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Everything posted by Gargamel
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this is MY brain on "MechJeb" HELP!?
Gargamel replied to SoundSmith's topic in KSP1 Mods Discussions
First off, make sure your ship is actually built right. It almost sounds like your ascent vehicle has no electrical left when it hits the node. -
My new idea for heavy lifter SSTO spaceplanes.
Gargamel replied to Brainlord Mesomorph's topic in KSP1 Discussion
Sooo.... basically: >--> ? It might work... kerbal style. I have two concerns. 1) Each Lifting Body (LB) would have it's CoL properly behind the CoM for each LB. That should place the CoL slightly behind the linear middle of the overall structure. That's perfect, IF your payload's Mass is evenly distributed. If it's CoM is behind where it's supposed to be, then You'll have to either adjust your overall CoM or add wings to bring the CoL back some. Not an idea killer, but a hiccup you'll have to check for each time. 2) Fuel consumption. If the loss of fuel shifts your CoM around, and I'm thinking that 3 unique parts could end up with funky Fuel flows, you may run into problems. Again, not an idea killer, but I know I'd be using my TacFuel balancer pretty heavily, even just to lock out any fuel in the payload from being used. I'm intrigued enough to try it myself. I kinda suck at spaceplanes, I never have enough dv left to do anything fancy in orbit, but I'll try anyways. -
Something I learned by accident, if you shift-click ANY part, it acts like the root part for the sake of moving the ship. Big rockets sometimes are hard to position at an appropriate elevation off the ground by dragging the capsule around, but if you shift-CLick the main engine or fin or anything down there, You will be able to move the entire ship.
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Rocket chart with the center of gravity
Gargamel replied to Kussris's topic in KSP1 Gameplay Questions and Tutorials
At the very least, is there a mod that indicates COM, COD, And COL while in game? -
Soooo.... I'm going a bit mod crazy of late.....
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It comes in green!?!?
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[WIP] Nuclear Warfare [No Longer Supported]
Gargamel replied to HiAmerica's topic in KSP1 Mod Releases
Two Things... One, From what I'm reading.... this will destroy about half the planet with one explosion? That does seem a bit OP. Yes, we have have nukes of that size, but shouldn't it be scaled down to match the game? Like a 10km radius bomb would be sufficient, and would scale appropriately for gameplay. IRL, one nuke takes out one city, not all of them. Or maybe I'm misreading this. Two, As to ICBM's, I have a functioning one in BDA, but it deploys 4 Jdams not nukes, but switching over would be easy. As I'm still learning the new targeting systems, It currently uses legacy targeting. It's a 2 stage missile/rocket, with enough DV to orbit. Initial launch takes it to 200k-ish on an inclination that takes it towards the target, and then what remains of the second stage, it fine tunes the reentry to reenter at a steep angle on a target. The payload is shrouded, and that is jettisoned at 50k above the target, with the idea that the second stage engine/tank plus the fairing shrapnel will add radar returns and hopefully confuse radar tracking. The payload has a small probe core, 2 drogue chutes for stability, a service bay for batteries and C&C parts, And 4 Jdams on a long truss. Whole thing is capped with a heat shield, which is jettisoned when you pop the chutes. I can get the weapon on any target on the planet in 15 minutes or so from launch. I use MechJeb to help with the reentry adjustments, as it takes in account planet rotation. -
So I decided to make an engine cluster with SpaceY parts.
Gargamel replied to Whackjob's topic in KSP1 Discussion
Thats what I am afraid of..... Good thing he got a promotion, he's gonna fry another machine doing this..... -
So I decided to make an engine cluster with SpaceY parts.
Gargamel replied to Whackjob's topic in KSP1 Discussion
Why.... why.... why am I thinking "This seems too small for whack?" -
Nice. Didn't know he had a blogish part to the page Of course, the obligatory Manley video. And I love how Kerbal has evolved into an adjective, like MacGyver is now a verb.
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Efficient Interplanetary Transfers
Gargamel replied to More Boosters's topic in KSP1 Gameplay Questions and Tutorials
I know You're asking for manual control, but mechjeb now has a wonderful porkchop transfer calculator. It will show you the shortest or most effecient transfer windows. If you want, just use it to show you to what is upcoming. As for gravity assists, that too I would like to learn more on. -
I have airbrakes on my space planes now for a reason. Come in just over, and drop behind the KSC mountains, right in line for a landing. Of course, there was one time (Wish I had photos, too busy to hit F1) a poorly built space plane never came back up from the drop behind part. Luckily I had a "glideslope" of such a steep descent, that I was on a perfect course to land on the mountain side. So I did, rolling down hill at 70 degrees pitched down. The slop gently leveled out in the plains. I've tried to do it again. I can't get anymore volunteers......
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^ and that is the Kerbal Way. Been in your shoes. It sucks. Was bringing up the umpteenth segment of my Station when I realized I had all the remaining ports facing the wrong way. Another option is to build it the correct way, in the same state you have it now, and hyper edit the new ship into the orbit of your choice. This is the type of thing that somebody should have caught before launch, so I don't consider it "cheating" to "cut and paste" in a new ship.
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Got my plane to work. Turned out with a full fuel load, it was too heavy for VTO, but worked great in a STO mode. So it wasn't a lack of gimbal as the issue, but an overwieght plane that made it pivot on the front wheel, and then crash. VL worked great after burning off some fuel. Made a functional bomber out of it too! Latest version carries 8 - 100 unit LF bombs, plus 2 100 unit LF drop tanks. After doing a STO, and then using Hyper edit to simulate an air to air refueling, plenty of fuel to fly over to the peninsula due East of KSP at high Mach, drop the bombs in the "combat zone" and fly back, landing vertically in front of the SPH. It does tend to tip over a bit at the last moment, but I got that under control too. If anybody wants, I'll post up the craft file, I THINK the only mod's required would be MRS. I do use MJ, but that would be optional, and the main engines are the high temp variations of the stock, but other things explode first, so I'll swap them out for the stock. So, thanks for a very cool mod!
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Gargamel replied to Nertea's topic in KSP1 Mod Releases
Downloaded this the other day. Very nice work! -
The way I'm reading that is that you're implying there is a doppler like effect on gravity?
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You can run multiple installs of KSP like this too. If you want to try different recipes of Mod Soup, you can have different copies of KSP modded in different ways. Just clone over a new version of the original KSP folder and adjust your mods. I run older versions of KSP like this too. I have a 0.19 and a 0.23 version running, along with my 1.0.2 version.
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Class E asteroid with 87%Ore(2500t) Stable LKO (Update)
Gargamel replied to JZ6's topic in KSP1 Discussion
Very Cool. But usually threads are updated within the original thread..... hence the term "update". Just the moderator in me speaking his mind. -
Few Comments/Questions: 1) Love it. Thank you. 2) Does it optimize the gimbals on engines? I have made a F35 knockoff that has highly gimballed engines (MRS mod I believe, the gimbals on the engines are nuts, I can flip a plane over and fly backwards with them. Think thrust vectoring on the F22), one in a forward mk2 cargo bay, and another in an aft bay. When using "kill Horizontal speed", it ends up going into an oscillating up/down pitch, eventually falling from the sky. It doesn't seem to make use of the gimbals, if it did, it would greatly reduce the amount of pitching required. 3) Another vote for RCS control. Along with #2, RCS plus gimbal usage would probably reduce the amount change required in thrusts, making for smoother flights.
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If you don't have the toolbar plugin added, then there are no controls for the airships. But it does screwey things to other buttons on the GUI, so I usually disable the plugin until I want to play with the blimps.
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Stock Super Compact Bearing made from fairings!
Gargamel replied to JZ6's topic in KSP1 Gameplay Questions and Tutorials
I meant as to it's construction..... -
Stock Super Compact Bearing made from fairings!
Gargamel replied to JZ6's topic in KSP1 Gameplay Questions and Tutorials
How about an explanation of what we're looking at? I hesitate to download random crap from dropbox. -
Interesting necro......
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Yeah, If you're going to post screenshots..... at least use your Manley face! Nice pic though.