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Kurtvw

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Everything posted by Kurtvw

  1. Here is a totally useless, but dead sexy little all stock SSTO I made today, just for giggles.. It can transport one Kerbal to space and back, and not an ounce more. Fun little plane with no functional purpose.
  2. @cliffdover If you're really just looking to go direct to the meat without the fun of vaporizing a lot of little green Kerbals, check out Scott Manley's kerbal tutorials on YouTube. But really, sometimes its more fun just to break stuff until you learn how not to break stuff. You can't win KSP, the fun is in the doing.
  3. The plan, Similar to 'The Martian' was to land at the ascent vehicle which was previous landed autonomously. The Ascent vehicle came down well short of it's planned landing site due to 'operator error' (me)... It is in a high mountainous area, but did land safely (to my great surprise). The team (Jeb and Bob Kerman) were to land, deploy their rover and drive to the Ascent Vehicle which would be 'near by', which I was hoping would be a couple kilometers. I then set them up for the same approach I used to land the Ascent Vehicle, completely forgetting they had MUCH less mass and would decelerate much faster in the Duna atmosphere. They came down about 100 miles away, on the opposite side of an enormous canyon (shown below) They are at an elevation of about 10500 feet above the canyon floor. The Ascent vehicle is located beyond the high point in the range on the opposite side and is at an elevation of about 15,000 feet. It was quite a crazy drive, but they made it and have already launched and rejoined the crew in orbit. The long drive netted me a huge amount of science, so although it was not the plan, 32 experiments from 3 biomes... Well worth six hours of rover time to drive 159km of parts of Duna I'd never seen before. The mission was planned to have a big rover excursion, but this exceeded the plan by quite a lot. And now I've seen a large swath of Duna, up close and very personal... And know a few places where future missions can land, and where they can not.
  4. @ferram4, this is why I like you so much! It's as if I made a mod and was trying to handle the masses not understanding that I have a day job, and do this when I have time. I have not done that of course, but had I, I'd probably sound a lot like you. Us curmudgeonly programmers gotta stick together! Rock on!
  5. In the simplest terms, if you're not able to find it, you probably shouldn't be using it anyhow, consider it something of a deliberate barrier to entry as it is a test version and you should not expect it to behave like a final version. That having been said, it shouldn't be too hard for you to find it if you start looking.
  6. Hey @ferram4, very happy to see you getting time to work on FAR for 1.2, its been a long October without everyone's favorite aerodynamics mod. Thanks for all you do, man.
  7. Click his name (the post started by part) in the post header, or on any of his posts, then click the big greyish blue button on the header of his profile that says 'Follow'.
  8. @RoverDude Interesting glitch you may want to have a look at... KSP 1.2 with Konstruction 1.6 I wanted to be able to dock some radial stages to my vessel which would be jettisoned later, similar to any radial stage. But as you are probably aware, docking ports will not attach to radial decouplers. So thinking I was awfully brilliant I placed the tt38k radial decouplers on my core piece, and then attached a BZ-52 Radial Attachment point to the decoupler. Then I attached a clamp-o-tron construction port to that BZ-52. Fire all that up into space.. Then for the radial stage that I wanted to add, I simply Added a BZ52 and another construction port to the side of my radial stage and fired that on into space (you see where this is going, right? I'm a total mad genius).. Got it all docked up, welded it.. And then tested to see how the decoupling would behave. My thinking here is that I've got two BZ52's welded to each other and attached to the radial decoupler, should work great... Staged it, and it appeared to separate, but the separated stage bounced around oddly and would not leave. So I thought maybe it was the port magnet doing this, so I attempted to throttle away... But the engine on the radial stage also fires... KSP still thinks these are 1 ship, they seem physically still attached, but visually they are a few meters from each other. So I close down KSP and restart it and go back to my ship... But now, the radial stage and all its junk is gone. The ship looks as I would have expected it to look and everything is right with the world. I retested using only the BZ52's, and a radial decoupler and no Konstruction parts, and the problem did not duplicate Thoughts?
  9. You have no idea how terrified I am! Thanks Linux, I'm hoping to get a little seat time with it this evening, I'll let you know if anything seems odd.
  10. Good to hear @linuxgurugamer. One of my favorite light weight big value mods... Glad you were able to take over and keep it around.
  11. They are like nematodes, you can dehydrate them and store them frozen indefinitely. On arrival just put them in warm water and stir. More seriously though, to the original question, there are a few 'life support' mods out there if you want to add a layer of difficulty and make them a little less immortal. I'm not aware of one for aging.
  12. With a name like Angar, he just looked too cheerful, so I fixed him...
  13. Yes, it does... On gilly it works great. Might fly on Minmus, but I haven't taken it there. Thanks.
  14. The best lander that Kongress is willing to fund... Have fun Val!
  15. @ferram4, Fair enough, I never noticed it before... But perhaps you can answer another question on this same topic... That AOA assist, if it is on in space, how is it determining the relative wind to get AOA? Could an AOA of NaN be the source of what I saw? (the AOA assist was on). While I agree that trying to out think the dumb user is a bad approach, I think most folks would also agree that if the input to a function is invalid or illogical, then the function should not be continuing to try to do calculations.
  16. @ferram4, @Gryphon I had this exact problem, and I believe it started with 'Knudsen'. And this solution also worked for me, so thanks for that. Is there an intent to correct this in a future version (I hope)? Since FAR knows when you're not in atmosphere, it seems like it should know not to apply these corrections when you are not. Thanks for any thoughts on that. This glitch has had me stumped for a while, but since I run a lot of mods, it took me forever to track it down to FAR, and since it was happening in space, FAR wasn't a mod that I suspected until I had eliminated everything else, and then Surprise! Love your work Ferram. Keep it up.
  17. Ok, so clearly I huffed some bad mushrooms or something. Nope, windows 64bit... Not linux. Perhaps I got (un)lucky...? I swear that somewhere you'd said that 7.3.2. was 1.1 (x64) good... But I'm reading it again and either I imagined it or you're made of evil magic :-) I'm sorry, I really did think I saw you say you were 1.1 (x64) built and ready for action. Sorry for wasting your time. But hey, heads up, @Starwaster, your not yet 1.1 (x64) build can totally murder sub-orbital kerbals at the Mun. Just sayin... Derp Damn I feel stupid... I really did think you said this build was good for my install. How's your weekend?
  18. @Starwaster, I too have a bug with no logs, if you want you can use your Dr. Evil meme on me... Here is what happened (and I admit this could be a mod conflict, but I haven't tested that)... All of this is is (x64) on your v732 version of DRE I had a kerbal on sub-orbital at Mun, I switched away from the kerbal to another craft (also happens if switch to space center) and when I returned to sub-orbital Kerbal, RCS would not function. Pressing the keys did cause the normal reorientation of the kerbal to the camera, but the RCS would not do anything, speed on any axis was not changing. After a few attempts, and smacking the R key, etc, the kerbal would either shoot off into space at a really remarkable speed, or would fall directly toward Mun at just as remarkable of speed. I started pulling mods off one by one, restarting, reloading and recreating... Each time the results were the same until I removed DRE, then the weird stopped and everything worked normally. By the time I removed DRE, the only remaining mods were EVE, Scatterer, V.o.i.d., KAC, navy fish Docking port alignment, and precise node (none of which I would think would be conflicting with DRE). I then reinstalled DRE and the weirdness came back. I have also noticed that with DRE installed, even when the kerbal jetpack is working normally, the thruster plumes are not drawn. I was completely mystified that DRE would be the culprit, but I haven't had a moment to test with everything clean and only DRE... Anyhow, just a heads up for something you might want to stir your brain with next time you have a chance. If time permits I'll get you a clean test, but that might be a few days.
  19. Jeb takes in the eclipsed sunrise at the lauch pad. Scatter and EVE at work together in KSP1.1(x64)
  20. @blackrack, I didn't see a response to @Chimer4 above, so I want to confirm this one, I see the same effect in IVA that he describes. Specfiically, I was using the MK1 cockpit, haven't tested with others. In IVA if you adjust your zoom from the default the ocean level appears to rise and fall depending on your view angle, such that if you're flight dead level, everything looks perfect, but if you bank hard the world floods, or drains. In external view everything looks normal. Scatter 0244 with KSP 1.1 build 1228(x64) Thanks for all you do, this thing works so nice in x64. Loving it.
  21. I think you're posting in the wrong topic... This is Precise Node.
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