Artie
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Everything posted by Artie
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Artie replied to Majiir's topic in KSP1 Mod Releases
Found it already, updated and working . -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Artie replied to Majiir's topic in KSP1 Mod Releases
Ah, no. 0.8.8. I'll go look for the update. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Artie replied to Majiir's topic in KSP1 Mod Releases
Hey, I'm in Career Mode and I can't get the converter to work - I can mine just fine, but switching on conversion only drains power. The parts are arranged as follows, from top to bottom in one stack: Kethane tank Fuel tank Medium converter Small Drill (radial) Probe core Reaction Wheels Engine So there shouldn't be a fuel routing problem, because the converter is below the fuel tank. Can anyone help? -
Possible lines: "Atmospheric braking detected" "Launch" "Orbit achieved" "Orbit broken" "Warning: Terminal velocity approaching" "Warning: Dangerous velocity at low altitude" Et cetera. The sort of thing you could tell from looking at Mechjeb's information panels, but it frees up screen space and gives you one less thing to check visually, plus it adds immersion. Ideally, information that represents the crossing of some sort of barrier.
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I know that as a lowly pleb with no programming expertise I have little right to anything, but I would greatly appreciate it if someone could add 'Flight Computer' sound effects. Particularly the emergency "Abort, abort, abort" line that was present in Orbiter.
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I believe I included that, unless you're talking about KAS (which I doubt, looking at your sig).
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I'll check that out, thanks!
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Hi there. So you're in space, docking with a station. Maybe for fuel, or maybe for crew, it doesn't matter. But then disaster strikes! Your keyboard burps, and the ship is sent crashing into the station, tearing off half of the solar panels in the process. And, well, that's it. Without power the station will become uncontrollable and drift forever, almost complete but lacking one vital part. And you watch as the thing you put hours into designing and assembling has to be abandoned to rot- ordoesit?! My idea is simple (though difficult to implement, I imagine) - give the Kerbalnauts a welding torch. If -when- Stuff Goes Wrong, you can send up a ship with spare parts (or have them already aboard the station), and a Kerbal can install the part by welding it on. Obviously, there would have to be limitations - you couldn't (for example) install anything bigger than the largest solar panel, but you can detach them. Now, a Kerbal could carry over small fuel tanks or power cells to dead ships - just enough to dock them properly, or burn for re-entry. This would allow for proper rescue missions, as well as lessen the need to destroy ships by the Tracking Station. It also enables cargo missions and the need to judge what parts should be sent up, as well as the ability to upgrade stations over time as more parts become available or to use it for more things.
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It actually doesn't sound that much worse than installing an addon, but with more search-and-replace. Trick will be finding the names of the relevent parts.
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Update: I was just able to get it into space after removing the drop tank, and replacing it with three smaller ones atop the individual tanks.
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I've been thinking about it, but I can't think how - the engines are all of the same type, and I only ever laid a line from one tank/engine to another, using symmetry to copy over to the other two tanks/engines. For the record, the layout is as follows: Drop tank -> individual tanks -> central tank -> engines.
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I've already redone the canards - I'm testing now. I, uh, wouldn't know. If this one fails, I'll make a note of its and subsequent failure altitude, but I was tinkering with everything trying to hunt down the cause before, that it likely wouldn't have been consistent anyway. Depends on the part. Minor things like bracers are okay. EDIT: First test over. Fatal tilt began at 4500m, but was present before drop tank separation. Will try to shift mass below orange tank.
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In order: The drop tank needs to drain first, then the individual tanks, then the central tank, hence the lines. I put in a separator to try and stop the individual tanks from being drained directly, but that doesn't seem to be working. Atomic. It activates once in space. As I understand it, Asparagus is an exploit. While I appreciate creative licence, Asparagus frankly takes it to ridiculous lengths.
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Can anyone tell me why my rocket keeps tipping over once the bottom tank has been dumped? Is it top heavy, or something? I've tried moving the main engines up and down along the body, to no effect. There are also two sets of canards and two sets of reaction wheels (installed after the instability began), as you can see:
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But I don't want to be out of date...would it be possible to edit the craft files to use the stock parts instead, and use the new KSPX to fill in the blanks for the ones that aren't integrated?
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Hi. I had to reformat my HDD back in August, and just got around to reinstalling Kerbal. I made sure to save my craft files, but they were made using an add-on that increases the parts available. So my new install can't open them, and I can't recall which addon I used. Parts identified: cl.large.shortMonoTank cl.large.BatteryPack cl.radial.cylTankFuel cl.radial.cylTankOxy So a large ring battery pack, a small monopropellant tank, and small radial fuel and oxydiser tanks (coloured blue and orange, as I recall). Anyone recognise it?
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The J5 series - To the Mun, and beyond!
Artie replied to Artie's topic in KSP1 The Spacecraft Exchange
Actually I've found that even if the lines just look like they're sicking to the decoupler, the fuel can travel up anyway. Thanks for the tip, though. -
The J5 series - To the Mun, and beyond!
Artie replied to Artie's topic in KSP1 The Spacecraft Exchange
Ah, young love... Even after spending so much effort on docking, the two J5-05 Fuelling Orbiters (craft file coming soon!) still have mostly full tanks ready to serve probes going beyond the Mun. Soon they will open their relationship, allowing a station core to expand their abilities and permit more orbiters to join their fledgling station. And in due time, who knows, perhaps some Kerbals to bring joy and life to the union only now created. ...Seriously though, this was my first successful docking, and I wasn't even expecting to be able to do it - I had the Quantum system set up and everything before realising that it wouldn't work. And there was no RCS. Just me and Mechjeb. ...was I not meant to mention Mechjeb? Sorry. -
The J5 series - To the Mun, and beyond!
Artie replied to Artie's topic in KSP1 The Spacecraft Exchange
I've tried, but unfortunately the decoupler gets in the- huh, so it doesn't. Thanks! -
The J5 series - To the Mun, and beyond!
Artie replied to Artie's topic in KSP1 The Spacecraft Exchange
That's right. As the rocket ascends, they are ejected to lose weight. The only annoyance with that is I have to disable the second lowest tank so that the lowest empties first. Surprisingly, the flight log doesn't record much damage from the main engines' exhaust. -
Reliability. Stability. Flexibility.4 When James Sankis founded Trioptimum, he was rumoured to be mad. The kerbalnauts were villagers recruited from the nearby town of Boatmurdered, and his rockets were bundles of fireworks strapped on birds captured from the town square. But though the Rocket-Assisted Pigeon Project was finally retired last year after fifteen tears of testing (including the famous "Determined Dave", who survived three consecutive launches), TriOp lives on. And with our new J5 lineup, we know that we'll help you* reach the star of your dreams**. * 'you' is defined for the purposes of this document to mean a customer availing of our services, EXCEPT for the following: their limbs, their eyeballs, their internal organs (sexual and otherwise), and their bones. ** Return trip not guaranteed Our lineup: The J5-04, TriOp's iconic Tri-Force rocket design. Despite being designed for Kerbal orbit, it achieved Munar orbit on its first attempt. Now, other companies don't give enough fuel for that, believing in such silly ideals as 'efficiency', and the bare minimum. At TriOp, we don't believe in that. We supply our rockets with more than double the fuel needed to achieve orbit, and as a result can use a single design to go anywhere between Kerbal and the Mun, the bean counters in Accounting be damned. The distributed thrusters ensure that it remains stable during flight, and the drop tanks release unnecessary weight as the J5-04 soars above the heavens. Variants [Note: some files contain Mechjeb (Mech) and Kethane (Ke) parts] Base Base (Mech) Station Core (Mech) Survey (Mech) (Ke) The J5-05 Coming off of the Nobody Died coke party from the J5-04's success, our engineers and safety inspectors set about improving the design even further. They decided that unlike normal multi stage launchers, every engine would pull its weight in flight. And so, when the J5-05 flies into the sky, it is only because all four engines are putting their all into it, with no room for dirty looting parasite engines that laze about waiting for orbit. Currently, J5-05 is TriOp's flagship vehicle for our Mun refuelling station, which will soon enable to reach further, and further beyond safety regulations than ever before. Variants [Note: some files contain Mechjeb 2 (Mech2) parts] Base Base (Mech2) Fueller (Mech2) Fueller
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[Showcase] Non Asparagus Launch Vehicles
Artie replied to AustralianFries's topic in KSP1 The Spacecraft Exchange
The J5-03: My main (and one of the first sucessful) launch vehicle. This one is carrying the fuel tank at the top for a planned refuelling station. -
[Very thoroughly!] Design help?
Artie replied to Artie's topic in KSP1 Gameplay Questions and Tutorials
Thanks everyone! I did get into orbit quite successfully using a rocket...based on legoheli's design. It looks like this. ... ... Shut up . -
[Very thoroughly!] Design help?
Artie replied to Artie's topic in KSP1 Gameplay Questions and Tutorials
Well, the idea was to make a generic heavy launcher, that could have anything at the top and have enough thrust to put it in orbit. Thanks for the advice, though! Erm, before I go, though, what exactly causes that spinning out of control at separation? From your comments, you think that the second stage doesn't have enough mass? -
Erm, hi. I've made my first rocket that's achieved orbit, but it's very unreliable. Can someone look at the design and tell me what I'm doing wrong? What happens is, I usually reach sub-orbital, but I either run out of fuel, out of power, my second stage engine comes off (bracers have since been added), or I just can't complete the circle before I crash. Something that happens very often is my second stage spinning out of control after separation, that costs time to correct. CRAFT file link (very slightly different to images - there is now only one antenna at the top, the I-beam and nosecone have been eliminated, and bracers added between the second stage fuel tank and engine). Top-down view Lower section Middle section Upper section After launch Second booster separation (Note: the boosters below separated well before this) Second stage separation (where things go tits-up)