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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
That wasn't the cause of the issue I had with the toolbar. I made sure to leave out the dll when I put the dromoman parts in. -
Can four nodes be added to the sides of the cirrus bases? That would drastically improve their usability for picking a lander up from the surface of Eve.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
Would it be possible to edit the VTOL rotatron to make its base smaller, the engine mounting pad Rockomax size and have it extend farther from the base? It also has an issue where holding on the center control button doesn't return them to exactly the starting position. For a new part I'd love to see some engine hinges. They'd be useful for attaching hooligan labs cirrus envelopes to the sides of rockets, with them hanging down. Hit the button and flip them upwards to use for liftoff in atmosphere. Tiny versions could also be used to mount small engines on to keep landers and rovers firmly planted on low gravity bodies, then flip the engines straight down for liftoff. Could also be used on rockets and aircraft to switch engines from forward to retro thrust. They'd be useful on low slung aircraft to pivot engines back and forth without hitting the ground. Stick two on the back end of an aircraft for 2D thrust vectoring with any engine that fits on the hinges. Would need to be able to set which way they pivot in response to a single control, or perhaps a dual control where one pivots them opposite while the other pivots them together. Do a differential pivot then the together one keeps the divergence angle while moving them both the same direction. A way to have them act as control surfaces would be quite nice. Automated thrust vectoring control. That's being done for real by people building cheap "foamies" radial control airplanes by mounting the motors and props on servo actuated hinges, controlled by a solid state gyro. The most insanely unstable airplanes with fixed motor mounts become insanely agile airplanes with the gyro able to twitch the thrust around. IIRC at least one guy built a MiG-25 model able to do the Pugachev's Cobra maneuver with a pair of pusher propellers. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Galane replied to ferram4's topic in KSP1 Mod Releases
What worked to help stabilize rockets and make them less wobbly before KJR was to have one or more engines in the first stage that either didn't have gimbal steering or locking the gimbals of some of the engines. I'd just lock one big engine in the center and let all the rest do the steering. Try putting three LV-T30 engines under small tanks around the bottom, with fuel pipes running to and from the center tank. If that doesn't seem to change anything, use LV-T45 engines to steer and lock the main engine. Might need 4 or more LV-T45's to steer that rocket during boost phase. Either way it'll improve first stage TWR. When the rocket gets through the gravity turn (and if it hasn't folded up or gone for a spin) you can manually drop those. It's very useful how looping fuel pipes in and out (but *not* around) keeps the engines running but still empties the outer tanks first.- 2,647 replies
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TT NeverUnload - Vessel Unloading Preventer
Galane replied to TouhouTorpedo's topic in KSP1 Mod Releases
Something to have a look into. Landed craft with kethane drills and/or converters will simultaneously mine and convert if they're within the switching distance for landed craft, which is greater than the switching distance for craft in space. If you want to try this mod or Lazor System on two or more kethane scanning satellites, try it with them orbiting Gilly to see if they'll scan simultaneously. -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Galane replied to ferram4's topic in KSP1 Mod Releases
With that big, bulbous fairing on top and no fins on the bottom, it likely has a problem with the position of the center of pressure being in the wrong place, which should be (IIRC) 1 to 1.5 diameters behind the center of gravity on a single tube rocket like that. Whatever the rule may be for the weird assemblies possible with KSP, the center of pressure always has to be behind the center of gravity/mass. A plugin to add a center of pressure display to the VAB would help a lot with constructing stable rockets.- 2,647 replies
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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've used stacks of fuel tanks and struts to brace upper parts of rockets, then used sepratrons and upside down decouplers to dump them as they emptied. The tough part was having to leave some hanging on empty until the rocket would make it through the gravity turn. Then the last pair of bracing stacks could be dumped. I should launch some of those with KJR to see how they work now.- 2,647 replies
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Try landing on Gilly. The target marker hovers way above the surface. Land at target doesn't want to do anything after the initial burn, which doesn't bring the periapsis down to the surface. I either have to do a manual retrograde burn or use land somewhere then stop it to get the orbit intersecting the surface before land at target will go ahead and finish landing.
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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
Have a look at http://www.rigsofrods.com Rigs of Rods is an open source vehicle simulator licensed under the GNU General Public License version 3. What makes Rigs of Rods different to most simulators is its unique soft-body physics: vehicles, machines, objects, etc. are simulated in real-time as flexible soft-body objects, giving the simulation an extremely accurate behavior which entirely depends on the physical construction of the vehicles or objects you create. Features Soft-body physics. Objects according to their weight distribution, construction, and/or suspension (in the case of vehicles). Advanced flight model based on blade element theory. It allows the accurate simulation of any airplane, based entirely on its physical dimensions and wing airfoils, similar to X-Plane. Accurate buoyancy model based on elemental pressure gradients, enabling boats with complex hulls to move realistically in the swell. Basic support for dual-core processing. More multithreading and CUDA support is planned. Basic support for scripting using AngelScript. Based on the OGRE Graphics Engine.- 2,647 replies
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[Part] Advanced SRB [WIP v0.7] by Kerbal Science Foundation
Galane replied to kujuman's topic in KSP1 Mod Releases
New FX? Can we have proper looking exhausts that expand in width as atmospheric pressure is reduced? In vacuum the outer gas envelope of rocket exhaust flares out nearly at right angles to the edge of the nozzle. You can see it in this SpaceX launch -
For cases where the ship does nothing or just wobbles a little, right click a command pod part that's in line with the engine(s) you want to use then click the Control From Here button. KSP .23 seems to have a habit of setting that to no part. Smart A.S.S. can still use reaction wheels (even without any command pod part on the ship) to change a ship's orientation. But without a command pod part or without one set to Control From Here, you get nothing or just a jiggle from landing guidance and maneuver planner.
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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
One thing about the quantum struts and strut guns is they're very rigid, don't seem to have any flex at all like the stock struts. They must be employed carefully because on the launch pad, if your rocket's parts sag or slump a bit, these struts can push connections apart. That rigidity makes them very useful for docking, especially when you need to move things that are docked together. Action grouping the struts may not be required, unless they fail to automatically engage upon docking or you want to turn them off to save a bit of power. There's a "feature" with the physics which can be exploited with quantum struts, possibly with strut guns. Put one of the little truss "struts" (such as the cubic octagonal strut) on your rocket then a quantum strut somewhere so that when it's on, the beam hits the little truss. Your ship's rotation is locked solid without needing to use any reaction wheels or RCS thrust. Action group a toggle on the strut and you don't have to bother with what that ship will be doing while docking another ship to it.- 2,647 replies
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Do you have the launch clamps and first stage engines in the same stage? If you have engines already active before enabling any of MechJeb's ascent guidance functions, it will take off the instant you activate the autopilot. Just put the rocket on the pad, select your target in orbit, then use launch to rendezvous. MechJeb will take care of activating the first stage engines and releasing the clamps - if they're also in the first stage.
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Galane replied to Majiir's topic in KSP1 Mod Releases
I wrote about the problem it had in the Magic Smoke Industries thread. I could move the toolbar in space, moved it to the top of the screen. Then I enabled the function to hide at screen edges and when I moved an Infernal Robotics control window part way off the edge of the KSP window, the toolbar went away. In the spaceport screenm in the VAB and in the tracking station the toolbar was stuck right in the middle of the KSP window, which is the default 1024x786. It could not be moved even though the position lock was not locked. Couldn't get the IR windows to hide either, toolbar with the IR icon just stuck there in the middle, not working. Dunno why it had the problem, I've seen a few others reporting the same issue of the toolbar being stuck in the middle of the screen. It's an addon I don't have a need for and I hope that mod authors won't make the toolbar a requirement. Might be great for people who install a whole bunch of mods that have an icon to put somewhere. -
InfiniteDice -=Skillful=- Combat Damage & Weapons Mod
Galane replied to InfiniteDice's topic in KSP1 Mod Releases
Now there's a mod I'd like to see "KERBAL ZONE", emulating the classic tank battle game "BATTLE ZONE". The original line vector version, but in full 3D kerbalifelike color. -
Operation "Credible Sport". The tests all went great, except the final one before mission launch. The crew lit the retro rockets before the landing ones, causing it to smack down hard. Broke off a wing and caught fire. Scott Manley built a plane in an earlier version of KSP using solid rockets and sepratrons for super short takeoffs and landings. I'd like to see one done closer to the real plane, and capable of actually rescuing some Kerbal "hostages".
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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
Randomly breaking fuel pipes? I always do a 'fly around' on rockets with fuel pipes to make sure some haven't vanished on the pad.- 2,647 replies
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Galane replied to Majiir's topic in KSP1 Mod Releases
Will it be required to have the toolbar installed? Don't want it, don't need it. It's also terribly buggy with the latest Infernal Robotics release. Anyone doing a mod that can put an icon on that toolbar, *please* make it so it's not required to have the toolbar for the mod to work. I have Kerbal Alarm Clock and TAC Fuel Balancer with icons, which I have parked right where I want them. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
With the latest release you have to copy the toolbar folder into GameData. If you don't, KSP can't see any of the IR parts and thus will delete all flights with IR parts. Let's apply that to reality. ;-) "Sorry folks, Rolls Royce misplaced the plans for their Trent 1000 engine, so this plane will be deleted in 5, 4, 3, 2..." Heh, there's a plot for a story where any time the blueprints or other designs for an item are destroyed, all real copies of the item go *poof*. The map *is* the territory... Better hope the company that made your grandfather's artificial heart has lots of off site backups. I only have Kerbal Alarm Clock and TAC Fuel balancer with icons, and with a non-toolbar version of IR that will be a third. No need for the toolbar here, especially not when it's a buggy version that sits there, unmovable, in the middle every screen but outer space. It got it to move and hide out there, then could not get it back. So I went back to the previous version. -
[WIP][0.23+] AKSTechnologies Weapons Pack (release very soon)
Galane replied to panzer1b's topic in KSP1 Mod Releases
Which is a fact the David Lynch movie completely missed, so have many 3D animators and model builders. Many such depictions of Dune 'thopters with flapping wings have them stuck way out on the back end. Aerodynamics? Balance? Don't need any of that! IIRC the books don't mention 'thopters having anti-gravity, which all those WTF designs would require to fly. (No stupid "weirding modules" either, nor do the Sardaukar wear pressure suits with green lights inside.) I tried to find some images of 'thopters from the "Frank Herbert's Dune" TV miniseries but came up empty, so I don't know if that one got them completely wrong too. -
And for some reason, after it's finally settled down on its final course to landing, you still have to wait until it's down in the atmosphere a ways before you can warp to speed things up. Dunno why it likes to twitch the ship and kick it back down to 1x speed. Leave it alone at 1x and it'll just ride on down without doing a anything until it turns upright for the landing.