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Everything posted by inigma
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Good job! My ET fuel flow discovery (painstaking it was to figure out the game mechanics of how it works), SRBs and my shuttle's wings are my most proud achievements. Mostly everything else I learned from others, Naito and Westi were the most influential. I love it when people use them and expand on them! I will aim to do a rebuild sometime around Thanksgiving vacation. Right now I'm furiously working on developing my contract pack to really be one of the first out there for early career airplanes, helicopters, ships, and submarines - even being the first to provide a contract that actually uses a space shuttle as its story.
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I stood on the shoulders of giants too. Put it all together, and it's really fun to do. Really nice idea on the booster nozzles. But those wings... you are welcome to use my signature wings (and anything else too). I've been too busy with contract development to rebuild at the moment. Prob not until Thanksgiving.
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Contracts can spawn Kerbals and crafts (shssh dont tell anyone, its my lil secret)... with Contract Configurator. Working on a rescue mission tonight in fact to try spawning a boat. I just need a boat to spawn test. Kerbalx here I come. Spawning craft is not easy though... I tried spawning my STS Space Shuttle on KSC Island... to explosive effect. But hey, if you can make me a few boat crafts, I'll incorporate the best of them in the Contract Pack. PM me when you post them. Two nights ago I was able to successfully spawn aircraft on KSC Island as part of contract. The skies the limit... except my STS ... i have hope.
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[Broken in 1.0.5] "Kerlantis" NASA Space Shuttle Replica
inigma replied to Jon144's topic in KSP1 The Spacecraft Exchange
Glad to hear its flying again! -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Nightingale. Thanks. You're awesome. Dev Thread: http://forum.kerbalspaceprogram.com/threads/138997-WIP-SSI-Aerospace-Contract-Pack-%280-0-1a%29-Early-Career-Air-Charters-%28Giving-Aircraft-a-Purpose%29?p=2287639#post2287639 SSI Aerospace Contract Pack http://www./download/4ml3kij5jad3py1/SSI_Aerospace_Contract_Pack_0.0.1a.zip just gettin' started... Btw, trying to spawn my STS-7E (see my sig) on the island is making for very funny and explosive results. I might ask for help with it if I can't figure it out. My goal its to create a test contract requiring pick up of kerbals from island, and fly them back to ksc, drive them in a spawned astrovan waiting at the sph to the astronaut complex to pick up more crew, drive them to launch pad, load spawned space shuttle and complete fuel pod delivery to orbit with safe return to KSC. Might even try to launch space shuttle from island or even KSC2.- 5,225 replies
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We discussed the master thread for showcases. Its not really suited for epic engineers but i added it to fill a need to recognize some of the best around. If we make this thread a sticky, then i will encourage the thread owner to copy the recommendations from epic engineers And I will gladly remove the then-redundant section and just focus on showcase threads only featuring craft threads with multiple party submissions that appear in this main SE forum. No post requirement but still requiring third party nomination to prevent dead/repeat showcase bloat.
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Thanks for testing. Last night I worked on releasing my first ever mod: a contact pack for airplanes. In the midst of my learning the ropes, I had this crazy idea to create a contract that would require a player to fly to the island and pick up astronauts spawned on the airfield, and fly them to KSC, load them in the STS Astrovan, require that they be driven to the Astronaut Complex, and on to the launchpad, and load up and fly a spawned and waiting STS Space Shuttle to deploy the fuel pod and come back safely. I tested spawning the STS on the island to hillarious results. More testing will be required until I can get the massively complex STS to spawn correctly. If so I might require a mission to ferry astronauts to KSC2 and launch from there. We'll see. Go check out what I have so far: SSI Aerospace Contract Pack
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GAP 1.0 Beta has been released. Please see the Add-On Released thread for future development, discussion, and support: http://forum.kerbalspaceprogram.com/index.php?/topic/129208-contract-pack-giving-aircraft-a-purpose-gap-10-beta-air-flights-tours-coast-guard-sts-105jan-4-2016/ Contract Pack: Giving Aircraft a Purpose 0.3 Requires Contract Configurator 1.9.1 from https://github.com/jrossignol/ContractConfigurator/releases an Aerospace Exploration (Development and Testing), Coast Guard Rescue (and Retrieval), and general Operations (charters, flights, cargo drops) contract pack compatible with all stock and modded careers. I've never done a mod in my life. I guess this is the easiest way to test the waters. Be kind. Requires: Contract Configurator 1.9.0. Download here: https://github.com/jrossignol/ContractConfigurator/releases All contracts and vessels included in this pack are completely playable in stock KSP, but I highly recommend these mods to enhance your gameplay: - Take Command (Launch and Spawn into Command Seats) - Kerbal Aircraft Expansion (KAX) (Minimalistic set of stock-alike propellers and helicopter parts) - Waypoint Manager (For better waypoint management and navigation) - Wider Contracts App (Wider contract checklist popup) - Kerbal Attachment System (KAS) (For attaching winches, fuel ports, and parts to parts on EVA) - Kerbal Inventory System (KIS) (For carrying the above parts while on EVA) - TextureReplacer with Cetera's Suits (get both on CKAN!) (Non space suit Kerbals while on Kerbin, smell the fresh air from your Command Seat flying machine) Purpose: To provide a useful purpose for the existence of aircraft in a Career game, and promote the use of stock runways and helipads. Spiel: Runways and helipads are meant to be used, not just sit there and look pretty. This pack provides a small set of repeatable contracts for early career aircraft, and thus provides the career player with a predictable source of income, science, or reputation return (depending on the type of contract) using a standard fleet of aircraft you design. It beats having to design a science car, or one-time use craft, or send a probe to nowhere, when all you need is just a little bit more cash, science, or reputation to advance your space program. Of course, you may have so much fun flying things around that you may forget you have a space program, but if so, then I've succeeded! Contract Pack Goals: Prepatory missions to test prototypes and setup locations. Regular repeatable stunt, tourist, charter, and scheduled passenger and cargo flights to those destinations. Rescue missions to retrieve adrift sea and undersea crews, downed test pilots, spent stages, crashed craft parts, the first splashed down space crews, and more. A small set of boat and submarine contracts to provide context for the above. STS Challenges and rescue missions Fully compatible with new and existing stock and modded careers. Current Contracts: GAP Version 0.3 Career Contract Availability - 18 Contracts: (To see the full list of contracts I intend to develop, go here) Career Contract Availability - 18 Contracts - SSI Aerospace: Join SSI Aerospace! This is your first contract. Offers you an Experimental Command Seat for keeps, as well as a few other basic parts for getting a boat into water, and ejecting a manned Command Pod if you are not using the Take Command mod. You are NOT required to accept this contract. After you acquire the J-29 "Juno" Basic Jet Engine, or the KAX A7 AeroSport Engine, the first three starter contracts become available: - Wright Aeronautical: Build and fly your first airplane! - KSC Coast Guard: Coast Guard Rescue Certification - KSC Island Tours: KSC Shorline Tour - Seats: (2-6) The following contracts appear after completing the above contracts for their mission track: - Wright Aeronautical: Give an airplane ride - Seats: (1-2) - Wright Aeronautical: Barnstorm the R&D Center! - KSC Coast Guard: S.O.S. Distress Call - (shipName) - SSI Aerospace: Fly an airplane to 2000m. - SSI Aerospace: Fly a Mk1 Crew Cabin to 5000m. - SSI Aerospace: Land on a Helipad! - Kerbal Space Program: KSC Island Aerial Survey - Kerbal Space Program: KSC Island Landing - Kerbal Space Program: KSC Island Airfield Preparation - KSC Island Tours: Aerial Tour: Flight 1 - Seats: (2-4) - KSC Island Tours: Aerial Tour: Flight 2 - Seats: (2-6) - KSC Island Tours: Seaplane Tour: Flight 38 - Seats: (4-8) - KSC Airlines: Charter Flight 10 - Seats: 2-4 And I added this for testing and fun: - Space Transportation System: STS-1: Fly space shuttle to orbit, launch satellite, return. (requires KSC Airlnes: Charter Flight 10 completion) Agencies: Agencies in the pack that will offer regular or semi-regular contracts, and special missions: SSI Aerospace - An engineering cooperative focused on developing and testing aerospace assets. (Used for initial flight tests and unlocking mission stories that lead to regular repeatable contracts) KSC Island Tours - Providing air, sea, and undersea tours of the beautiful KSC Islands and surrounding areas. Wright Aeronautical - Offering airplane rides to the public, and provides air show stunt contracts. Kerbal Space Program - Led by Gene Kerman, authorizes, launches, and commands the world famous space program at the Kerbal Space Center. KSC Coast Guard - Our motto is Always Ready - Kemper Keratus! Providing air, land, and sea rescue and stage recovery. (Used for occasional rescue and recovery opportunities, mostly near KSC ocean) KSC Airlines - The official airline of the Kerbal Space Center. Space Transportation System Space Shuttle Mission Control managed at KSC 2. Spoilers: KAX with Take Command mod will take this Contract Pack to the next level of fun and early aircraft realism (also seen is Texture Replacer with Cetera's suits): Fun with pandoras kitten PBK craft to help test these missions: pandoras kitten Ady Gil test craft for the Shoreline Tour Island Survey mission The HMS Rix carrier landing mission (in development) KAX part aware Helicopter prototype mission (you are free to use a stock VTOL as well) Island Tour to an exotic location: Ok... ok... now it's exotic: Download the Zip from GitHub: https://github.com/inigmatus/GAP Installation: To install the contract pack, simply download the zip on the right, and extract the GAP folder to your GameData/ContractPacks folder. Launch a KSP career game. Changelog:https://github.com/inigmatus/GAP/blob/master/CHANGELOG.txt Master Plan Devnotes (Spoiler Alert!): https://github.com/inigmatus/GAP/blob/master/DEVNOTES.txt (Contract filenames, titles, and mindmapped dependencies) CREDITS: Thanks goes to the following individuals for their contributions to this contract pack. Without them, none of this would have happened: nightingale - creator of Contract Configurator. tirelessly responsive and an amazing coder and modder seanmcdougall - creator of Take Command mod keptin - creator of Kerbal Aircraft eXpansion maculator - creator of Kerbal Aircraft Builders, for inspiring me with his pioneering example into aircraft based contracts severedsolo - always a great resource for contract development pandoraskitten - designer of a number of craft seen in the series above
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Epic Craft Museum
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Mulbins munbug and wackjob anything. Go for it!
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Already got u covered Zekes in the showcase master thread.
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1.0.5 is out!!!!! post your fist craft here.
inigma replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
No, we reverse engineer and mercilessly steal other people's ideas to make best things even better. -
I'm tellin' ya, I'm getting the itch to work on a rebuild... I haven't played with the new vectors yet. For now, the STS-7/E engines I can tell are really straining to lift the orbiter. I've not been able to reach the 400km height I did in 1.0.4 and only seem to reach a little over half of that height now. I really want to play with the vectors though to see how many expensive ET SAS modules I can remove. If I can, it just might make flying the shuttle profitable in career... and if not, I will find a way to make it so by writing my own Contract Pack for Contract Configurator. Maybe call it Inigmas-STS-Pack or something. Since I love the solids so much, and they are something I am most proud of in developing, I think I will only release STS versions that only sports solids going forward.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Nightingale, is there a way to fix the heading of a spawned kerbal on land? I want passengers at KSC Island to spawn facing the runway, heading 0.0. Currently they default to heading of 180.0. The heading attribute is not recognized by Contract Configurator for SpawnKerbals unlike SpawnVessel. Also, any way to spawn a kerbal with their helmet off? I completed my contract successfully. I completed my first fly over to the island, picked up the spawned kerbals, and came back to KSC runway and returned the kerbals. Lots of fun. Was much simpler than I thought it would be. and Im all in a giggle since I just figured out how to spawn a craft... on the island, for one way return flight contracts if desired. HA! thanks nightingale for an awesome mod.- 5,225 replies
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After a successful flight lifting the STS Fuel Pod (depot) to 240km orbit, and return to Kerbin firma without a scratch, STS-7E (and I assume 7 as well) is now certified for KSP 1.0.5. No rebuild was necessary. Man I love this thing. She re-enters the atmosphere now like the real thing: 33 degree pitch all the way in. Good news is, no more heat bug on launch. I'm uploading a new KerbalX file now.
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And WE HAVE LIFTOFF!! STS-7E flies just fine with the 1.0.5 update. Made it to 200km circ orbit with STS Fuel Pod 42 tons in the bay. Deployed. I think my reentry though was a wee bit shallow. Lost the orbiter during reentry over the mountains, and rained down debris over KSC. Beautiful. I'll have to practice a better landing profile. Maybe one that is not so steep (I retro burned less than 1/4 away from KSC). Edit: I have great respect now for upper atmosphere heating. New landing profile: reto burn 1/2 orbit away until periap marker 40km above KSC, when entering atmos go ahead and pitch up 33 degrees (hey, like the real thing man!) and watch your plasma trail all the way from the asia like landmass, all the way across the ocean to the africa landmass. Man that's a long fireball... again, just like the real thing. 30-35 degrees all the way. The upper atmos aero is really improved, and makes pitching this shuttle up a breeze like the real thing. AWESOME!! I survived, but mistimed my retro and landed at the alternate landing field in the south of the africa landmass. Oh, and I'm a few years behind Scott Manley. Maybe by a decade.
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KerbalX.com - Craft & Mission Sharing
inigma replied to katateochi's topic in KSP1 The Spacecraft Exchange
I love the Dashboard. awesome job! http://kerbalx.com/dashboard -
Am I the only one thinking this looks like a kerbal canon waiting to be exploited?
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Oh awesome. I can continue.- 5,225 replies
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I just want to see who can land the largest aircraft on the KSC Island runway in terms of the most number of Kerbals, and in terms of the heaviest landed weight. There are top 5 leaderboards for both. Stock only parts. FAR is allowed, but will be judged separately with other FAR entries. Info mods allowed (MechJeb info, Kerbal Engineer Redux, etc) but no piloting assistance. This challenge requires that you take off and land horizontally, no VTOLs, no landers. You must land on wheels with a forward motion. Braking is up to you. After landing, you must take off again to qualify for ranking. You are welcome to use any reliable method to turn around, including HyperEdit (although I never trust HyperEdit to flip any expensive aircraft, let alone a 200 ton, 400 passenger beast that has just lithobraked to a landing but I still consider airworthy...but good luck!). LEADERBOARDS Limited to the TOP 5 KSP 1.0.5 Largest by # of Passengers: (post a screenie of your landing, and screenie of your craft info in Map View showing number of Kerbals) 1. Speeding Mullet 1024 Kerbals , 820 Kerbals , 724 Kerbals 2. Pds314 516 Kerbals 3. Gojira1000 352 Kerbals 4. gtrx 292 Kerbals 5. kapteenipirk 204 Kerbals FAR: 1. Wanderfound 100 Kerbals 2. 3. Largest by Weight: (post a screenie of your landing, and screenie of your landed craft info in Map View showing weight in tonnage)) 1. Speeding Mullet 569 tons , 442 tons , 324 tons 2. Sim^moN 426 tons 3. Pds314 324 tons 4. gtrx 270 tons 5. Gojira1000 242 tons FAR: 1. Wanderfound 84 tons 2. 3. Pics and Videos are highly desired of your attempts, as well as your successes. Any takers? Here's mine in .90: I believe this was actually the first construction of a mk3 aircraft, and the first ever landing landing of a mk3 jet on KSC Island ever to be published on this forum, or even on youtube. This was pioneering stuff back in the day: http://forum.kerbalspaceprogram.com/threads/104212-90-Inigma-s-I-80-Mk-III-Jet-%2884-Kerbals%29-Now-also-a-Space-Shuttle-Carrier%21-A-KSP-FIRST%21-VIDEO