Jump to content

Neutrinovore

Members
  • Posts

    776
  • Joined

  • Last visited

Everything posted by Neutrinovore

  1. Agreed, Roady1990. Plus, as this is a video game, and there's no ACTUAL radiation being produced or anything, no one is really being hurt, you know? For me, that's the whole point of video games. They're not real. So I can do things in the game that CANNOT, for whatever reason, be done in real life. My $0.02.
  2. Whoops, right you are sorry 'bout that. Zzz's own thread is here: http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-%28and-other-strange-things%29 There are quite a few different pieces/parts to be found in the various pages, not everything is in the first post, just so you know. However, almost everything s/he's designed, old and new, has been integrated into the KSP Interstellar mod, usually with added or altered modules to increase their functionality within that mod, so if micro-managing resources and running a really complicated mod with a heavy and steep learning curve is your thing, then by all means, check out KSP Interstellar. Also, zzz has designed several engines and other bits that are exclusive to that mod. For myself, I've downloaded the mod but I don't use it, I just altered the configs so I could use the parts I like. There's no need for me to post a link to KSP interstellar though, just go to the 'Add-on Releases and Projects Showcase' thread, it's almost always somewhere on the first page, usually near the top, because SO MANY people have SO MANY questions about how to get the mod working right, it's that complicated. That, or it can derail into a 5 page discussion about the minutiae of precisely how to accurately replicate the decay of lithium into whatever within the nuclear reactors, or how efficient a thermal rocket engine is or isn't when attached to an antimatter reactor as opposed to a fusion reactor... Ugh. You can tell that I'm not a fan of the mod due to its complexity, but I do like a lot of the parts that it comes with, so there you go. Oh, also, I think some of zzz's parts are used in a few other mods, such as KAS (Kerbal Attachment System) and the Kethane pack too, but I don't use those so I'm not sure. Anyway, most of what you'd want as far as space station parts you should be able to get from the original thread. I hope this helps.
  3. Also, check out zzz's parts, both in his own thread and in the Interstellar mod. I've got pretty much everything he (or, could be she, don't want to assume) has created because the designs are HIGHLY futuristic, IMO.
  4. The final model of WHAT?!? I still have no idea of what this 'mod' is even supposed to be!
  5. Oh, hey, cool, thank you! I hope you understand that I wasn't actually upset, I was just messing around. But I sure appreciate the chance to play with some new stuff, as I'm sure many others do as well. Again, thanks. Now time to go play!
  6. AArrgghh! You're doing it again, Lack! You're teasing us (and by that I mean ME) with screenshots of all kinds of goodies that aren't released yet! Grrr.... Lol, On a (slightly) more serious note, I am definitely looking forward to having some more options when it comes to rover building. Hope these will be ready and released soon. Later!
  7. Hey there , zzz! I just thought I'd check in to see if you're working on anything new or interesting? And give a little bump to the thread, of course, lol. But I figure it doesn't hurt to ask.
  8. Excuse me, KhaosCorp, but you don't know anything about me, so I'll thank you to not make personal insults. I ALREADY USE ALL OF THE MODS I LISTED. H.O.M.E., the DEMV rovers, the Nautilus system. I'm using ALL of them, right now. They work great (well, except for the Nautilus random explosion issue, which I finally figured out from reading this thread how to fix). So, I wasn't talking about the whole 'when you gonna update for 0.22?' issue, I don't care about making the parts work in career mode, I don't play career mode. And as you can see from the previous paragraph, I've already gotten all of the parts I want working just fine. I was referring to the NEW things that are seemingly stuck in development hell: The DEMV Mk6 'Shark' rover. A supposedly 'new', i.e. completely redesigned, Nautilus. Now this new HOME system redesign, the first part of which was just shown yesterday. But if that bothers you, KhaosCorp, that I was urging Mr. BobCat (whom you are NOT, as I recall, nor do I remember directing any comment or question towards YOU.) to try to finish a project before starting any more new ones, then I suppose I'll not inflict myself upon you or this thread any further. And my wholehearted apologies if my OPINIONS offended you or anyone else. And, finally, Mr. BobCat: I really like your mods, and I was simply expressing my eagerness to partake of all the great new things that you've been working on for so long. Yes, I know that they'll be done when they're done. My apologies for being impatient. However, I wasn't asking any question of you, other than to plead once again for the release of some of your great mods. But since some other posters on this thread don't approve of my 'crybaby' attitude, I assure you I'll not bother you any further. I shall, however, remain a fan. Thank you for all the great work you've done for this game, and for your upcoming releases as well. And to the moderators, my apologies for derailing the thread, as I said, I won't be posting here any more, so you should not need to take any action. 'Bye.
  9. Hmm... I agree that in the past the spaceplane autoland feature was worse than useless, I'm convinced it was actively trying to kill my Kerbals. However, more recently - I'm using build #98 - it works like a dream for me. I've discovered, however, a few things: First, you don't want to be just anywhere on Kerbin, at any random heading and altitude, and just engage autoland and expect it to fly you all the way to the runway. No, you need to be somewhere between 100km to 300km out, at about 10,000 to 15,000 meters altitude. Then bring up the spaceplane guidance window, but don't choose 'autoland' just yet. First order of business is to set the 'autoland glide slope' to AT LEAST 7 degrees. The default of 3 degrees is, frankly, suicidal. It'll put you in the ocean if you're coming in east-to-west, and it'll DEFINITELY fly you into a mountain if you're coming in west-to-east. In fact, for a landing heading of 90 deg. I recommend a glide slope of more like 10 to 12 degrees. This is for the main KSC runway, btw, but it's pretty similar for the island airstrip too, just be aware that there's a ridge directly EAST of the island runway, so again set a slightly steeper glide slope to clear it. Anyway, now select 'show navball autoland guidance'. Use this to get your plane headed in generally the right direction. With me this can sometimes be an ugly affair, but as long as I'm high enough I can usually recover from a spin before any lithobraking occurs. Or, as I've recently learned from another forum user, if you want MJ to fly that's fine, but don't use the crappy spaceplane 'altitude and heading hold' things, instead bring up Smart A.S.S., select SURF, and now you can control your pitch, heading and roll with total precision. Just be sure to set your roll to zero most of the time, 15 degrees at most if you're banking, and your pitch slightly nose-up, you'll have to experiment with your individual craft to see what generates level flight. Btw, negative roll is left, positive roll is right. Okay, now, once you have your yellow prograde indicator somewhat close to the purple target circle, and are flying fairly level at a MINIMUM of 10,000 meters, now you can engage autoland. At first the plane will dive a few thousand meters for some reason, but then it'll come back on track and put the prograde indicator right on the target circle. Now, regarding speed. For time savings I'll generally keep full throttle, or close to it, until I'm fairly close to the runway, maybe 10 - 15km or so. Then throttle back to just enough to keep headway without stalling, but you want to be sure to do this AT LEAST 10km before the runway, because MJ can be slow to react to your throttle changes (autoland doesn't control your throttle, btw, you have to do that manually. FYI.), and it can porpoise up and down for a bit before settling back down, so you want to set the throttle at your final landing position fairly early. Erm, this is predicated on a powered landing, obviously, I haven't tried doing this with a glider like the REAL Space Shuttle yet, lol! So that's about it, at this point you should be able to ride the autopilot all the way down until the wheels touch the runway. Finally, you need to do three things in quick succession once you are on the ground. Hit 'abort' on the autopilot so it doesn't keep trying to 'land' once it's already landed; cut your throttle; and engage your brakes. Hopefully your spaceplane landing gear is designed & constructed so as to track straight without any input. Bleh, sorry for the wall of text, I'm just trying to help. As for the rocket/vertical 'land at target', I've been having good success with that as well. Except... Well, there are lots of people on this thread saying that this feature is now TOO accurate, that if they target a ship to land close to on, say, the Mun, that MJ will now literally land them right on top of the target ship. Well, I've NEVER had that happen to me! When doing the de-orbit burn, it always stops doing corse correction burns as soon as it breaks 150 meters on the predicted landing site, and only rarely does it ever even land that close, it's usually more like 300 - 400 meters. Not a huge problem, I just think it'd be nice to be able to get within 50 meters more often than not. Alright, 'nuff said, more than enough I'm sure, lol. Again, I hope this helps, Damaske.
  10. Cool looking part. Yay. Yet another NEW thing that's being worked on instead of all of the other OLD things that so many of us desperately want to see updated. Such as the entire DEMV lineup, the Nautilus system, the DEMV's, all of the rest of the HOME line... did I mention the rovers? Yeah, I know, I'm grouchy. All I ask is that SOMETHING gets finished and released, please?
  11. Hmm, I like that rover cab! Hope to see continued development of that.
  12. Wow, neato, you get to play with it and we don't, that's so AWESOME!!! While you're at it, why don't you just give me a paper cut and pour lemon juice on it?
  13. Regarding your problem with the oscillating around maneuver nodes, docking ports, etc.: Try adjusting the 'Tf' value in the 'Attitude Adjustment' window. Set it lower for small ships, probes, etc. and higher for big rockets and stations. I've found this can help a lot in certain situations. You'll have to fiddle with it to find out what works best. One drawback is that if you're launching a large multi-stage rocket, you have to start with it pretty high, like 0.9 or more, and then manually bring it down as you lose stages, ending up with something like 0.15 if your orbiter is just, say, a Mk1-2 pod with service module and small engine. Several posts/pages back Sarbian had mentioned that he'd look into some kind of auto-detection for the Tf value, so hopefully this would correct a lot of these problems. Hope this helps somewhat.
  14. True, and I have used that, but the fairing base itself is quite thick, much thicker than a 2.5m decoupler, so if you want to keep a low profile it's tough to do, that's all.
  15. I had several problems of that nature with 102. Eventually I reverted back to build 98, and I've been having pretty consistent success with that.
  16. Man, I wish someone would! I'd love to use that on a Mk1-2 pod with some pancake LFO and monoprop tanks, it'd make a great escape pod/small lander, but without a shroud you just can't blend it in.
  17. I think I've figured it out. On Innsewerant's blog post, in the change log, he says "GPS part temporarily disabled", but there's no explanation of what that means. Well, yesterday I was having terrible trouble with the game crashing every time I tried to launch a ship that had the GPS part on it. I mean, I was getting 'out of memory' crashes on a ship with SIX parts! I finally tracked it down to an easy fix: don't put the GPS unit on your ship, and you'll be fine. This also fixes the missing icon, as well as some weird GUI glitches I was having. The only downside is that you have to have the scanning dish itself on your ship to be able to open the mapsat window, even if you don't plan to do any scanning with that vessel. Meh, I can live with that. Oddly, however, when I switched to a probe I had in orbit around Duna that already has the GPS unit on it, it worked okay, although it does lag quite a bit more with the GPS on it than without. I think that I'll delete the GPS part from the folder altogether until Innsewerant posts an update that explicitly states that the part is working again and necessary for operation. I hope this info helps everyone.
  18. Right... that's what I said, I wouldn't release it that way, I wouldn't even know how. I'm a player, not a modder. Anyway, just thought I'd ask. And based on the massive amount of interest you're getting here (NOT!), it looks like I won't be flying this anytime soon. If ever. Bummer.
  19. No, I agree, Kerbals aren't dumb. But apparently you and jfull and satcharna don't think they have a sense of humor either. You don't think a Kerbonaut would put up something like this as a joke? Why not? That's why I think it's great, it shows that not everything to do with space travel has to be ultra-serious all the time. To me, this is in the same vein as hitting golf balls on the Moon. No real point, just doing it because it's there to be done, and having a bit of a laugh at the same time.
  20. Hey there, just checking in again. Any progress on cargo bay door or landing gear functionality? I told you I wouldn't let you forget.
  21. In fact, if no one does take interest, iDan, could you at least PM me the files so I can play with it myself? Not to develop, you understand, just to fly as-is. If all it needs is better landing gear, the new B9 ones should be perfect for this, and their shielded docking port should work fine on top, if it comes to it. Anyway, just a request.
  22. I do hope someone decides to take up this project. I'd hate for it to disappear from lack of interest, so I'm not above a little gratuitous bumping.
  23. Those are the LLL radial jet engines. They're in this mod pack.
  24. I'm having the exact same problem. I (inadvertently) deleted all of my old data in the PluginData folder, so let's see if that fixes it tonight. Sigh... starting all over AGAIN...
×
×
  • Create New...