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Everything posted by cy-one
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First Challenge Ever Taken: Munar Ground-Based Circumnavigation
cy-one replied to cy-one's topic in KSP1 Mission Reports
Okay, scrap that. Tests showed the McMun I loves doing wheelies. It actually loves it so badly that the entire back-end disassembles itself if you just look at the throttle. McMun II was designed to be a little more... "homey" with two Lander Cans instead of one Hitchhiker. It was also the first McMun to be armored (to protect against those nasty jumps) McMun III was just a larger version of McMun I, with two additional Ore-tanks at the front to act as counterweight... Didn't help, the McMun III also loved doing wheelies of doom. McMun IV never really saw the light of day because of a bug/missing feature in IR-Sequencer, or because I was too dumb to figure it out. Designed to walk across the surface of Mun. (above mentioned vehicles have been added to the slideshow in the opening post) Weeell... The Munar Circumnavigator Mark V, also nicknamed the "Mun-ster Truck" (not my idea, honestly!) I thought, the biggest issue on Mun - or one of them - are all the small bumps in the terrain, once you pick up some speed. And what better to negate uneven terrain if not large wheels? After some fiddling around (there was actually a smaller version that used 1x1 plates), I ended up with this design. The length of the vehicle combined with KSP's wobble actually helps in this case. The chassis deforms a little, meaning usually all 4 wheels have contact with the ground. Two large SAS-wheels in the center house the batteries and help control the craft, both while steering and jumping. To smaller SAS-units at the back and at the front are added for ... actually more speed. This craft also likes wheelies, but a lot less than it's predecessors. 9 Ion drives at the back will hopefully help accelerate the craft past 20 m/s (the point where wheelies happen with this craft). That is yet untested, though. With the exception of IR-Rotatrons to make the wheels actually work as wheels, this craft is stock. The Mun-ster Truck - 1 Kerbal - 7.6m Height - 11.5m Width - 21.1m Length - 197 Parts - 28.2 tons of pure awesomeness Disclaimer: Do not drive on the KSC-runway, it will explode! -
That is awesome to hear... Well, the first part is XD Let's hope I'm just too stupid for the Foldatron-problem mentioned above and that there is an easy fix Edit: And as an idea (you probably already had that one, but hey, no harm in mentioning it ) for the "load/save" program... There could be an Export-button, which opens a Popup with a serialized list of commands (like "1:Pivotron 1 Left:35:1" for "1: Pivotron 1 Left to 35 at 1x"), with each command as a new row. People could then save that exported list of commands either to an out-of-game notepad or to an ingame-notepad. The Import-function would open an empty popup to paste the commands into. While not perfect (as this would obviously rely on IR-parts being uniquely named, so the Import can assign each command by name to a IR-part), it would work good enough, I think.
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As you can't create sequences in-editor, could you please, please, please add a "save sequence" functionality? So we can program something and when we have to edit the craft, or maybe build a new craft with the same functionality (aka, all the rotapivowhatever-trons would move the same), we can just load the old program? Also, a bigger window would be appreciated (maybe adjustable?). Currently, the left window is "two-rowed" for me... well, the names are I'm also experiencing either a bug or pebcak when it comes to foldatrons. I'm trying to rebuild the "walker" seen in the video, using Pivotrons to move the legs forwards and backwards, and foldatrons to lift the legs. Commands like 1: Pivotron 1 Left to 35 at 2x work like a charm. But Foldatron 2.1 Left to 100 at 1x doesn't (the indicator stays green and the program stops (wait for moves). Manually moving the Foldatron works without a problem.
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Still editing this thread... ... might also be my longest topic-title ever, actually surprised I didn't hit the limit with that... Anyway. It's been a while since I last played KSP, somewhere around the time before 0.90 hit, didn't play that version (no particular reason, just wasn't feeling KSP'y). Had already planned to play a bit again, but couldn't get all my "Wanna have"-mods together, so I took even more time... Watched a little bit of EnterElysium's new KSP-series, started putting my mods together and while doing that, stumbled across the Elcano Challenge. Which... well, hits the nail. I really can't count how often I build some kind of rover, just to hyperedit onto Mun and drive around. And hey, there's actually a challenge to be taken, so why the heck not? I present, the Munar Circumnavigator MK1 - yep, names are totally my strength. The McMun I (can't be bothered to write the full name every time) is actually not the Mk I. I experimented quite a lot with free-hanging/spinning dual-wheel suspensions (similar to some NASA rovers), but that didn't come to fruition. I also experimented with some IR-gimmicks, but in the end... McMun I is actually completely stock, if we ignore the fact I used Tweakscale for some parts. The driver has a nice panorama cockpit, followed by the crew's cabin (I really hope that's large enough...). Behind that, wedged between to batteries, are two ore drills and a small ISRU. Then there is the Ore tank, some fuel cells and some actual LFO-tanks (just the small ones). And of course, another reaction wheel for those pesky jumps that are bound to happen. Oh, forgot one mod. MechJeb is installed for smooth cruise control. We'll see how well the MacMun I does in the first tests.
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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
Is there a way to disable the mod-update-checking? Because there is something wrong Either it's not implemented yet, oooor all my installed (and newly downloaded, from threads with "1.0.2" in the topic) mods are outdated. Either way, I'd like to have the modlist ignore the "datedness" of mods when it comes to the visual representation. -
[1.0.2] Automatic Landing Gear/Leg/Solar Panel | Alpha(0.0.4d)
cy-one replied to Ekareya's topic in KSP1 Mod Releases
Once it also does Landing Legs, I have a new mod -
[AnyOS] KSP Mod Admin v2 - Mod install with a few clicks
cy-one replied to MacTee's topic in KSP1 Tools and Applications
Where does one download that beta? :/ -
Stupid question... What does this mod do?
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
cy-one replied to benjee10's topic in KSP1 Mod Releases
Actually, the Command Module and Fuselage could be one part... which also could already include RCS ports And I really like the idea kerbtrek has added, with the "clipped in" modules. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
cy-one replied to benjee10's topic in KSP1 Mod Releases
Maybe to early forthis, but in the long run: I'd try to "kerbalize" the style just a little. Take a look at B9, or SPP (but preferably B9 ). While the style of B9 isn't stock, it does fit well. Because "edges" usually have some kind of wear/tear and similar things. Would be awesome if the finished models would fit right into the game, even if they're a little "oddly shaped" for KSP. Just a side-note, btw... If you're taking a multi-part-approach for the ring (instead of a slot-in-ring as in my idea), there are two things to consider... 1) you'd need some tiny models for strut-end-parts. We then could adapt the "invisible struts"-idea from B9. A multi-part-ring would wobble like hell, especially under thrust. 2) You'd need some nice optically fitting counterweight-parts. If mirrored through the center, the ship isn't completely balanced, as one side has more weight due to the center/ring-connection-tunnel. This wouldn't be the case if the tunnel and centerpieces are part of one large part. Looks nice, so far, btw -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
cy-one replied to benjee10's topic in KSP1 Mod Releases
Another round of brainstorming/response I'm not yet far enough into the movie to have seen how all works out (they just flew through the wormhole... not enough time to watch the movie ), so... I personally love the "slot-in-ring", but that's just naturally, it's my idea Anyway, speaking of dependencies... That's kinda why I proposed the idea I mentioned. Following "scenario": One habitat-module - Stock: Crew Capacity X - via MM: TAC LS - via MM/TexSwitch: USI-Colony-Stuff One utility-module: - Stock: mighty powerful energy generator (for the plasma-engines) - via MM/TexSwitch: Karbonite-Stuff One drive-module - Stock: ridicolous thrust/ISP (charge/LFO) - via MM: still ridicolous thrust/ISP (charge, Karborundum/LiquidHelium) via ModuleManager, (for example) three modules could have a stock-behavior, but could be expanded if the USI-Mods (RoverDudes stuff) are present. That way, not even TAC LS would be a dependency. But the whole mod gains a ....load of utility, longer playability and interconnection with other mods if the user wants to download those mods or already has them. That would be roughly how I'd do it. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
cy-one replied to benjee10's topic in KSP1 Mod Releases
Looks nice so far. As I've not yet watched the movie, I have a question regarding As far as I understood, the Endurance would be kinda disassembled in orbit and the modules flown to the ground by the Lander. I currently have two different ideas how to kerbalize this (or something similar, which could also be how it happens in the movie ) 1) The ship actually doesn't get disassembled. Instead, each pod ("Utility Module"?) has some kind of cradle/attachment/carrier-bracket. Small [-formed part that is part of the ring-assembly. The pod undocks from this bracket and gets flown down by the Lander. 2) Full dis-assembly, the whole ring gets slowly split (undocked) into single modules, which then get ferried down. Downside of this is that the ship is kind-of only able to do a one-way-trip. With the above idea, one could use the ship to fly some cargo (hab-modules, etc) to a planet or moon, land the pods and return for another go. With half the ship missing, the rest would probably not have the structural integrity to not break apart once the thrusters fire. Well, and some parts wouldn't be connected at all As I've set up my computer recently, I'm lacking 3D-software, so here's a 2D-sketch in all of the glory of mspaint.exe those "cylinders" are only placeholders with the purpose of showing where the connectors to the neighboring modules would be. The design I used there would have the cradles and pods form a simple/flush shape when docked (to better match the design of the "real" Endurance). The docking mechanism would be exposed once the pods undock from the ship/the cradles. Edit: "If I can ever fathom Unity" That step is as far as I know actually optional. I fiddled a little bit around with some self-made-parts and could put them right into the game without going through Unity. I just exported the parts somewhat specific from Blender. I can't remember how, but that should be research-able. Of course, that's really not the best solution But for simple parts without animations'n'stuff, it should work. But I've seen some really helpful people around here, so... I don't doubt you'll find a way Edit Brainstorming: A few Ideas crossed my mind. Implementing those would most likely be up to me for the largest part, but anyway. As some of those modules are meant for a planetary outpost and you already mentioned TAC LS, I'd like to expand on that idea. Similar to this mod, the hab-modules (or maybe separate utility modules) could function as "real" interconnecting modules once landed and outfitted. After a while, they could form a self-sustaining colony (without a lot of work on our side, as USI_Tools already exist, together with FSTextureSwitch, or how it's called). I really love what Angel-125 has done with the TextureSwitch, as it minimizes part clutter. Also, using some of the engines RoverDude introduced in (iirc) Karbonite Plus, the ridiculous thrust/ISP of both the Lander and the Ranger would be achievable without resorting to "own cheaty engines" Our versions could still use a dual chemical/plasma-mode, with both being still very efficient and powerful, but still kinda... balanced, at least a little bit. What would you think about that? -
Rareden's Real 8k Skybox for Texture Replacer
cy-one replied to Kunschner's topic in KSP1 Mod Releases
Jup. I use the same one (although I IrfanView'ed them to iirc 4k, for performance reasons). Rareden's skybox best Skybox. -
[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
cy-one replied to benjee10's topic in KSP1 Mod Releases
If you like, I'd like to collaborate on the CFG-side of things. Didn't do a alot there besides part-tweaking, module-manager-stuff and similar, but I'd be great to learn a few things. If you already got that covered, no sweat While I can model a bit, it's by far net enough (for my taste)... And texturing is completely out of the question. -
Yeah, we still need this Want.
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
cy-one replied to DYJ's topic in KSP1 Mod Releases
I have the same problem, which meant I had to deinstall pWings. Building planes without isn't fun So.... more or less no planes for me now. -
[1.1.0] Flight Manager for Reusable Stages (FMRS x1.1.0 [Experimental])
cy-one replied to SIT89's topic in KSP1 Mod Releases
Now I finally have a motivation to do a reusable program with KAS and Infernal Robotics -
[0.25] TT's SPP MK2 Nose - Pointy front for your Spaceplane!
cy-one replied to TouhouTorpedo's topic in KSP1 Mod Releases
This. Thank you so much! -
[old thread] Trajectories : atmospheric predictions
cy-one replied to Youen's topic in KSP1 Mod Releases
Gods, that's a relief to hear. I waited so long for a mod that does that Thanks Youen! (and Starman for the answer :3) -
[old thread] Trajectories : atmospheric predictions
cy-one replied to Youen's topic in KSP1 Mod Releases
I hope I don't get flak for not reading 36 pages Quick question: This is already useful as it is (making landings on atmospheric and nonatmospheric bodies A LOT easier), but does it also work with aerobraking? One thing I'm kinda desperate to find is a mod that shows me how an aerobrake will change the trajectory. You mentioned that the node system is kinda tricky there, because one would have to edit a node that's somewhere else. I personally wouldn't care about that, just a visual representation of how the trajectory would look after aerobraking would make so much stuff so much easier