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Tripod27

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Everything posted by Tripod27

  1. Perfect, but I did have to go into the config and copy/paste a bunch of the code, because apparently you have to put a few of the lines of code in once for each screen and he only copy/pasted it 9 times, and a few of my mods had way more than 9 screens (probably a bit excessive but you can never have enough cameras) I'd like all the cockpits to look as good as the B9 cockpits, but hey this takes way less time than remodeling all the interiors
  2. Is there any way to use the B9 raster prop monitor screens on all ships? They're definitely my favorite looking and easiest to use ones
  3. Yeah I just finished downloading to check, SO MANY SCREENS I LOVE IT There seem to be two big blue screens on the bottom level and I can't figure out how to use them, do I need another mod for those to work?
  4. You could also try using the 64 bit version of KSP with openGL mode activated (make a shortcut for it, right click the shortcut and add -force-opengl to the end of whatever's in the target section) It causes some weird window glitch for me when the game starts up (just alt-tab out and back in when it finishes loading to get rid of it) but I'm running enough mods to crash the 32 bit version of the game 2-3 times with no texture reducer with no problem. The only issue is a couple of mods (the most notable one being FAR) actually disable themselves if they detect you're using the 64 bit mode, so you can't use any mods that depend on it like better buoyancy either, which does suck Also this model looks great, but does with work with raster prop monitor? you could probably fit a ton of useful screens in there
  5. The thing you mentioned about the magnets in the suit getting turned around is a good point, because if the magnet's strong enough to repel at any reasonable distance, that means that it'll be very powerful when it comes to attraction, meaning that if you manage to get turned around at all (like laying down vertically or even just bending backwards) then the repulsive side will push even further away while the attractive side will pull up, meaning you'll end up being turned around pretty quickly and attracted to the massively strong magnet on the ceiling, which is getting stronger as you get closer, until you end up getting a good chunk of your body crushed Or if you're lucky, the stitching holding the plates in your suit fails before you get turned around and dragged up and they fly upwards dangerously close to your head as they go to the ceiling. Definitely not the safest thing now that I think about it
  6. Most people have thought of just using magnetic boots to walk around on space ships, with the boots sticking themselves to the metal floor like a really awkward substitute of gravity, but the idea is generally considered too clunky and uncomfortable, with steps taking a lot of effort or electromagnets powered by the wearer's suits being required. So I was wondering, what if you switch the idea around? Would it be possible to make the ceiling of the ship you're on have a relatively large magnetic field, and then wear clothing with magnetic plates in it that are set up to repel you from the ceiling, pushing you into the ground? I've never really had a good idea of the power of magnets at range, other than the fact that they become ridiculously strong up close (which is why the mag-boots are frustrating to use) but I figured that the ceiling of a ship is a pretty big piece of metal, meaning it can be a pretty big magnet, whether it would be big enough to be useful without being too heavy, I have no idea. Obviously even if the ceiling worked, this would cause problems with any magnetic materials used within the ship and I have no idea if the magnetic plates worn in the clothing would have to be uncomfortably large for it to repel at decent ranges, but I figured I'd throw the idea out and see if anyone else knows if it is or isn't a good idea or if it's even already been tried
  7. for the first video, is the distance of the planets constant? and if it is, are the centers of the planets put in the same place as the center of the moon?
  8. Obviously you would get some deltaV savings from an equatorial mountain launch, since it increases both your rotational speed and decreases the height you have to travel, basically acting like a geostationary space elevator that you've only gone partway up You can probably make an equation based off of geostationary being a deltaV zero point (good luck finding a mountain that tall) since at that point, you're in orbit just by being there, and then just calculate how much more deltaV it takes the lower down the "mountain"/space elevator you go until you get to sea level, making sure to add atmospheric effects once you go down to the part of the scale you're probably interested in This would be based on your target orbit also being geostationary, but Its a start, and I failed physics class so give me a break =P
  9. Bridging the gap between the chin and the suit with that sort of grey metallic tubular material that looks like that conic piece at the bottom of the helmet might disguise it, or you could make it the same colour as their actual heads, but that would depend on being able to make that piece flex around to follow their chins and having it coloured green will probably mess with anyone using custom skins with different colours
  10. Can you guys change the actual kerbal's model as well? Because I've always been looking to have kerbals that look like the ones in the loading screen with no necks and fishbowl helmets, but couldn't even find the files to the models of the kerbals
  11. As long as you have that mechjeb part on, I can't open your craft, since it says that I don't have that part. So all the stuff below is more guessing If it's still unstable in flight (you said pitching up AND down?) try removing the winglets up at the front attached to the cockpit. This should move your center of lift far back enough to stabilize the plane, since planes with centers of lift right where the center of mass is usually fly like they have a "dead zone" where the nose just drifts all over the place The reason you lost control (I think) at 27km is because those three big fuel tanks in the wings (they are fuel tanks right?). Two of them are located in front of the center of mass, which means that when they empty (and they'll be the first to empty, since the ones farthest from the engine empty first) your center of mass will travel backwards, since the tanks at the front are now empty and weigh less. Right click on the part and drag the fuel slider down to see what I mean. Anyway, because your center of mass moves back behind the center of lift, the plane becomes even less controllable that it was before until it gets to the point where it wants to fly backwards so much that you can't correct it with SAS or control surfaces, and it just flips around all over the place There's no way to tell the game to transfer all fuel into the engine from all attached containers equally, so I try to keep all of my fuel tanks aligned with the center of mass, so my center of mass doesn't move when they drain. I also make sure that my cargo bays are both the same distance apart from the center of mass as well. In your case, since you only have one cargo bay, put the center off mass into the center of that cargo bay (also make sure to check how far back my center of lift is compared to yours) Obviously you can't always do this (I doubt you want to put a fuel tank in the center of your single cargo bay, while it's easy to put a fuel tank between my two separate bays) so you have to use stupid workarounds like separating all of your stacked inline fuel tanks with big docking ports, then attaching a fuel line from every fuel tank into the wing, then attaching another fuel line from that wing to the engine. THEN when you load your ship onto the runway, right click on every docking port (or set up a hotkey in the hangar) setting them to not allow fuel crossfeed. This stops the tanks transferring to each other and forces them to all transfer into the wing, and they all transfer fuel into the wing at the same time instead of one by one, and then the wing transfers the fuel to the engine, which it is directly attached to with the fuel line (make sure the fuel line is attached to the ENGINE, and not the fuel tank in front of it, and make sure that it's separated from the fuel tank in front if it with that big docking port that's set to not allow fuel crossfeed)
  12. Check if any of your control surfaces are misaligned. What I mean by this is that when looking at the craft from the side, not all of the control surfaces are facing perfectly nose to tail flat from front to back and one or more are angled slightly If they are, it destroys your top speed, especially at low altitude, and also if it's unbalanced, makes your plane "scoop" through the air. I'll just take some pictures to explain, since I had the problem with one of my planes You see the green lines? Those are my rudders, and they're not straight. This causes a ton of drag by scooping a ton of air like a badly made parachute pulling on the top of my plane, which makes my nose angle up (opposite of your problem, but the same cause if it has nothing to do with center of lift or thrust) I "fix" it by adding the little wing marked with the red line. This "scoops" the air in the opposite direction, which makes my plane want to nose down (which is your problem) but since it already wants to angle up from the other scoop, this evens out and it flies straight. The only issue is that it causes a ton of drag and makes your plane tear itself apart at high speed and low altitude, but hey at least it looks cool If this doesn't fix your problem,you can link me a version with the mechjeb part taken off so I can open it, and I'll try to figure it out
  13. So I tried making an SSTO that can get 6 orange tanks up into orbit at once Sadly, the runway did not agree I did lower the difficulty to make the runway indestructible, and it did take off and fly around no problem, but the physics lag was so high on the thing that I just didn't bother. The one that gets two up at a time already runs at half speed until you get out of the atmosphere, so this one was probably running at 1/6 speed, and I didn't even add the mandatory 50 sets of airbrakes on it yet because it lagged much worse in the hangar
  14. Wow that plane actually has a few issues, I'm surprised you've managed to get it up to 40km without getting pissed and remaking it First the Center of Lift: Imagine the center of lift to be where you attach a string that the rest of the plane dangles from. If your center of lift is in FRONT of your center of mass, the plane will want to fly backwards and will constantly try to flip around, especially while turning. If the center of lift is BEHIND the center of mass, the plane will try to face forward even after you go into a spin or come back into the atmosphere from space backwards. You also want the center of lift above your center of mass, which you did do. This makes the plane want to fly with the top facing up. If your center of lift is BELOW your center of mass, the plane will try to fly upside down and tight pitch up maneuvers will be unstable Now the Center of Thrust: This is why it keeps pulling up, your center of thrust is below your center of mass. I generally like having my center of thrust a little bit below my center of mass, just to help get the nose up in planes that barely have enough lift to stay in the air, but generally you want your center of thrust lined up with your center of mass or it will push the plane unevenly. Imagine having a plane with an engine only on one wing, it'll just go in circles. For the same reason, your plane just wants to keep doing loops because of the uneven engine placement (if you look up at the plane I posted, my engines were set up similarly to yours but I placed some smaller engines up at the tip of the tail to counteract the uneven pushing of the lower engines, which get really noticeable once you get into space because your wings won't keep you straight, and rocket mode is more powerful so it pushes you around even harder)
  15. Here's my heavy lifting SSTO Gets two orange tanks and some RCS fuel up there, and actually flies pretty damn good too
  16. The way you describe it makes me wonder if the stock rebalance mod could be messing with it, since I do have that running I`ll try out the fix though edit: tried it, didn`t work. Probably the stock rebalance mod messing with it
  17. Think I just ran into a bug The spare parts seem to be messing with the price of the actual part. So if I take the mk 1-2 command pod, which costs 1300 funds, and can fit 150 spare parts but only comes with 20, it actually takes the price of the other 130 spare parts out of the price of the ship, so with 20 spare parts it costs -7000 funds, with the full 150 spare parts it costs 1300 funds like the listed price, and with 0 spare parts it costs -8200 funds This happens for everything that can fit spare parts
  18. Man, I just added some suggestions to your other thread and I come here and see you're busy I'll see if I can maybe help you out and add the changes myself (if you even want them, I'll do them for my own enjoyment anyway) but if it takes more than editing something with notepad then I probably won't be able to do it
  19. Hey is there any way to stop time warp as soon as a failure happens? I really hate traveling at any decent level of timewarp and by the time I notice the little antenna symbol in the top right saying that I have a notification (and that notification being that my tank is leaking) my tank has already been completely leaked for hours. You could just make it stop timewarp whenever ANY notification happens if you can't figure out how to narrow it down for just your notifications, since they usually only pop for important things you want to check anyway like completed contracts, and it doesn't pop often either If you're up for it you could even talk to the guy who made the chatterer mod, and see if one of the chatter effects (warning alarm going off followed by kerbals frantically yelling) can play whenever one of the parts fail as well. Just things that will make it more noticeable that something bad has happened while also increasing the "experience" edit: also for the balancing feedback, the funds section is alright since you said do want it to be expensive, I don't really agree with the science cost since it doesn't make sense, but I guess if you just scour every biome on every planet and also have other science mods installed that add even more science experiments to the pool then yeah you will have a ton of extra science
  20. check what the temperature limit on the chutes are I know on the B9 pack pretty much all the engines have a maximum temp of 0.5 degrees, so they explode as soon as the ship loads
  21. Already commented in one of your youtube videos, but I'm just posting here in case Any chance you can add the sound of dirt and pebbles getting pushed around when the ship touches the ground of a planet? I'm asking for the whole ship instead of just the wheels since I figured it'd be just as easy to do one as the other, and adding it for both means that your wheels when moving around the surface would sound a lot better (right now the wheel sounds are great, but it sounds like they're not driving over anything, so it still feels "floaty") and also if you flip your ship or rover and it starts rolling across the surface, you'll also hear it pushing the dirt and pebbles around as it's rolling out of control, intead of just perfect silence until a part explodes or something
  22. Yeah it's the 64 bit version, I have so many mods installed that I'd rather not list them (which is why I use 64 bit) I'm still having issues with the Dmagic wedges, but don't know if that's also 64 bit only or not and it's weird that it doesn't crash every time
  23. I've been having issues with the game failing to load if I have the KAS wedges installed, and occasionally the Dmagic science wedges as well (loads on the second try)
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