KeithStone
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Everything posted by KeithStone
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[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
KeithStone replied to BahamutoD's topic in KSP1 Mod Releases
unless I got an older version, the current 3d printer needed to have the following lines added for it to work right But after adding that line in everything worked fine! Love this mod! -
Murderbot, the little Destroyer who couldn't
KeithStone replied to jfull's topic in KSP1 Mission Reports
Cute meets terrifying in a spectacular way. Despite his (or her?) best attempts, it was just too much of a task to handle. Next time the RTGs need to land in Jeb's "MOAR BOOSTERS" pile.... Loved it. Good bit of fun! -
I too seem to have the "launch boosters already active at launch" bug. For now i just threw the thrust limiter on and drained the solid fuel using tweakables.
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Kerbal Construction Time/StageRecovery Dev Thread
KeithStone replied to magico13's topic in KSP1 Mod Development
I'm so happy to see this one come back and get some more love. A question though. There are a few different sets of parts (like neverunload) that can be added to boosters and the like. If I use one of these parts, will there be any conflicts (like having the booster added to parts bin once if it meets the conditions of this mod as it descends on a parachute and then again if I recover it from its actual landing spot)? -
Holy crap that is amazing! Do want! Also, a half-sized less efficient version XD
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[Airships in 1.12.3] HooliganLabs Mods
KeithStone replied to JewelShisen's topic in KSP1 Mod Releases
Used the new prototype drone nose balloon. Love the animation and the folding cap for it, though I'm not sure if it's just because the lift ratio is so high or what the issue is, but if you attach 4 or so of them to an orange tank with some girders and crank the slider to 100% on launch, the inflating animation will loop, causing the g forces to apply strangely. The animation goes inflate, frame skip to fully closed, inflate again. This will loop until either the unit reaches a stable altitude or if you tell it to only increase height by a sensible number of m/s. I'm thinking this is likely due to the fact that for it's size it has insane-o prototype lift, and I've never seen this happen because i've never tried to cram 6 rays on to the top of a single orange tank. If you'd like I can test some more or get you a video. I doubt it will be an issue with normal lift params, but thought u might want to know. All in all, its going to come in rather handy on my eve missions -
Eager to see your duna mission and phoenix!
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If you're going for an "oceans 11" kind of challenge, I think that would be really cool, especially if it had more mini-challenges as a part of it (like an escape vehicle that can get x meters away in x seconds with all kerbals on board, able to carry the "stolen" item(s). A way to get in to the building, bonus points for things that look like drills or by blowing a hole in using a stack separator, etc.). However, as it stands the challenge has no scoring and isnt terribly difficult. I think the premise could be cool, but you will need to add a bit more to make it interesting, difficult, or otherwise scoreable. How many launches do I get, can I use mods, etc. You may want to read the challenge guidelines posted HERE. It is also usually recommended that you attempt it yourself and post proof. I really do think a "mission impossible" challenge could be pretty cool....
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Very slick! Maybe they could use a few windows though?? Keep up the good work.
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Discount Duna - Entry for Duna Permanent Outpost Challenge
KeithStone replied to YarTheBug's topic in KSP1 Mission Reports
I love the squat little lifter! I too once tried to design stages that were part plane to glide back once out of fuel....hmm...ideas..... -
Been watching this for a while. Love the stable release!
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MechJeb's Lament {Part 1 - A Window of Opportunity}
KeithStone replied to KeithStone's topic in KSP1 Mission Reports
Part 1 – Window of Opportunity Months passed. Kerbal Space Command ran numerous tests on new mechjeb autopilots and they all seemed to perform flawlessly. Confident in their work, they began to use the new mechjeb pods to assist in bringing up parts for a space station, and constructed it in orbit. The system seemed to work as designed, and KSC deemed their first probe's failure on comms systems or faulty wiring. Jebediah spent his time in wonder. Drawing plans for probes that could visit Eve's surface or mine Gilley for metal or kethane. He struggled with ways to get around Eve's immense gravity and thick atmosphere. His house filled with drawings, plans, calculations, and charts, but he knew it was foolhardy to think he could return to KSC with them. They wouldn't understand why he would want to embark on such a challenging mission when easier targets like Duna were available to research. Jeb still kept some contact with KSC, watching their mission progress and future plans. His heart sank when he saw that their new spaceplane was scheduled to deliver an experimental orbital construction module to dock with the space station in just a few days time, on the cusp of an Eve transfer window. “Fools!†he thought, “If I were there I would demand that plane refuel and take that construction yard to Eve!†Frustrated, he walked off, and thought of how nice it would be to have his own space program where he was in charge.... Meanwhile the Landcaster-5 spaceplane took off, and KSC cringed as the plane nearly flew straight in to the ocean as soon as it left the runway. Once in orbit, the Landcaster docked with the space station, and it's sole pilot entered in to the crew quarters to join his comrades in victory snacks and games. The mechjeb, however, started to receive a signal from Eve. The encrypted transmission went unnoticed by ground control, and overrode the Landcaster's control and navigation functions. It locked the doors to the docking port and main hatch, and started draining the fuel from the station's toroidal stockpile. Once full the Landcaster undocked from the station, and began to drift off in to space. Ground control tried to contact the space station, but their messages fell on deaf ears as the crew of the station was playing celebratory music at incredibly high volumes. The Landcaster's nuclear engines fired, and after a long burn it's orbit was set for an intercept with Eve. Outraged, KSC immediately called Jebediah. “Jebediah, report to KSC immediatelyâ€Â. “I don't work for you any more,†Jeb replied. “From the looks of it you dont need me either, I watched the news of your little Landcaster docking with the space station under autonomous control just fine.†“This is not a request Jeb. This is a military order from up high. Security risks mean we can only tell you more in person. Transportation is already on it's way to pick you upâ€Â. Sure enough, not seconds after Jeb hung up the phone did a black sedan appear outside his front door. Slightly confused he left his home and got in the back of the sedan. He sat next to a military officer who looked at him coldly. “Jeb, your top secret clearance is restored. I'm going to keep this simple since we don't know a lot yet. The Landcaster just drained the orbital station of fuel, disengaged the docking port, and burned for Eve. We have a feeling this might have something to do with the first probe that used the MechJeb system, which means that you are directly invovled. Do you have any clue as to why this is happening?†Jeb simply stared back at the officer, as all of the pieces of the puzzle fit together in his mind. “Jeb?†“That's a tragedy sir. No, I do not know what is going on, but I'll be glad to look in to it with you,†Jeb forced the response out the best he could without shaking. The drive to KSC was long, and the entire time Jeb thought out “Bring the Landcaster back, turn it around right now and bring it back†But MechJeb didn't listen. -
[0.23] [Beta] KESA Resource Integration v0.1 (TACLS & KSPI Water)
KeithStone replied to Eadrom's topic in KSP1 Mod Releases
I know that Ironcross life support had some information on extracting carbon dioxide from duna's atmosphere as well. Not sure the code he was using. Even though I dont lean toward the interstellar pack much, I'd get it again just to get more use out of TAC. I'm also hoping that the new biofuels+science pack will make a little more progress, so I can build a truly self-sustaining colony with life support. Love the progress here, and eagerly awaiting pulling CO2 out of atmospheres! -
(I always have to have more than one project, so I present to you my more story-driven sandbox experience.) MechJeb's Lament {Prequel} In the early day's of Kerbal space exploration, it didn't take long for Kerbal Space Command to realize that the average person's piloting skills were.... Not good. Years of training and testing cost millions of kerbucks, and still did not guarantee success. Yet there was one Kerbal who seemed to be in tune with every machine he touched. His name was Jebediah “Jeb†Kerman. The only problem was, there was only one of him. Command knew that for their program to continue to be successful, they had to find a way to take the essence of Jeb and put it in to every flight system, every computer, every rocket and space plane. Cloning was not a concept that was understood by Kerbals, so they devised a new idea. Using scanning brainwave technology (and several invasive implants), Jebediah could sit comfortably in his big chair at Command and control spacecraft from afar, using the power of his mind. With this technology he helped land the first Kerbal on the Mun. And on Minmus. This worked for a while, but still Jeb could only control one vessel at a time. So Command stepped in again, and compiled all of the data gathered from every flight controlled by Jeb. Using sophisticated algorithms (and definitely no witchcraft at all), the first successful “Mechanical Jeb†was born. This new device, dubbed the MechJeb, was mounted to a small probe destined for Eve. A rocket and transfer stage was built, and Command waited for the perfect transfer window to Eve. Command worked frantically to try to stop the probe from executing any more of it's pre-programmed flight pattern, but the probe would not respond. Unable to scramble a mission to take the probe back to find out what went wrong, it simply carried out it's program, and burned for Eve. Even though he was surrounded by his colleges, Jeb felt cold and alone, saddened by the mission's failure. He fell in to a deep depression, had his brain probes removed, and quit his job at KSC. Over the course of the following month, Jeb dreamed of the stars. Every night the clearest and most vivid dreams of Kerbol and the infinite void taunted him. The launch jarred the feeble AI's systems, causing it to re-calibrate its sensors to the last known good configuration, Jeb's brainwave patterns. So harmoniously tuned was the probe that as it got caught in Eve's gravitational field Jeb lost his balance and fell in his apartment. Jeb shrugged it off as another case of the spins from drinking too much and passed out without giving it a second thought. That night Jeb's dreams were different. His mind was filled with a great purple haze. As he tried to focus through the haze so did the probe, activating its sensors and extending its antennae. Soon, the haze cleared, and images of Eve filled Jeb's dream. He awoke in a blaze, taking notes and making calculations as his morning koffee brewed. Though he was still unaware of the connection, he knew we has now obsessed with Eve.
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Thanks, I'm glad to see you still around! I agree, using the timewarp on the pad makes me feel like i might have a seizure, so if you could get around that and just force an edit to the game time that would be wicked. As is though I think it adds a much needed push to things like TAC. Love it and cant wait to see what you have in store for the update.
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Missionlog: The giant construction of the LISA detector! (Mk2)
KeithStone replied to Urben's topic in KSP1 Mission Reports
Looks great so far! I cant quite tell what you are using for the lasers? Also, you might want to look in to partwelder to increase FPS in the future...Eagerly awaiting the construction of this beast! -
I love this write up! Your ships look amazing, I love the combination of B9 and toroidal tanks you have in there. All of your ships and stations are very sleek!
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Agreed. This mod plus TAC makes for a much more interesting game. Planning launch windows and making sure your craft can build while making sure your crew can survive in space is great. If I could build a space plane that was worth a darn I would love to load it back up with cargo and fuel using KAS so I could have an emergency ascent vehicle. After messing around with it some more I still think the launch times need to at very least double, but I'd even say 4x higher. 20days to a month for a medium rocket with payload feels a lot better, since it doesnt take too much to throw a year's worth of supplies at a space station, making this mod not play as big of a role as 5 days between rocket launches is a pretty small window and doesnt increase the challenge. The only thing that might do it is to combine this mod with a "no revert" rule. Then those 5 day windows can extend way out as you test the same rocket and payload a few times...
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Yeah, I'm running texture replacer, but I love my mods and have quite a few installed, I think a couple more than are in my mod list on the front page. And with 15x symmetry, the quintessence is a HUGE parts hog. It has way more of everything than it needed, but it was fun and I wanted it to be my pretty floating space station with a game-breaking number of kerbals (seriously, if you used the fill vessel button on crew manifest it would end up duplicating a name and for some reason not allow quicksave once in orbit, that was a pain). Mostly, this game is for funzies while i work on another session that has life support and DRE.
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I'm loving this so far, and doing some testing to see how it plays with TAC life support for unloaded ships. Also, you might want to consider integrating in to the Universal mod toolbar by Blizzy78 HERE. Update: Works fine with TAC, but its a good idea to play with crew manifest to remove any kerbals from the active vessel while it builds, then add kerbals just before launch. The only thing I would say is it seems that the build times on just generic rockets seems a little fast, since I cranked out a rocket that could send a 50 ton payload to orbit in 5 days. We'll see how it handles once I get a probe or rover with a hundred parts or so up on it As for space planes, I think it gives even more reason to land at KSC as you could always send a refueling vessel out, and actually maintain a small fleet of flying craft to taxi on to the runway as you need them.
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Part 4: Big and Brief A couple of days after "The Kaine Incident" central command resumed its normal functions. A new, larger launch platform was introduced, and with it the ability to put 120 tons of mass in to orbit effectively. On its virgin cargo launch, central command topped this new launch vehicle with the Quintessence – 1, a space station with attached landing vehicle capable of supporting a full 200 kerbals. An ITV was sent up shortly thereafter, docked and prepped to be sent to orbit above Dres, to assist with construction and monitoring of the constructicons themselves.