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Milkshakefiend

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Everything posted by Milkshakefiend

  1. Blimey. I haven't been active here for a bit so apologies for the extremely delayed reply. I had completely forgotten about this project. The source files are buried on my old PC somewhere so I don't have easy access to them. I'm not sure I can give the a-OK to open up the SCANsat parts as the agreement was the parts would use the same license as the mod. If the parts are no longer distributed with SCANsat there shouldn't be a problem. If they are, I'd atleast give DMagic a heads-up (if they're still the SCANsat dev?) before re-using any assets. Otherwise, I have absolutely no problem with re-use/re-purposing/modification to these released parts and contained assets as long as a) It's reused for a KSP mod/project only (because I still <3 KSP ) and b) I get a credit somewhere (because I'm vain)
  2. Tonight was fairly productive. Orbital Transfer Cruiser was manned up and received a berthing extension for landing craft/resupply drones. After some quick adjustments to the port outboard thruster it's ready for a trial transfer to the Mun Meanwhile, back at the ranch - First successful training flight in the new supersonic single seat training craft was completed. Probably the most stable craft I've ever built - it's very forgiving. Great for larking around. Shakedown flight of an experimental vessel 'inspired' by an F-16XL. The wing design intrigued me. It's fairly unstable at slow speeds and allows for some pretty crazy supermanoeuvres, although full loss of control was surprisingly difficult to initiate. Expensive lessons learned on first and second landings; narrow envelope of landing speed resulted in a few wave-offs and eventual 'abrasion' of the aft on the runway. Oops.
  3. I get that, but not quite as bad. I wish I had some technical advice to alleviate it. I assumed it fell under 'z-fighting' issues mentioned earlier in the thread.
  4. The one on the right, definitely. It says 'Right here - this is where I'm landing.'
  5. Ah, that has saved me quite a job. Cheers - you're a scholar and a gentleman/woman/rocket.
  6. Also having problems with this and nuFAR - followed install instructions (0.90 version + latest patch) and then tried the latest dev version of nuFAR but also seeing CoL vector from the wing part. Control surface (fully moving and normal) do not cause the lift vector. They look to be interacting with FAR properly as the non-vector CoL shifts when I place those parts.
  7. Anecdotally, I do use Yosemite and indeed KSP starts to FUBAR at between 3.03 and 3.10 GB RAM usage as shown in Activity Monitor.
  8. CaptainDach6, you're going to want to upload your player.log - not KSP.log. It tells you HERE how to get to that in OS X. If you open that log file in TextEdit, my KSP usually starts throwing errors that start in 'malloc' when it's running out of RAM. I'm assuming thats a memory allocation error.
  9. Starwaster - I see you saw the problems with KAS/DRE. I was planning on filing a bug report tonight, but you're too quick! I also see you're trialling another DLL, so I assume you've narrowed down the cause of the bug. If you need another log/tester, let me know and I'll re-upload my logs. I'm using 32-bit on OS X, if that makes a difference for you.
  10. Oh really? More and more curiouser. I'll try the non-beta DRE and report back. EDIT: Yep, went back to DRE 6.2.x and can use KAS containers again. Unfortunately the EL survey stakes I had in the KAS containers don't seem to want to function now. *facepalm*
  11. I've just been experiencing this trying to place an EL stake and KAS ground pylon. Came here to see if I was running an out of date KAS, but if not many people are having this problem then I guess it's time to go log-hunting! EDIT: Getting this spammed in the log " [KAS] WaitAndGrab(Container) - Waiting rigidbody to initialize... " after trying to remove things from container. I managed to move the container from one vessel to another successfully though, and the entire base is connected via KAS tubes. Curious.
  12. Good evening gentlemodders, Just been setting up a Munar refinery and got myself some lovely NRE spam: I'm running KSP 32-bit on OS X Yosemite with a heavily modded install. AFAIK all mods are up to date, but it's not out of the realm of possibility that I've borked something. I've added an RF config for Nertea's Mk IV Spaceplane parts, which I don't *think* has broken anything, but I've uploaded it here just in case. Player log is HERE. As far as I can see the error hasn't 'broken' anything yet, but spam is never a good sign, and I quite like my Munar refinery. Any help would be appreciated, and if you need anything else from me, let me know what.
  13. If Porkjet is keeping Mk3 parts of a similar profile to what we were shown a while back, but just tarted up, then your fuselage system will most definitely have a good lifespan. Some payloads are just really difficult to design around a cylindrical cargo bay. Besides, your parts look cooler than a penguins package.
  14. That's Touhou's mk2 SP+ nose, available HERE. I like it as I believe an aircraft's awesome factor is directly proportional to it's nose-pointyness.
  15. My first 4 - 5 oopsies were definitely due to ballistic coefficient being just plain wrong - I kept forgetting to vent the unused OMS fuel after de-orbit and was bringing in some 17 tons of fuel. This is a brief view of my shuttle After venting the OMS fuel, it comes in at around 17 tons dry(ish) weight, but still requires a significant portion of an orbit to slow down without melting. My re-entires use the large control surface to keep the craft at about 30-40 AoA until some serious aero forces kick in - the procedural wings and control surfaces are tweaked in FAR to have a mass/strength of under 0.5 for all surfaces so they can't take huge amounts of abuse. I thought the large wing surface and relatively lightweight wings would basically make a 'sail' in the upper atmosphere and distribute the main drag forces away from the fuselage pieces, but the main body tends to erode from the nose onwards, with wings only being destroyed after the craft has become unstable from fuselage damage. If you'd like the craft file I can upload it, but as I'm using a myriad of mods I thought that might be more trouble than it's worth for you, especially if its a PEBKAC error! EDIT: I should probably point out that I manually added Touhou's SP+ nose to the SPP.cfg to give it the same shielding as fuselage pieces, etc. and that I bumped the reflectivity up to 0.3
  16. Im hoping the extra surprise is steak sauce to disguise the taste of extra well-done Kerbals. Mine are coming back slightly blackened and occasionally not at all due to vaporisation. A quick Q regarding this if I may: I'm using the 64k RSS config - I'm having no problems at all with capsule lifting reentries, but my spaceplanes are getting extremely toasty despite very gentle shallow reentry - less than 1 degree. Most of them result in the aforementioned vaporised Kerbals, but I've managed to get one shuttle down from orbit by riding right at the temperature threshold although it took almost an entire orbit of ascend/descend to bleed off 6km/s. Am I just being a wuss and should suck it up or am I an idiot and should be altering DRE or part shielding configs to take the 6km/s orbital velocity into account? Love this mod, despite the rising costs of developing a functional shuttle. (4 mil funds and counting)
  17. I've been having a bodge at this also, although I'm having a bit of a gui issue - if there's more than a few conversion types on a converter, the gui is filled with constraint info and the actual buttons to activate the converters is offscreen. How did you solve this?
  18. Welcome back - I'm glad to see this very useful set of parts won't decay!
  19. I use FAR and also experienced quite high drag on cargo bays. I believe FAR attributes high(er) drag to objects with an unused attach node, so perhaps FAR is not shielding these extra nodes and thus creating extra drag. I did a bit of testing and found that a craft with no cargo bays will still create rather a lot of drag at relatively low AoA, so *something* else is creating drag also. A vessel with a TWR of 0.5 was barely able to crack 110m/s at 2km altitude, for instance. I don't know much about creating FAR configs so I can't really do much to actually help at this point, but that behaviour doesn't feel right. I remember reading (perhaps mistakenly) that FAR generates drag/lift values for parts without FAR configs from the part mesh - I can't recall with any authority if it was the visual mesh or collision mesh, though - so perhaps it's mis-interpreting something in the mesh and generating abnormal drag? The cockpit especially looks like it's generating more drag relative to other cockpits. I wish I could help more, but when it comes to FAR I'm more of a 'consumer'. I've only ever set up a couple wings, not an entire fuselage system! With that malarkey out of the way, I do have some quick points: The Good The overall design is awesome. I mean seriously cool. The flat bottom. Great for mounting gears, intakes, anything really. The space in the cargo bays is great. As someone else mentioned, the monoprop slice is a good idea - great for ballast, mounting life support pieces etc. The cargo tail ramp looks nice and wide! I didn't have a problem balancing CoM and CoL on a couple of quick test craft. The Bad Docking port nosecone (and the cockpit nose I think) need an attach node FAR flight characteristics are 'odd'. Wing mounting on the fuselage 'bulges' can be tricky. EVA Hatch on the underside is a bit odd, but maybe I'm not thinking creatively enough about ladder mounting! I don't want to use B9 S2W now that I've had a taste of this. The Suggestions The bulges on the side of the fuselage pieces look like they could accommodate fuels? Bulkheads on cargo bays w/ cutout for Kerbals to walk through? Incorporating the method B9 uses to cycle through tank types and toggle mesh visibility (Firespitter?) could be useful for the above. Custom landing gears? Drone core? Cockpit window illumination emissive? Off in the realms of 'If You Ever Run Out Of Things To Make' - custom RCS, intakes, an inline cockpit, more rear engine adapters would be lovely. Also, the double hinged nose from THIS post would be rad. I don't know why I'd want to deploy payloads like that, but I really really want to now that I've seen that. Keep up the awesome work - I look forward to seeing what you do with this!
  20. These parts are so much fun I've not really done any 'real' rocketing lately. I've just been building VTOLs and amusing little vehicles! The Skeeter personal transport - 15 minute flight endurance from onboard Karbonite tanks, includes a vulcan cannon for discouraging late mergers and punishing people who don't indicate properly. Enforcement Droid 210 'The Hornet' - When your property is too big for a pack of doberman, but too small to necessitate a Predator drone - there is the Hornet. 60 minute flight endurance, a giant spotlight, vulcan cannons and missiles. If it asks you to do something, you have 20 seconds to comply. I may eventually get round to using these in a scientific manner, or I may just continue to blow things up. Either way, it's another RoverDude product that has entered my 'must-have' modlist.
  21. I'm away from my PC right now so no logs but I'm also seeing some sort of problem with pWing control surfaces. Same problem as described above. I believe it only started after I installed NEAR. The in game log shows NRE spam after trying to place a control surface.
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