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Everything posted by Smurfalot
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I am trying like hell to stuff an AES jumpseat onto the packrat, nearly everything blocks the "hatch", the front row of nodes are blocked by the front bumper section and if you put it any further back you cannot fit the roof-rack without blocking the kerbal from getting in and out. I finally managed to jury rig it to work, but it is not pretty. if you could add a simple "middle chassis" part for the packrat to let you stretch it out in the middle, that would be great. And if you wanted to get really industrious you could also add a slightly hourglass shaped middle to add some extra length and a middle set of wheel attachment nodes to add some additional variety. Anyone else have a working Packrat with an AES jumpseat who wants to share the design?
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[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
Smurfalot replied to ObiVanDamme's topic in KSP1 Mod Releases
Wow, this is a really interesting mod concept. I would like to give it a try, but can you explain how to make the rocket parts on my station? I have never been clear on that part of the process. -
[1.4.2] ForScience! v1.5.2 - Your science autopilot.
Smurfalot replied to WaveFunctionP's topic in KSP1 Mod Releases
Sorry, I am new to science-ing, usually I play in sandbox. By collect you mean, the experiment popup not the Kerbal going EVA and doing a "Take" from the pod right? -
New Mobile Processing Lab mechanics
Smurfalot replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
What is the range for resetting experiments using the MPL? Do they have to be directly attached to the MPL or just the ship? -
[1.4.2] ForScience! v1.5.2 - Your science autopilot.
Smurfalot replied to WaveFunctionP's topic in KSP1 Mod Releases
What does making a probe into a science container accomplish for you? Does it take the data from the module and reset it or something? -
[1.0.2] KIS/EVA Portable Science Container and Transmitter v1.3
Smurfalot replied to Zorbaq's topic in KSP1 Mod Releases
I should try that, every time I try to place it on the ground the damn thing explodes. -
When I have an upper stage set into a degrading orbit (peri ~45k) I noticed that it does not experience any drag effects that would normally cause the stage to finish falling to the ground so stage recovery never takes it. I think if I put the orbit down to <0 it will recover, but the faster reentry speed tends to burn things up... Sometimes I even land my ship and recover it with the debris still floating in an orbit that should decay with drag. Would it be possible to have SR check for debris that has not yet landed to see if it should decay and do the recovery at the same time you recover the command part of the ship?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Smurfalot replied to stupid_chris's topic in KSP1 Mod Releases
Yes, the fastest I have managed to have chutes deploy without failing is around 850 m/s (still had reentry effects at the time.) Using stock reentry physics. - - - Updated - - - Good tip, thank you. I will start adding a small leveling chute toward the bottom. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Smurfalot replied to stupid_chris's topic in KSP1 Mod Releases
Nevermind, I ended up just increasing the deadly reentry temperature to 3000 from 2000 in the config. Next question is, does anyone deliberately use mismatched chute sizes to land a rocket on its side instead of vertical? I find if they land upright from balanced chutes they tend to fall over and break themselves after they touch down and the chutes cut. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Smurfalot replied to KospY's topic in KSP1 Mod Releases
It is not a "paper airplane" it is an "Aerodynamic Launch Simulatorâ„¢" and it costs 300 specos in the KSC gift shop. - - - Updated - - - That sounds a lot like the KAS tethers concept that are in the works. -
The TV limiter seems to be still broken for me. It works up until a certain point limiting to just shy of 300m/s at around 3k altitude-- this seems a lot faster than previous versions, I am starting to see mach effects) it gradually goes back up as the air thins (as it should) reaching full throttle around 11.5k altitude. I drop the first stage and start my gravity turn, but at around 15km it totally kills the engines for no apparent reason throwing the craft out of control. Perhaps some sort of gap in the way the TV is calculated in that altitude window?
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Smurfalot replied to KospY's topic in KSP1 Mod Releases
I have wondered the same thing. - - - Updated - - - Out of curiosity, where is that located, is that a squad part? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Smurfalot replied to stupid_chris's topic in KSP1 Mod Releases
I am specifically trying to use this with the stage recovery mod. I am not sure the stage will actually survive to reach that low of an altitude. Basically when the stage hits the edge of physics range it tests to see if it would survive reentry and as it stands now, they are burning up from going too fast through the upper/middle atmosphere. -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Smurfalot replied to KospY's topic in KSP1 Mod Releases
Tested this on that module with the 4 seat hitchhiker can IVA, any seat that does not have a proper IVA is treated as "empty" and is bugged by KIS. -
I see. The reason I was confused is because it is happening to me when there are still kerbal's inside. Just for whatever reason that particular module acts as if it is empty even when it is not. Edit: It turns out the problem is a lack of IVAs for the module which causes the problem for "vacant" seats.
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Having the same trouble, but I am not sure what you mean by empty parts. For me it seems to be isolated to the UKS Training Akademy module even when other kerbals are still on board...another strange thing about that module is you do not see the crew inside and when you EVA them the focus stays on the ship instead of going to the EVA kerbal. Maybe it is some setting he has on that module to make it think it is empty so it does not display 12 kerbals in there when it is full?
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[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Smurfalot replied to KospY's topic in KSP1 Mod Releases
Strange possibly related problem. I added a few items to the inventory for a pod and it showed up fine for the kerbal in that seat, but when I EVA the kerbal's inventory is suddenly empty and when they go back into the pod the inventory is also empty. It seems to be isolated to the UKS Training Akademy module...another strange thing about that module is you do not see the crew inside and when you EVA them the focus stays on the ship instead of going to the EVA kerbal. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Smurfalot replied to AlphaAsh's topic in KSP1 Mod Releases
How do I launch from the VAB to a Helipad location? The button is greyed out and I see them listed in the "all" tab, but I cannot select them, can I only launch to those from the SPH or something?- 2,488 replies
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Smurfalot replied to stupid_chris's topic in KSP1 Mod Releases
My upper stages keep burning up on stage recovery...trying to figure out how to slow them down faster without ripping off my chutes. How do I properly use a drogue chute? Am I supposed to set it to open in the upper atmosphere to slow down reentry before the air is so thick they get ripped off by the speed or what?