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Galane
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Everything posted by Galane
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
When I first installed IR back a few IR and KSP versions ago, the first thing I did was build a robot arm with DROMOMAN parts with an IR piston on the end with a hinge on the end of that, topped off with a docking port. Worked perfectly fine on a Mun rover but it was hard to get the ports to attach. Had to ram the lander almost hard enough to knock it over and shifting the weight of the Kethane drills from lander to rover didn't make the lander any more fuel efficient. Anyway, at some point attaching docking ports to IR parts worked, so what's interfered with that? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
I've never been able to get the winches locked as long as there is anything attached to the end of the cable, even other KAS parts. It will not automatically rotate anything to lock position except the bare cable end. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
I use Editor Extensions. Could be that's what's interfering with node snapping. What I read in its docs is it can enable surface attach on parts that don't have it enabled, like Oscar B fuel tanks. Don't recall it being able to disable surface attach. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
The problem is getting the nodes to attach. It just slides around after changing the size instead of snapping into place like stock parts that size. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Galane replied to Majiir's topic in KSP1 Mod Releases
Connect a fuel pipe *from* the tank that won't fill *to* the converter, or install a fuel pump mod that can transfer fuel among tanks no matter how they're attached. Check the fuel crossfeed capability of all parts inline between the converter and the tank that won't fill. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
The numbers go round and round but the washer never moves. The red spot is on the bottom. New Group is the washer, New Group 2 is the hinge. Craft http://pastebin.com/6FYg6h6r Shooter Rover by g_alan_e, on Flickr Also, the nodes won't snap, except for when I first pull a washer out of inventory, then it jitters up and down and I can only get it to snap on down inside the RGU. 'Tis an issue with several parts that makes it difficult to get them stuck on where they need to be. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
I put a hinge (the one that starts out straight up) on top of a powered docking washer and the docking washer would not rotate. It would just hum and turn a very small amount. The hinge worked fine. I didn't flip the washer over, I put it atop the rover in the default orientation it pops into the VAB, then the hinge on top of it. So I switched out the docking washer for a rotatron and that worked, but is less stable because those can't be scaled up to the sizes the docking washer can. -
You Will Not Go To Space Today - Post your fails here!
Galane replied to Mastodon's topic in KSP1 Discussion
Lag caused MechJeb to 'rendezvous' at full throttle backwards into the top of this Eve ship (that never went to Eve). screenshot10 by g_alan_e, on Flickr OK. No problem. Since the docking port atop the can is gone I can just cut loose the transfer stage and land, then deorbit that and start over. In position for landing burn and... Nothing left but a bare can on a suborbital trajectory. Somehow, despite what should have been a sufficiently lower position, Landing Guidance guided the Eve lander precisely into the transfer section. screenshot12 by g_alan_e, on Flickr Looks like a particle accelerator impact with many parts on Kerbin escape trajectories. screenshot11 by g_alan_e, on Flickr -
You Will Not Go To Space Today - Post your fails here!
Galane replied to Mastodon's topic in KSP1 Discussion
Two stage lander, testing to see if it can land on the center engine with the outer three off. No, it can't. get up jeb by g_alan_e, on Flickr That lander on Mun. Two-Step-on-Mun by g_alan_e, on Flickr One of the times MechJeb decided to be ultra precise on landing. Fortunately there was no damage. Drove the one off but it tipped on its side. I was able to use RCS to right it. Rover on Rover by g_alan_e, on Flickr One of a large number of fails at landing on Eve. MechJeb-fail-again by g_alan_e, on Flickr -
You can right click the KSP executable and run as administrator, but then any files created during the run (logs, persistent and saves) will be "owned" by a non-existent administrator user and you won't be able to edit them directly. You can make copies, delete the originals then rename the copies to the same names as the originals. Then you may edit them. (It's like locking a door then hanging a key to the lock next to the door.) But next time you run KSP as an administrator (note, this is NOT the capital A Administrator, analogous to Root in Linux) Windows will "helpfully" change ownership of all those files. Windows 7 and 8 do this, even when the user account you are logged into has administrator rights. If you later do not want to run KSP as an administrator, you'll need to do the copy/delete/rename dance on the persistent, save and log files or KSP will likely complain about being unable to use them. XP didn't play such silly games. If you had to run a program as an administrator, all files created by it were tagged as being owned by the logged in account, or at least didn't have write access locked.
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A while back, someone made a Rocketdyne F-1 engine for KSP. For a long time that was the most powerful rocket engine ever built. IIRC it's still the most powerful single chamber engine actually used on a rocket. But back in the 1960's an even larger engine was on the drawing boards and prototype pieces were being built for the Aerojet M-1, designed to be run at 1.2 to 2 million pounds thrust. The turbopumps alone produced 75,000 and 27,000 horsepower for the hydrogen and oxygen, respectively. The turbopump exhaust was used to cool the lower section of the bell, exiting through nozzles around the bottom and contributing 28,000 pounds of thrust. Who needs closed cycle when the exhaust of the fuel pumps is *that frigging powerful* on its own? http://en.wikipedia.org/wiki/M-1_(rocket_engine) But alas, the Saturn rocket won out over the Nova for the race to the Moon and funding for the M-1 got diverted to Saturn and other projects.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
He's using Deadly Re-entry and wants to be able to stow the payload inside a cargo bay. Can a port be mounted to the inside side of a SPP cargo bay and another to the side of the cargo to be stowed in the bay? -
Heavy planes break the runway in 0.25?
Galane replied to mrwinesauce's topic in KSP1 Technical Support (PC, modded installs)
Looks like the launchpad is thin concrete with a cheap rubble filling. Lowest bidder construction? -
I've found you need to manually horse the plane around to point in the general direction of the runway, then set the slope to 10 degrees. Otherwise the autopilot is never going to get the plane turned around the right way and will fly it into the ground or ocean well short of the runway. When you get close enough you can change the slope so it will get down to landing altitude. At the 10 degree setting, adjust throttle to the point where you're either not losing altitude or are very slowly losing altitude. What I still haven't managed to do is get a plane down from orbit to a low enough altitude to make a landing at KSC from the west. Always end up way too high and overshooting. Most likely need to fly manually and downwards until reaching a low enough altitude, but not so low as to hit those pesky mountains. Ascent guidance in Build 340, in the limited testing I've done so far on a couple of modified stock planes in .25, seems to be somewhat more useful with planes. I manually flew up to jet flameout then engaged the AP while switching to rockets. It didn't go for straight up but continued to fly like a plane. Unless you have a plane with very high TWR with a design that can get off the runway with a quick rotation - without breaking pieces off - you don't want to try using ascent guidance from launch on planes. The ability to have several control points on the ascent profile shape would be very useful, especially if the lower section could be curved the opposite direction for horizontal takeoff. Now I just need to modify my "Hot Needle" spaceplane spaceplane refueling tanker some more so it can actually carry enough fuel to orbit to refuel the modified Stearwing which made 70K orbit with about .25 unit of fuel left. That was despite replacing the cargo bay with a short tank and inline docking port. I also replaced the toroidal LF drop tanks with six of the ReStock drop tanks. Only used about half that by flameout. The Stearwing flies great, until it runs out of fuel, then it has the glide ratio of a lawn dart. As a spaceplane it's mainly useful for stranding Kerbals in orbit, assuming you can get it to orbit before running dry. Definitely requires modding to make it a useful craft.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Galane replied to ferram4's topic in KSP1 Mod Releases
I did six months on an ISP "helldesk". I feel your pain.- 2,647 replies
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Destroy All KSC Structures - OneForAllChallenge
Galane replied to Heretic391's topic in KSP1 Challenges & Mission ideas
Sooo, launching an Orion nuclear pulse rocket from KSC is now not a thing you want to do, if you want to have a KSC left? -
DROMOMAN - modular arm parts for Infernal Robotics
Galane replied to nothke's topic in KSP1 Mod Releases
That would make things easier. -
I flew the Stearwing a couple of hours ago. Takes off real easy and flies quite nicely until you run out of fuel. Without power it's a lawn dart. It also has a problem with the toroidal drop tanks. The jets draw from the front groups but then switch to fuel in the main tank instead of going to the rear group. Do something to fix the drop tanks, add a pair of canards to make it able to glide, ditch the crew cabin or cargo bay for more fuel and oxidizer and it'll be a serviceable spaceplane. Alternately, swap cabin or cargo bay for just jet fuel and lose the drop tanks and rocket engines for a fast atmosphere only plane - just make sure to land prior to running out of fuel, unless you like crashing nose first.
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Here's the old Drydock Floor panel from the original ReStock. It works through PART { name = drydockFloor module = Part author = Squad, PolecatEZ MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 6, 0.0, -14.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 6, 0.0, -2.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 6, 0.0, 2.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -6, 0.0, -2.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -6, 0.0, 2.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -2.0, 0.0, -14.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 2.0, 0.0, -14.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -2, 0.0, 14.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 2.0, 0.0, 14.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 6.0, 0.0, -10.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -6.0, 0.0, 6.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -2.0, 0.0, 10.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 2.0, 0.0, 10.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 6.0, 0.0, 14.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 6.0, 0.0, 10.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 6.0, 0.0, 6.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -6.0, 0.0, -14.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -6.0, 0.0, -10.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -6.0, 0.0, -6.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -2.0, 0.0, -10.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 2.0, 0.0, -10.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -6.0, 0.0, 14.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = -6.0, 0.0, 10.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Structural/structuralPanel2/model position = 6.0, 0.0, -6.0 scale = 2.0, 2.0, 2.0 rotation = 0, 0, 0 } MODEL { model = Squad/Parts/Aero/wingConnector/model position = 4.0, 0.0, -0.32 scale = 5.8, 5.7, 0.5 rotation = 90, 0, 0 } rescaleFactor = 1 // node_stack_right = 8, 0, 0, -1, 0, 0, 0 // node_stack_left = -8, 0, 0, 1, 0, 0, 0 // node_stack_back = 0, 0, 16, 0, 0,-1, 0 // node_stack_front = 0, 0,-16, 0, 0, 1, 0 node_stack_top = 0, 0.055, 0, 0,-1, 0, 0 node_stack_bottom = 0,-0.055, 0, 0, 1, 0, 0 // node_attach = 0,-0.045, 0, 0, -1, 0, 0 node_attach = -8, 0, 0, -8, 0, 0, 0 cost = 9200 category = Structural subcategory = 0 title = Drydock Floor manufacturer = AeroKerbin Mobile Homes Division description = A nice white-walled floor or ceiling for your space station needs. together with really strong super glue. attachRules = 1,1,1,1,1 // --- standard part parameters --- mass = 58 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 80 breakingForce = 1600 breakingTorque = 1600 maxTemp = 4800 fuelCrossFeed = False } For .25 the old wing connector used to fill the center is no longer there, I want to use the SPP part model = SPP/Wings/connector1 but it does not appear anywhere, not in the inventory icon nor when selected and placed in the VAB. The assembly looks just like the wall version which is supposed to have the big hole.
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[.25] ReStock Reloaded updated for KSP .25 (Only 3 parts not working!)
Galane replied to Galane's topic in KSP1 Mod Releases
Update. Got the parts dependent on the MK1 fuselage working. For some reason on the small drop tank I had to change the locations of the end cones. No luck getting a SPP wing connector into the middle of the drydock floor to replace the old one, but the part now loads.