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Everything posted by inigma
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UPDATED AGAIN! It was bound to happen. With all these space shuttle threads, and now jetliners, it was only a matter of time... May I present to you the I-80 Mark III Space Shuttle Carrier (and 84 Kerbal Passenger Jetliner) (I borrowed Westi29's fully orbit capable stock Space Shuttle, but it could work with any): Old info: I've spent a few more hours based on suggestions by others, and have perfected the I-80 series. The I-80 Mark III is now available for download. Many thanks for CGroinder for helping me test and redesign this craft. Only 118 parts. Carries 84 Kerbals to mostly halfway around Kerbin. Even Older info: After hearing how hard it was to create and fly Mk.3 aircraft, I thought I'd try. 2 hours. The editor gizmos are amazing! Makes designing craft much much easier. It's not that hard as long as you stick to basic aircraft design principles. Lots of fun. I'm halfway tempted to make a Tupolov just to prove it can be landed at KSC. I started with a 4 engine Island hopper, a basic Mk. 3 four passenger jet to understand the concepts. 30 minutes. Reduced it to just two engines. Then I went for an 84 passenger jet. 1 hour 20 mins to design and test. Both land fine at KSC and at the Island. Enjoy! These jets can grab air and fly up without relying on the drop offs. This is the I-80 Mark III, after many more hours of testing, this flys amazingly well... for a jetliner. The I-4 and I-80 Mk. I: The I-4 Island Hopper http://www./download/kc88ykina4ldey1/I-4.craft The I-80 Mk. III Jetliner http://www./download/aox9nkz7jc935zd/I-80_Mk__III.craft The I-80 Mk. III Space Shuttle Carrier with Westin29's Space Shuttle http://www./download/gs1668czh5kb414/I-80_Mk__III_Shuttle_Carrier.craft Practice take off and landing with the Island Hopper to get a feel for landing Mk.3 aircraft. Being heavy they require a gentle touchdown. To land the I-4, one third throttle, less than 5 m/s drop rate. To land the I-80, two thirds throttle, less than 5 m/s drop rate. Landing on the Island with the I-80 takes some practice but with the I-80 Mark III it's not near impossible anymore. Tip: the Island runway is 134m above sea level. If you come in at two thirds throttle with less than 5 m/s drop about 5-10 meters above 134m, you will be able to land it beautifully. Just hit your brakes and throttle down the second or two after you touchdown. Watch your angle and your back wheels, you want to catch your back wheels, not your tail, on landing. 20m practice and you will nail it every time. Unlock the wheels and invert the rear wheels to turn it around on the island and take off again.
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Will this work in .90?
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Is this easier than what I described? A simulator mode entered by clicking a button in the DMP GUI that simply reloads the universe as a local savegame while keeping chat, craft library, and screenshot sharing communications intact? Leaving the simulator would simply reload the universe from the DMP server, overwriting all changes in the local DMP savegame as usual. I would imagine such a feature would be compatible with any mode of server and use less memory. Also this idea would allow for communicating one's simulator status in the DMP userlist, and allow admins the option to force everyone to start in a simulator mode when first joining the server.
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Only on a temporary basis. I run a server where people are asking for the revert function to come back since those that revert usually do because they are testing craft or find unexpected flaws. They want revert, but want to still be connected to the chat, craft library, and screenshot features of DMP while testing craft without affecting the server or cluttering it up with debris. This means manually reloading the DMP savegame is not working for them since it cuts them off from the server chat conversations, shared craft library, and screenshots. After testing, they want to sync up with the universe and launch their missions for real, since DMP has no revert. In fact, this is already a "feature" of DMP - when you get accidentally disconnected you see "You have been disconnected from the server." error message but you are still able to play in the disconnected universe. On reconnect, any universe changes you may have made are simply overwritten by the DMP sync. I want to exploit this bug/error and instead of "Disconnected from the server" one sees "Simulator" and is still able to chat with server members, share crafts, and screenshots. And of course have this feature initiated by a DMP GUI button. And admins able to set simulator mode as the default mode for users.
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Essentially the question boils down to this: When running a DMP savegame locally, is it possible to code DMP GUI to allow connecting to a server and only serve up chat, craft sharing, and screenshot sharing functions only? In short, I'm proposing a button in DMP GUI that would only suspend vessel updates from the DMP client-server communication and sending a call to KSP to close the currently running DMP game, and load it instead as a localized savegame, but keeping the chat and craft sharing and screenshot sharing functions and communications with the original server intact. Clicking that button again would close the DMP savegame, and reload it and resync it, thus destroying any changes. I don't imagine that vessels updates are integrated with those particular DMP functions so theoretically it might work if so. Adding the button to switch to "Simulator Mode" would only act as a disconnect button from the server's vessel updating function, without severing the chat, craft library, and screenshot communications. Whether it is forced to reload the DMP persistance as a localized savegame, or can run in a disconnected mode, are two options that make sense at that point. Clicking on that same button again would act as a reconnect button and thus would force DMP to resync vessels, thus destroying any changes that were temporarily made in the local DMP savegame persistence file. gdl is this possible?
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Hi godarklight. I had a eureka moment to enable revert without causing any server or continuity issues in DMP. Answer: provide a simulation mode button in the DMP GUI that runs the currently connected universe as a local copy, either by using the game's function to load the local copy, or suspend vessel updates and enable revert until simulation mode is ended. This idea differs from simply loading the universe as just a savegame in that the DMP GUI remains connected to the universe chat, craft, and screenshot sharing fuctions during simulation mode so they can continue to chat and share designs and screenshots with others on the server while testing. It also differs in that this mode is switched on or off from the DMP GUI without having to back all the way out to the main game menu. Also put a red "Simulator" notice in the corners of the screen, and update the DMP status of the user as "In the Simulator" so others on the server know their funny shared screenshots of crash landing into another's base is not really happening. Finally, enable an option for admins to default users connecting to the server to start in simulation mode. Thoughts?
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You should post a video of landing at KSC runway, maybe add a few scenario savegame files, and then post a video montage of epic explosions with this thing.
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Is there such a mod? Is it possible?
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A totally awesome video. I'd like to see you land on the runway though. hehe.
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Lovin' it.
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MUHAHAHA LOL ROTFLOL HAHAHAHAHAHAHA HAHHAHAH HHAHHAA HAHABABba oooohhh MUhHAHAHHAHAHA LOLLOLOLOL BANGS FIST HAHAHA... This download is worth it just for the explosions!! Pics soon. +1 rep x 1000 awesome craft. You should rename this monster the honorable nickname of Up Goer 1300.
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totm june 2018 Work-in-Progress [WIP] Design Thread
inigma replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
So cute. I want these for my own space program! PM when your thread is up! -
Does this flying brickyard land? I'm looking forward to testing this beast out. I will install kerbpaint just because of this.
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Upsilon's Quality Flying Cars?!
inigma replied to BagelRabbit's topic in KSP1 The Spacecraft Exchange
This thead is "just in time" for 2015... and the arrival of Marty McFly. -
Zeke. wow. this has epic thread written all over it. here's a post. let's get this thread into the 100 post response count!
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totm june 2018 Work-in-Progress [WIP] Design Thread
inigma replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
What a thing it is. I like it. Download? -
Scythe Mk5 - Light SSTO Dropship
inigma replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Finally! -
totm june 2018 Work-in-Progress [WIP] Design Thread
inigma replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
oooh. goosebumps. -
totm june 2018 Work-in-Progress [WIP] Design Thread
inigma replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
added to Showcase Master Thread. -
Also bear in mind I created Epic Engineers so that those engineers who make awesome craft but are NOT in a Rocket Builder company, can still get listed. I really only meant it as an exception for the third party rule of the Showcase index. It's not meant to be an index of every single engineer who posts to Spacecraft Exchange (it'd be too daunting to manage if so), hence the posting requirement. I hope that helps clarify. Obviously if you have a rocket builder company, you can immediately qualify to get your company showcase listed if you can also garner a third party contribution to your thread. Pretty easy actually. Heck someone could start a Showcase of Kerbal Diving Platforms and you'd get that showcase listed in the index if someone else manage to post a contribution to it besides your own. Obviously I'm just trying to keep this simple, fair, and easy to manage. It's not going to be perfect, but I will try to make sure everyone gets listed appropriately as the community would expect.
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No worries guys. I'll keep the standard 100 posts for now but I WILL expand it to include Rocket Builder threads that are dedicated to a single designer. I do want engineers to be rewarded with a listing if and only if they actually have a craft thread in Spacecraft Exchange or Rocket Builder forums garnering a large number of responses (meaning people think it worthwhile enough to comment on the craft or crafts). The qualifying thread listing craft or crafts must be unique to the engineer, and not companies since it wouldn't really be a measure of an individual's design talent to include others in the mix (we have spacecraft catalog list for those kinds of thread already). Rune was included only because his rocket company is dedicated to his designs alone, which has 202 posts. I thank you guys for your support! This thread is all about helping other people find some really cool crafts. No matter where you are in the listing, you or your company will get listed. Guaranteed. I'll add Majorjim's company thread to the list for now. Zeke's already listed. If they or any other engineer can get a Spacecraft Exchange or Rocket builder thread that is exclusive to their craft or crafts, and it hit 100 posts - notify me here and I'll look it over for Epic promotion. I'll update the OP.