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Lunaran
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KSP2 Release Notes
Everything posted by Lunaran
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Now-defunct-thread-that-should-not-appear-in-google-search.
Lunaran replied to Cilph's topic in KSP1 Mod Releases
Gave in and added this to my stable of mods - I really liked what it added to the gameplay but I was getting the much-reported decouple vessel -> planet disappears -> exploding duplicate ships bug so often that every mission I flew required backing out and doing manual persistent.sfs repairs, so it had to go. Reinstalling as soon as there's a fix, though! -
THE KERBAL SPACE PROGRAM IS PART OF THE CONSPIRACY DUDE
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Does anyone know if KSP accounts for shear differences in gravitational force during SOI changes? I want to say that buggy orbits are possible when you have a massive body orbiting very close to another massive body but I don't want to sound like A Guy On The Forums Who Knows What He's Talking Aboutâ„¢.
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Hi everyone - yes, I'm still working on it, just got a little busy with holiday travel. When I have the time I'm deciphering the byzantine maze that is IVA modeling. Meantime, fixed a bug with procedural fairings! OP updated. Download 0.12
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What is the least useful non-structural part?
Lunaran replied to makinyashikino's topic in KSP1 Discussion
POODLE. Its ISP says "only use me in space" but its weight says "don't bother." I couldn't care less about a vectoring range of 2.5, because any vessels I'm using in a vacuum are either small enough to be torquey on their own, or big enough that I'm using nukes. I really just want a shorter and wider LV-T30 for 2.5m use cases. -
I decided to do yet-another-Apollo-style-landing, but using only the 48-7S, and no other engines except the escape tower. There are hardly any engines in the game that aren't outperformed by their equivalent weight in 48-7Ses, so why bother with them? This is five clusters of 36. I kept having to make the launch stages smaller because I was just bringing too much extra fuel to orbit. (it sounded like this PFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF) WELL NEVER MIND THIS CRAP
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Fixed! OP updated with new download link. Download 0.11 Thanks! I had mostly implemented it already, and then found the thread while googling "wet workshop" to look for reference images. go research. Thank you! Changing part.crewCapacity in OnStart(state.editor) doesn't work for you either, I guess? I was going to try forcibly modifying the master part in PartLoader next, curious if you tried that.
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Huh! Let me look into that. edit: yeah wow they totally shatter
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Fuel tanks! Crew cabins! One part! You know how these work. Go recreate the Apollo Venus flyby. What It Is Currently includes two parts, one matching the Rockomax 16 and another matching the 32 (pictured). Once they're empty of fuel, they can be converted. Launch mass matches the equivalent Rockomax tanks, but doesn't bear quite as much fuel because some space is left aside for all the necessary gear. Dry mass matches the equivalent number of Hitchhiker tanks, but since it's less efficient to live in a fuel tank than a dedicated space, crew capacity is also slightly lessened. Right now, conversion is instant. Disposable panels seal the portholes and airlock, and pop off when the tank is converted. Try not to cover them up. Known Bugs It's possible to put Kerbals in the unconverted fuel tank from within the VAB or the launch dialog. This currently seems to break the module, so please avoid drowning your Kerbonauts in UDMH and kill them the conventional way. The sun comes in the windows of the IVA at entirely the wrong angle. This is a stock bug. The protective panels, once ejected, move through space weirdly if you're in orbit. This is also a stock bug (happens with solar panel bits to a lesser extent). I had to pull some shenanigans to make just the science modules vanish and come back correctly in a save-compatible way. Unconverted fuel tanks might magically become able to store crew reports after a lot of flying about, or tanks might not gain those abilities after conversion. If anybody sees this happen, let me know how you made it happen. License History - Built against 0.25 - Support for ConnectedLivingSpace - First pass IVA for the AKWW-16 - Fixed divide-by-zero behavior with TAC Fuel Balancer after conversion - Visual tweaks 0.12 - 12/22/2013 - Update to 0.23. - Fix for weird CoM nonsense when combined with Procedural Fairings. 0.11 - 12/10/2013 - Fix for cover panel ejection magically smashing far away solar panels. 0.1 - 12/9/2013 - Added HW16 and HW32 tanks. Prelim WIP plugin release.
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oh jesus oh jesus and baby jesus
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(sün?)
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You Will Not Go To Space Today - Post your fails here!
Lunaran replied to Mastodon's topic in KSP1 Discussion
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Tips and tricks you found out yourself
Lunaran replied to hugix's topic in KSP1 Gameplay Questions and Tutorials
Piggyback drop tanks on radially attached SRBs to buy d/V without greatly complicating the lifter. - Do a test fire on the pad without unclamping, and note exactly how much fuel your first-stage LFEs use in the time it takes the SRBs to exhaust themselves - Divide that by the number of SRBs, and pick whatever fuel tank is closest to that quantity - Stack one on top of each SRB and run fuel lines into your main tank The tanks will go dry just as the SRBs do, and you can jettison the SRBs and the empty drop tanks together. \o/ -
The ignoble flight of the Venture One. <iframe class="imgur-album" width="100%" height="640" frameborder="0" src="http://imgur.com/a/DpewG/embed"></iframe>
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This rover drives like a wet bar of soap, but then again, they all do. Why does it seem like the stock wheels can't handle 'going slightly downhill' without unstoppable skittering?
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Taken from a Duna return vehicle: Kerbin, the Mun, and Minmus transiting Kerbol. (took four different screenshots with lensflare off the edge of the screen, and composited)
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Update: they made it. don't know what I was thinking not putting a little chair on each rover
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i'm surprised this thing actually made it in one piece considering how little i tested it and also that it's 30 tons (and also that the ascent stage did a 360 above the launch pad and still made orbit)
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But how did they land in such a tiny spaceship?!?!
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^ so, what payload? Something glitched and Kerbin disappeared. I just had a spaceport floating in space over a huge blue-white circle. So, I dropped a pod where the sea would be to see if the sea was absentee. Until splashing down in an invisible ocean I had no idea if Kerbin was just invisible or actually missing collision too - I half expected to keep falling.
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look i don't know okay