART[SXT32FuelTank] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 16000 type = Cryogenic } } @PART[SXT64FuelTank] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 32000 type = Cryogenic } } @PART[SXTBalloon] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 15200 type = CryogenicBalloon } } @PART[SXTBalloonGold] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 15200 type = CryogenicBalloon } } @PART[SXTBalloonGoldB] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 12310 type = CryogenicBalloon } } @PART[SXT375mCAdaptor] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 500 type = ServiceModule } } @PART[SXT375mA] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 108000 type = Default } } @PART[SXT375mB] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 54000 type = Default } } @PART[SXT375mC] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} MODULE { name = ModuleFuelTanks volume = 27000 type = Default } } Also did one for the Kommit tanks; did one small tank as SM, one small tank as default, the others as balloon... @PART[oct_2p5m_halffuel] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 3500 type = Default } } @PART[oct_2p5m_halfmonoprop] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 4000 type = ServiceModule } } @PART[oct_2p5m_1fuel] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 10000 type = Balloon } } @PART[oct_2p5m_3fuel] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} //!RESOURCE[XenonGas] {} MODULE { name = ModuleFuelTanks volume = 30000 type = Balloon } } Hope it make sense at all..
  2. One of my crew carriers launches on top of a rocket, but its got control surfaces, tiny wings, and a lot of body lift. That gives me pretty decent cross range capability during reentry (easy to hit the water a few meters of the island beach). I then land it with parachutes and airbags. Best of two worlds...
  3. Sublime! The cloud effects chewed through my computer, looked beautiful, but just murdered my framerate. Also the texture-replacer stuff for some reason didn't load. Or most of it did, but not the Squad folder. That said though, I reverted to normal EVE, and just overwrote SQUADs textures with yours (had to change the .mu files to accept png rather than mbm), and it all worked.. Not sure what went wrong in the first place. BUT, all in all. Fantastic work. Absolutely incredible. Even without the cloud config it is great, I love the attention to detail, like the little blue flame of the orbital engines.
  4. Assuming station is in prograde equatorial orbit: One way of doing it would be to launch "ahead" of your target. 1) launch 1/6 orbit or so before the target passes overhead KSP (the closer to the target, the less d/v you need.. but no biggie) 2)Raise your apoapsis to that of the target orbit 3)Coast to apoapsis 4)Burn at apoapsis until your closest encounter is as good as it will get (if inclination is matched it will be <1km). This will give you an elliptical orbit with an apoapsis higher than that of your target. 5)Match inclination by burning in normal/antinormal direction at the first ascending/descending node 6)Coast to Apoapsis. Here you can use RCS to do any fine adjusting either prograde or retrograde. It will take slightly more d/v, but you have more control. Any close encounter <5km can easily turn into rendezvous, but elegance demands <200m. 7)Coast to closest encounter. Change velocity view from "orbit" to "target". Burn at retrograde marker until 0. Then point at target, burn again until relative velocity is 10m/s or so. Then coast until new closest encounter, point retrograde and burn till relative velocity is 0. Rinse and repeat. <EDIT> the benefit of said method over a direct rendezvous in the first orbit is the much lower need for accuracy. for a direct approach you need to launch at a fixed time, and use a fixed ascent profile. You can somewhat modify the launch window depending on the ascent profile.. But if your struggling you will more likely than not miss. That gives you a scenario where you will take several orbits anyway.. And likely use more d/v as well. The two orbit method not the most elegant.. but it is probably the most idiot proof. Hope that at all made sense/was a tiny bit helpful.
  5. To me spaceplanes are to capsules what Gemini was to Apollo. More sporty.. If you realise half way through reentry that in fact you fancy landing on the island instead on the main runway.. If you fancy the beach rather than debrief.. If you want to buzz the tower instead of fill in forms.. See your misstress rather than.. Inappropriate. The point is, they are more complicated and offer more "piloting fun"... Can I see any other advantage? Doesn't matter.. 2min 30sec..
  6. My understanding of programming is limited. So am my walking skills, but my stumbling on the other hand... Is impeccable. So I happen to stumble across this: http://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-required
  7. Despite not being even a concept artist myself (although I did a try at texturing a few days ago, with highly limited success), I think this is one of the most inspired things I've seen so far today. Not only sounds fluffy and nice, I think it truly could produce some great things. As a social experiment this forum is really interesting, in how its moderated (effectively) and how there are truly experts in many fields helping each other and (mostly) gratefully accepting help from others. I don't have time to write this up.. But if there is a sociologist/behavioural psychologist around that is linked to a university, this (as it hasn't really started yet) could very well be a worthwile observational study of strangers working together successfully without physical proximity and without monetary reward. Sorry if that was off the board and off topic, but I thought it was relevant.
  8. I think cheating is allowed because the honour you lose is not 100 points, nor is it 1000. It is impossible to measure. Like human lives. You don't murder and you don't cheat. Both will send you to hell (at a route passing through Reading and Clapham Junction). If I misunderstood the spirit of the challenge I do apologise.
  9. I'm playing with loads of mods, and it happened to me as well today with a docking port from KW. Good news is.. when I unloaded and loaded it again.. It was back to normal.
  10. To put things simply, the inside of your eye is filled with clear jelly called the vitreous humour. Floaters is anything non transparent either in or behind that jelly. Most common in young people is floaters that look like a cell or a worm (like a picture of an amoeba in a biology text book). They are not in the humour itself, but between it and the retina in a little sack called a bursa. That is a variation of normality and usually dissappears as people get older.. Other more diffuse floaters (sometimes black) are in the humour. They can be strands of jelly that have solidified (pretty harmless), or if a floater is big and black sweeping in from the side, that could be the retina itself that is detatching (not harmless at all).. As always the best thing is to read up on it, and not trust some crazy person on a forum. The wikipedia article is pretty factual but yet readable: http://en.wikipedia.org/wiki/Floater A slightly more medicalised explanation for anyone who is keen can be found here: https://www.gpnotebook.co.uk/simplepage.cfm?ID=141230135 *disclaimer* If you feel worried or your vision suddenly changes you should of course see a doctor.. *disclaimer* EDIT: sorry for wall of text
  11. Blackheart... You did some pretty nice KW style procedural fairings.. And now when FAR shielding is out for DR, I thought the obvious thing to do was a heat tiled procedural fairing. I just borrowed a texture from a roof tile company, downloaded the normal map plugin for PS, and had a little go at it. Unfortunately it didn't look good enough to share. When I squinted and ignored the seams, and the way the normal map just became super low res as it stretched over the dome.. It still looked awesome. As I don't like squinting when I play, I thought if this maybe would be suitable as a request for you to do, if you ever had time spare? Cheers
  12. I tried to do this for my own KSP.. With somewhat limited success. This thread might be the single most exciting thing I seen this month.. That means more exciting than the ARM patch.
  13. I really enjoy that. It highlighted to me how revolutionary the game was in 2011.. (even though I only tried the 0.13 demo).. and how different it is now. And how the community back then (like now) was constructive rather than trying to shoot people done .. Brilliant.
  14. If I say I have a candidate for this challenge that scores the following.. +1 for each Kerbal carried above the minimum of 2. (1), +1 for all Kerbals being inside instead of outside in lawn chairs., +1 for each ton of non-Kerbal cargo (1), +1 for every 1000m above 5000m (1), +1 for using FAR, +1 for being able to circumnavigate Duna without refueling (if its ok to land now and then and soak up some sun.. otherwise 0).. -> giving 6 or 7. Now the main thing is.. It looks like a junkers ju 52 (but with two engines only unfortunately), its got variable geometry (very variable) wings to accomodate both reentry and low speed Duna cruising, it launches like the space shuttle.. And stall speed with flaps for landing (on Duna) is about 50 m/s. Now Im proud of this one.. but I havent yet an Imgur account.
  15. Ohh.. thought that mod was majorly and outdated and broken and old and... downloading it now. Cheers
  16. Very impressive all.. I will try.. after I find out which mod the amazing wheels are from in the OP... They look like B9.. but.. not?
  17. To use dev build 4 - do I need to compile the code, or is there a way of getting it already compiled? (I am computer illiterate)
  18. A silly little question.. maybe in the wrong place. I am aware the KSO, Buran and other dedicated shuttle mods so far are notoriously non-FAR compatible. That said; does anyone have a botched config for the latest version of KSO lying around? I don't mean a perfect config.. just something that, well, lets me suspend my disbelief a little..
  19. Sorry if Im being less than clever here.. but: is there currently a way to use the lovely textures by proot, or is that what you are trying to sort out? cheers, and please ignore my ignorance.
  20. As you know, they once envisaged a grand resource system in KSP, and something like this (if im not getting things awkwardly wrong here). They then came to the conclusion that it was complicated - and required a lot of micromanagement, and whilst theoretically sound, it detracted the focus of KSP from building and launching rockets, to becoming a hypercomplex RTS game. I realise that im probably just not clever enough and that there sure is an audience for that. But still - whilst on paper super-exciting, it worries me that actually playing with the system you describe in the OP might not be that fun. I only said that because I genuinely think the idea is awesome, and if it is somewhat simplified it would fill a niche I would love. Also the mish mash of retextured (licenced) models, and original assets both looks good and creates a unified feel with parts the user might already have. So.. Hope Im not being offensive, because the work you put in looks great.
  21. Just tried it.. Pretty sweet. Only problem so far for me (apart from the leaving ship thing which is on your list) was attitude control. Sounds obvious, but normally you have attitude control when out of timewarp.. and during timewarp its kinda predictable. Say I aim for the normal of my orbit.. Even the slightest rotational speed would make that.. Difficult, as I have no control on rails. Im not suggesting this is a flaw of the plugin, at all. Rather seems like a logical effect. Just curious if you have thought about workarounds? edit. hope I mentioned how impressive the plugin is
  22. I did through quite some pages, I apologise if this is mentioned: I want to use real fuels with 'stocklike' engine pack by chestburster, but not RSS. Will things work 'off the shelf' or should I consider KIDS or such to avoid things going all wonky? Thanks
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