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Everything posted by cy-one
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[0.90] No More Grind v1.2 - Configurable facility upgrade prices
cy-one replied to nlight's topic in KSP1 Mod Releases
And 1.0.2 -
Can someone please upload that to another site? I get a "isn't sharing anything" error.
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Thank you both.
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Is there ANY way to also get a cockpit-less "Nosecone"? Maybe some kind of dronecore with more SAS (if that's a good idea) and some fuel to fill all that empty space?
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Goddamnit, how did I miss that? Thanks!
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Heya, really just a small thing, I think. I'd love to have a Mk2 Drone Nose (like the cockpit, but without cockpit), considering how compact the Mk2 Drone "slice" is, most of the space inside the nose could be used as either a Liquid Fuel tank or LFO. Back when I used B9, I modded one of the SAS-wheels to work as a Decoupler. But as the Mk2 Drone Core has modelled torque wheels and stuff, I'd like to have an "empty" one (maybe even with some arrows on the sides) to work as decoupler.
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The Elcano Challenge : Ground-based circumnavigation
cy-one replied to Fengist's topic in KSP1 Challenges & Mission ideas
As there are quite some people in this thread with experiences in rover-building... Is there a way to increase the friction of structural plates? Either via modding something or maybe via something to put on the plates, like rubber XD While my rover works quite good, the only (but major) problem I have is the friction of the plates... Or the lack thereof. @Fengist, you said replacement rovers are okay... Even if they are quite different? Because I'm pondering to use a different design, as these armor-plate-wheels are a lot more problematic than normal wheels when it comes to traction. -
Is there a way to change friction of structural plates?
cy-one replied to cy-one's topic in KSP1 Mod Development
*bumps* -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Oh, one small detail... I dunno if it's a KSMPA-problem or KSP, but trying to do Borderless Window (fullscreen resolution) with OpenGL forced throws a KSP-error :/ -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
cy-one replied to Claw's topic in KSP1 Mod Releases
I experienced a problem with the chute fix. I installed the mod via CKAN (which meant, everything got installed, although i manually deleted the symmetry thing), and when using chutes, they didn't show up in the staging area. They DID get staged, though (which means my first crafts all simultaneously fired their engines and chutes). Deleting the chute fix "fixed" that problem. So seems to be some kind of bug there... -
Sooo, I was never good with SSTOs, buuut at least I got them working, kinda. Now I'm trying to build an SSTO based on a mix of Mk2 and Mk3 parts. But before even getting to the "space" part of "Spaceplane", I'm already failing at "plane". I just took a look at the stock crafts. Aeris 4A: CoL very slightly infront of CoM Aeris 3A: Not an SSTO, but anyway - CoL slightly infront of CoM IX-102 (from Instell's Ramjet-Pack): CoL quite behind CoM Ravenspear Mk3: CoL quite behind CoM So, I take from this "more or less everything works" The following craft actually flies without main wing not that bad. It has similar problems to the version with a wing, but not as severe. Still, I have no idea why it's spazzing out. Both crafts tend to go into a "pitch-up/down-loop", unrecoverable. With the no-wing-version, it only happens when I change the pitch too fast. With the wing-version, it happens as soon as I look to forcefully at W/S (pitch). The off-center-thrust isn't the problem, I think. I just hyperedited the craft into orbit, and while it starts pitching down a little bit under thrust, it's really nothing severe and can be corrected by the cockpit's SAS. What the heck am I doing wrong? Earlier version without canards, doesn't change much, though. Added them for better take-of. Craft-file needs: - Mk4 Parts (Air intakes) - Scramjet parts (Leech Scramjet) Download from Mega.co.nz
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Any idea if this works in 1.0.x?
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[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Thanks The PartBrowser was especially useful to find an "unused" part which didn't make any sense to have (for one's personal playstyle) to truncate from the mod, for better loading times or in case of troublesome ram usage. -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
One thing I miss or haven't found is the Part Browser. I would love to have that one back. -
I have noooo idea what Forum Rep points are, but glad I could help @ People having problems "grabbing" stuff with the Claw. You could try using landing gears to lower your craft on top of the target part, having a Claw radially attached either under your craft or in an upside-down cargo bay. Just an idea though, not tested it myself.
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Probably via Claw.
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Uhm, didn't answer it myself, actually I just know that UbioZur's Mod doesn't work XD What and why wasn't known to me.
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Heya, since UbioZur's Welding-mod isn't operational right now, I wanted to ask if there's a tutorial around that explains how to weld parts. Especially when it comes to angles (like, welding a huge wheel made out of 1x1 or 2x2 steel plates). I would really like to know this.
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
cy-one replied to girka2k's topic in KSP1 Mod Releases
Also can't wait. Currently driving a huge rover over Mun (circumnavigation challenge). The vehicle _looks_ very simple, but has nearly 200 parts (every wheel itself has around 15 >.<) If anyone has a few tips and tricks... please halp :/ http://forum.kerbalspaceprogram.com/threads/120442-Tutorial-for-Partwelding -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
cy-one replied to sirkut's topic in KSP1 Mod Releases
Could we get a "continuous rotation"-button? I'm currently using rotatrons as wheel-hubs for my Mun Circumnavigator Challenge Vehicle (http://forum.kerbalspaceprogram.com/threads/120117-First-Challenge-Ever-Taken-Munar-Ground-Based-Circumnavigation?p=1919757&viewfull=1#post1919757) and while I found a way to not have to press a button all the time (press button, click cursor in the speed-factor-inputbox, IR doesn't get when you stop pressing the button that way), it's not a safe workaround. The IR Sequencer doesn't help either, as I'm unable to get the rotatron to a stable endless rotation with that. -
First Challenge Ever Taken: Munar Ground-Based Circumnavigation
cy-one replied to cy-one's topic in KSP1 Mission Reports
Day One, 50km: Leaving the crater. I landed the Mun-ster Truck in one of the large, Kerbin-facing craters. Getting out of it was actually quite a challenge. While I will not use the ion thrusters to accelerate beyond 20m/s, they came quite handy when climbing the very steep cliffs surrounding the larger craters. Distance from landing zone: 48.68 km - Distance travelled: Probably a lot more. Some of the craters caused the truck to drift sideways a lot more than it was going forwards. -
The Elcano Challenge : Ground-based circumnavigation
cy-one replied to Fengist's topic in KSP1 Challenges & Mission ideas
Okay, stupid question... How do I "apply" for this? Because the Mun-ster Truck is corrently on it's way... http://forum.kerbalspaceprogram.com/threads/120117-First-Challenge-Ever-Taken-Munar-Ground-Based-Circumnavigation?p=1917960 I'm marking my journey with flags every ~10km (or whatever I come up with, probably longer than 10km), and use MechJeb's Waypoints to see when I reach 10km (for some reason, I can't target the flag )... Is that okay?