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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
Are you also using Kerbal Joint Reinforcement? Right now that has some issues with small parts breaking off when going back to a craft after reloading the game. Edit: KJR 1.6 was just released, fixing more bugs and issues. -
The top node wouldn't have to come back when deflated. Inflate, node goes away and whatever is attached there falls off. Another, most likely more possible, would be a couple of nodes on the sides of the bases. Could put on a couple of jr clampotrons to attach pods with RCS and batteries to use to move the cirrus envelopes around. MechJeb's docking autopilot can handle some extreme offsets from COM with RCS. I used it to dock this. The part on the side has just four ReStock 5-way RCS blocks on the upper orange tank. Docking was slow but it worked!
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I used four of the cirrus envelopes to lift a lander from less than 1,000 meters Eve altitude to over 26,000 meters then was able to reach orbit from there. I didn't complete the landing because I've yet to be able to build any sort of landing structure from girders that won't collapse in Eve gravity and attaching regular landing legs with I-beams to get them lower doesn't work with Kerbal Joint Reinforcement. They work fine until the game is saved and reloaded, then some of the I-beams will break off. What would be useful on those Cirrus units is if they incorporated a decoupler in their bases so they could be jettisoned after serving their purpose. Reach max altitude, light the fires and shed the tires airbags. Any way to put a node on top that a docking port could be mounted to? If it could go away and lose whatever is mounted there when inflated, that would be quite useful. Then docking ports could be put on both ends for space tugs to move them around. Now that I have an idea of what I need for a ship that can both land on and lift off from Eve, I'm thinking of trying Infernal Robotics VTOL engine mounts to attach some Cirrus bags to a lander so they can be turned down for launch and left that way to clear a docking port on top of the lander for stacking the refueling rovers. Given that landing there takes little fuel, the rovers won't have much to do, but every bit of fuel will be needed to get back up - unless I can use some engines more efficient than five Skippers.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
Being able to build landing gear and have it toggle with the normal KSP gear toggle, and thus with MechJeb, would be an excellent addition to this mod. -
What I have in the folders section. I don't have B9 or KW installed. Will see how this goes. FOLDERS { folder = Squad/ folder = BoulderCo/ folder = nothke_DROMOMAN/ folder = MagicSmokeIndustries/ folder = HooliganLabs/ folder = Kethane/ folder = StretchyTanks/ folder = KAS/ folder = Keramzit/ folder = BoJaN/ folder = KSPX/ }
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How about a button to poke to reset all the planets to their default orbits? Would be nice if it could also yoink along everything orbiting them in their non-default locations. Too bad, so sad for anything not in a closed orbit around an out of location body. But hey, you're moving things with HyperEdit so just move those yourself. And now for something completely different. What I'd like to see from Kerbaltek (or anyone doing plugins and mods) is a plugin that in the VAB and SPH can align parts to the same plane and or rotation. It would be especially useful for getting landing legs all set to the same level and for making sure all the wheels on a rover are straight and on the same plane. Such is made a bit difficult by the game using something other than degrees for rotation and in VAB the vertical positions of parts are measured from the VAB floor so if you move the whole ship up and down, the values for the vertical positions of all the parts changes. I dunno how the position is measured in the other axes. It's possible to edit this in a text editor, even in the persistent file. http://forum.kerbalspaceprogram.com/threads/52288-Rover-wheel-alignment Still would be easier to be able to control+click a bunch of parts then click a button to align them, either to the average of selected, highest of selected or lowest of selected. What I have no idea how it works is where the vertical (or other axis) position of parts is measured from in space. What are the rotations in space measured relative to? Another program I'd love to see is a separate one that can pull things out of the persistent or quicksave files and save them as craft files which can be loaded in SPH or VAB. That would be just the thing for when you discover at the end of a long trip that you forgot something or brought extra items/weight you didn't need. Copy it out, open it in VAB, make the changes then go back to the external program to swap out the modified craft in the save. Might get a bit tricky for several things docked together. To be able to do that with landed crafts it would have to be able to save the position/rotation values of what it's overwriting, and doing anything which alters the distance of the COM from the lowest parts would very likely result in an intersection with the ground or having the craft dropping a ways. Neither would likely have a good outcome, unless there would be a way for the program to adjust for that.
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[WIP][0.23+] AKSTechnologies Weapons Pack (release very soon)
Galane replied to panzer1b's topic in KSP1 Mod Releases
If you give them a realistic spin up time, around half a second to get up to speed and another half at full speed... typical one second burst from stopped is under 100 rounds. 'Course the latest versions use 4,000 PSI hydraulics to get up and rocking much faster, practically instant acceleration to running RPM. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
That's what I did to unlock it and move it out in space. Dunno if it being firmly stuck in the middle of the screen everywhere else has something to do with being hidden in space. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
Has anyone used IR for folding landing gear, especially gear that'll hold up under Eve's gravity? -
[0.25] Engine Ignitor (Workaround for some bugs V3.4.1: Aug.31)
Galane replied to HoneyFox's topic in KSP1 Mod Releases
This is interesting. http://forum.nasaspaceflight.com/index.php?topic=15312.0 From the Space Shuttle Main Engine Orientation Presentation (105 pages) on L2: "ASI SPARK IGNITER The spark igniter generates sparks at a rate and energy level sufficient to ignite the propellants in the ASI chamber. Six igniters are used on the SSME, two each (for redundancy) in the MCC and both preburners. The spark igniter is completely self-contained in that a 26-VDC input as provided by the controller, results in a 10-kilovolt, 50 sparks per second output. The igniter is hermetically sealed and welded." Something else to consider are monopropellants that ignite when contact is made with a solid, non-consumable, catalyst. Hydrogen Peroxide is commonly used with a catalyst containing silver, though any sufficiently rough surface can work if the concentration is high enough. It'll even combust with organic matter like leather or human flesh. The ME-163 pilots probably didn't like to think about what would happen if the tanks of T-Stoff and Z-Stoff they sat between sprung leaks. I suppose the Z-Stoff catalyst would be not so nasty. The T-Stoff, being 80~85% pure hydrogen peroxide would be an extreme grade of nasty. Hydrazine is quite a versatile chemical. It can be a monopropellant by itself for low thrust uses or mixed with other things it can be a rocket propellant, a liquid fuel for artillery guns and many other things. I'd love to see an engine in KSP that runs on FOOF. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
With the toolbar folder in GameData ships with IR parts don't get deleted. However, the toolbar has issues. I'm using the default 1024x768 window resolution and the toolbar is stuck in the middle of the screen and cannot be moved even with position and size unlocked, in the VAB, SPH, on the spaceport screen and in the tracking station. In space I was able to move it, then I activated auto hide at screen edge and made it go away... how do I get it back? How do I hide or collapse the IR control windows? Big giant thing in the way, still transparent to mouse clicks so parts get yanked off the ship when trying to move it. I'm going back to the previous release. -
[WIP][0.23+] AKSTechnologies Weapons Pack (release very soon)
Galane replied to panzer1b's topic in KSP1 Mod Releases
They never get it right in movies. The firing rate gets slowed way down, like when the F-35 STOVL is firing into the Helicarrier in The Avengers. I assume there's two reasons they do that. First is the amount of metal those guns can throw comes close to vaporizing targets, and second is their real sound is like the world's loudest fart. Gotta draw out the action and can't have the audience laughing at a fart gun turning the baddies into a spray of blood. I don't care how tough The Hulk is, two thousand forty rounds per minute of 20mm is gonna put him down hard and permanent. http://www.dtic.mil/ndia/2006garm/thursday/maher.pdf -
The issue where for some reason MechJeb gets fore and aft mixed up then flips the ship around and burns the wrong way, despite having just flown a perfect ascent up to that point? Don't rely on the game's automatic choice for the active control part, especially if you're using the AR202 instead of a module manager patch to add MechJeb to command parts. Set control from here to some part that's on the centerline of the ship and facing up.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
Not using career mode. I like having all the goodies at once. Do I have to have the toolbar mod or just leave the 000 toolbar folder in? -
Landing legs with bigger feet for Eve.
Galane replied to Galane's topic in KSP1 Suggestions & Development Discussion
I've been attempting to build a landing support structure with girders and despite using a ton of struts, it collapses unless the surface landed on is dead flat. Eve has some weirdness going on with its surface. After the last failure, I went back to the debris pile and saw a Skipper drop right through the surface, followed a short time later by a splash sound. Altitude was 197 meters. I've also noticed that on Eve, after resuming a game, debris is hovering about a meter above the ground, then it drops, sometimes explodes. -
Remember the manned/unmanned state in VAB
Galane replied to BlackBicycle's topic in KSP1 Suggestions & Development Discussion
Every time you have to trundle a ship back to the VAB for technical difficulties, those darned over eager Kerbals keep sneaking aboard the ship. They don't care that the ship may crash or that you're using hyperedit to warp it to possibly certain destruction attempting to land on Eve. They just wanna fly! In addition to remembering the manned/unmanned/less than full crew state, it would be nice if it would also remember the crew assigned to the ship. Jeb, Bill and Bob keep knocking out the other Kerbalnauts and tying them up in store rooms just so they can get more missions. I've had to set guards on them whenever I assign a different crew. Otherwise I find them in the seats after bringing a ship back to the VAB then sending it back to the pad. -
At one point I had a cloud of debris around Kerbin on a highly elliptical orbit with a Pe well down in the atmo. It wouldn't auto delete any of it. Even when I 'flew' pieces down to crashing, it wouldn't delete any but the one piece that crashed. Another issue in this vein is if you have a ship in a low orbit that will eventually hit a mountain but is still far enough away to go to it and increase altitude. I had one that had somehow dropped to below 10,000 meters over Ike. It was somewhere between 1 and 2 minutes from impact, plenty of time to save it, but on loading the persistent file, KSP would delete the ship. Hit F9, ship is back, aim the fiery end down and get the altitude back to over 10K. In such cases the game should just bloody well wait until the ship actually hits the ground instead of simply removing it with the assumption that it's going to crash anyway. What would be nice is if it'd pop up warnings for any ships that have command modules, which are on crash courses with the ground.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Galane replied to sirkut's topic in KSP1 Mod Releases
Something is boogered with at least the telescoping pistons. KSP didn't load a craft because it couldn't find TelescopeFullA and TelescopeFullB. Names are the same in both part.cfg files, must be some other change has it confused. (I'm putting the blame on this Vrana person...) I left out the toolbar stuff. Reverting to the previous version and loading my last save to get my ship back. -
[WIP][0.23+] AKSTechnologies Weapons Pack (release very soon)
Galane replied to panzer1b's topic in KSP1 Mod Releases
Something like the GAU-8 Avenger or the GSh-6-30. Note that the GSh-6-30 has in some cases been almost as much of a danger to the aircraft carrying it as it was to its target. ;-) And then there is this. -
Landing legs with bigger feet for Eve.
Galane replied to Galane's topic in KSP1 Suggestions & Development Discussion
Nowhere near that fast with parachutes. With the suspension, the legs collapse. Lock them and they extend but if there's enough weight on them, on Eve, they push into the surface.