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theonegalen

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Everything posted by theonegalen

  1. Hello AlphaAsh, I'm back with another bug report. I've reinstalled everything so it's not the install this time. When I am using Kerbal Konstructs with KerbinSide, KSP appears to think my home runway is the Blue Bay helipad. All my basic survey contracts are near there and StageRecovery informed me that a rocket that landed within the KSC grounds was actually ~900km away from what it thought was KSC. This probe landed maybe 30 klicks from KSC in the grasslands:
  2. So, a problem I'm having with the 50 rep penalty is that if my wheels bounce on landing, I'm charged them. Any way to modify this?
  3. I've seen Gemini spacecraft. Not quite as cramped as Mercury, but still a much smaller space than I would normally like to spend two weeks with another person in. The Radish was one of the first parts mods I ever downloaded though, and I really like the way it was. I like the idea of a high-endurance two-Kerb capsule that would be legit to take on longer-term missions.
  4. That is where I looked for the output_log.txt. I was surprised I couldn't find one. I can never get KSP x64 to work, so I don't use that. The version of KK I am using is the newest from the KerbalStuff site, 0.7.1, according to the zip file. After redownloading and reinstalling, however, it appears to be working! I must have derped something on the install. Thank you for your help and my apologies for taking up your time, same to AlphaAsh.
  5. It would appear that KK doesn't play well with Kerbal Construction Time. When I start a new career save with no mods other than KK and KCT, KCT isn't working. There isn't any crash or an output log, though. Also, the KSC facilities appear to be fully upgraded. Looks like this. Any ideas?
  6. These lifting body shapes are amazing! Real sci-fi stuff! How do the new parts work with FAR? Any integration yet?
  7. I quite hope that bug is fixed soon. But it'll take me a while to get my Kerbals out to the Outer Planets anyway, so I suppose there's no hurry on my account.
  8. Potato, I didn't notice any problem with part testing contracts. Pirsig, I was definitely considering more game balance considerations with the electric prop and Huey parts. I figure that turboprops would follow turbojets (which is really the basic jet). I also may have been too concerned with matching the parts to the node names. I do wish we had a real efficient turbofan for large airliner-style craft. I wish there was a slightly less intense / part-heavy version of AJE, really. I look forward to seeing both your pass on the KAX config and your basic ideas for further mod integrations.
  9. Gotcha. I'm pretty new to ModuleManager and had trouble finding documentation on the ":FINAL" function. I searched the modulemanager thread and read the github wiki, is there another good place to look? Ok, that makes sense. I didn't want to fiddle with your included configs when making my own. I was thinking that there's not much point in putting a nose cone and nose cone-ish cockpit in the starting node because they only fit with 1.25m parts, and the front of 1.25m things would be the 1.25m radial engine, but now that I rethink it, one could make a P-38 Lightning-style airplane with the nose cone or mk1 cockpit. I was also hoping that there might be some kind of tech progression in the inside of the cockpit as well as the outside. But again, on rethinking it, maybe later we might get a cockpit that only works in atmosphere separate from or needing an upgrade to function as an orbital cockpit (which might have better IVA instruments, for example), but that functionality doesn't exist within current versions of KSP. You're right, they should go back into start.
  10. No problem, man. It took me forever to get the thing done, so take your time.
  11. Spink, it's part of the stock game that altitude contracts must be completed with a manned craft. ~~~~~~~~~~~~~~~ And here it is! The KAX config for KSAEA! Download KAX here, copy the following code into a text file, save it in the "/GameData/KSAEA/Mod Configs" folder as KAX.cfg, and you're now starting your career with propeller aircraft! *only works on a new save* //--------------------------------------------------------------------------------------------------------------\\ // Kerbal Space and Atmospheric Exploration Agency Technology Tree Changes for Kerbal Aircraft Expansion \\ // \\ // This config contains the tech tree changes for the parts in Kerbal Aircraft Expansion (KAX) and rearranges \\ // the changes made to the stock plane parts by KSAEA to make aerodynamic tech make sense. \\ // \\ // Config created by theonegalen based on KSAEA by Pirsig \\ //--------------------------------------------------------------------------------------------------------------\\ //Moves the D-25 Radial Engine to Start @PART[KAXradialprop]:FOR[KSAEA]:NEEDS[KAX] { @TechRequired = start } //Moves the GT-580 Heavy Gear Assembly to Advanced Landing @PART[KAXheavyGear]:FOR[KSAEA]:NEEDS[KAX] { @TechRequired = advLanding } //Moves the Heavy Structural Fuselage to Advanced Construction @PART[KAXmedFuselage]:FOR[KSAEA]:NEEDS[KAX] { @TechRequired = advConstruction } //Moves the Heavy Fuselage - Jet Fuel to Advanced Construction @PART[KAXmedJetFuel]:FOR[KSAEA]:NEEDS[KAX] { @TechRequired = advConstruction } //Moves the Heavy Tail Boom to Advanced Construction @PART[KAXmedTail]:FOR[KSAEA]:NEEDS[KAX] { @TechRequired = advConstruction } //Moves the C2-B Horizon Cockpit to Specialized Control @PART[KAXmedCockpit]:FOR[KSAEA]:NEEDS[KAX] { @TechRequired = specializedControl } //Moves the PT100 Turboprop to High Altitude Flight @PART[KAXturboprop]:FOR[KSAEA]:NEEDS[KAX] { @TechRequired = highAltitudeFlight } //Moves the Jump Jet Engine to Advanced Aerodynamics @PART[KAXjumpJet]:FOR[KSAEA]:NEEDS[KAX] { @TechRequired = advAerodynamics } //Moves the e50 Electric Propeller Engine to Specialized Electrics @PART[KAXelectricprop]:FOR[KSAEA]:NEEDS[KAX] { @TechRequired = specializedElectrics } //Moves the Aerodynamic Nose Cone to Aerodynamics @PART[noseCone]:FOR[KSAEA]:NEEDS[KAX]:FINAL { @TechRequired = aerodynamicSystems } //Moves the Basic Jet Engine to Aerodynamics @PART[JetEngine]:FOR[KSAEA]:NEEDS[KAX]:FINAL { @TechRequired = aerodynamicSystems } //Moves the Mk1 Cockpit to Advanced Flight Control @PART[Mark1Cockpit]:FOR[KSAEA]:NEEDS[KAX]:FINAL { @TechRequired = advFlightControl } //Moves the Radial Air Intake to Aerodynamics @PART[airScoop]:FOR[KSAEA]:NEEDS[KAX]:FINAL { @TechRequired = aerodynamicSystems } //Moves the Tail Connector to Start @PART[airplaneTail]:FOR[KSAEA]:NEEDS[KAX]:FINAL { @TechRequired = start } //Moves the Swept Wings to Aerodynamics @PART[sweptWing]:FOR[KSAEA]:NEEDS[KAX]:FINAL { @TechRequired = aerodynamicSystems } //Moves the Swept Wing Type B to Supersonic Flight @PART[sweptWing2]:FOR[KSAEA]:NEEDS[KAX]:FINAL { @TechRequired = supersonicFlight } Since I'm stuck on airplanes, I might see if I can build a config for Retro Future, NoMrBond's F100 engine, or something like that next.
  12. Pirsig, it looks like Firespitter isn't going to be updated anytime soon, so I'm going to shift my focus to the Kerbal Aircraft Expansion (KAX) mod. KAX is much like Firespitter, but is more stockalike and built to be used with the standard Mk1 and 2.5m fuselage. This means the parts are more versatile and not limited to being used with Firespitter, and that part redundancy is reduced. I already know where I want to place the parts, as I had intended to include them with my Firespitter config. I think this will make propeller aircraft simpler and a lot more fun. My only regret is that it won't have the gorgeous F-86 parts that snjo made. Also, I seem to have no trouble with the part test contracts, but I'm running a pretty heavily modded install.
  13. I had no problems with Elevon 4, but Elevon 6 (the tiny blue one) didn't appear to be calculated properly by FAR when putting together the center of lift. It worked alright for the basic sounding rockets, though, so I didn't mind it. Great Potato, make sure you right click on your Elevons to set up their control deflection. I've found they usually need to be >20 degrees to be effective.
  14. Sweet, I'll drop that in immediately. Planning for firespitter/KAX integration continues.
  15. So are you integrating with the new version of EVE coming out soon? Some of the things coming out of the EVE Overhaul dev thread are amazing and it would be wonderful to see tornadoes, etc, rolling out along a KWS storm front.
  16. I do my best to treat the kerbals like real astronauts in the 60s - a little go fever, a little bit of safety. Not like NASA today - super safety-conscious above all else.
  17. It would be very nice to see a kind of RemoteTech integration for sites with tracking stations where they wouldn't work with RT unless you had unlocked them.
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