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Ucender

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Everything posted by Ucender

  1. Unfortunately, one cannot throw money directly into orbit. Work, skill and patience are required. Money can be easy, space is always hard...
  2. The problem is that the SSL certificate at https://nabaal.net/files/ksp/nathankell/RealSolarSystem/Textures/RSSTextures2048DDS.zip is expired. It would be great if CKAN could ignore this and/or Nabaal could update its certificate.
  3. By the way, spoken English is not easy to understand for everybody (even if Scott Manley is speaking). Could the community here help you make subtitles in many languages for your film ?
  4. KAS gives our Kerbals more reasons to wear their spacesuits and do EVA, and EVA are cool!
  5. The downlink link is working fine : http://www./download/axvvdet7aa0acf1/TalCargoSolutionsV0.3.4.zip
  6. Tested and approved : Davon Throttle Control System 0.7 works like a charm on KSP 0.24 Winx64 By the way, "Zero at center" combined with "Invert axis" allows to control two sets of opposite engine using only one joystick axis. For example, assign the axis to the rear engines, with "Zero at center" option, and assign the same axis to the front engines, with both "Zero at center" and "Invert axis". The ship will accelerate when you push, and decelerate when you pull. See it in action : http://youtu.be/5KG3TCxlIK0
  7. When "Zero at center" is on, the throttle will be set at 0% when the joystick is at center (neutral position, no force on it) instead of 50%. The throttle will still be set at 100% when the joystick is pushed fully. This way, the joystick acts much like a throttle pedal : the more force you apply on it, the more thrust you get - if you do not touch it, you have zero thrust. Thanks PrivateFlip, I will test the new release tonight.
  8. Hullcam 0.3 appears to work smoothly in KSP 0.24 x64
  9. Space stations are awesome, and lots of people like to build them in KSP. But they had few useful purpose in the game... until RoverDude brings us OKS! This mod could become even more popular than MKS, because assembling stuff in zero G is much easier than precise landing+moving on surface. I love MKS, but it is pretty damn hard (and time consuming) to get a fully working base.
  10. Great! I think you got it right with 1500 funds. It is a very high-tech module, designed for complex ship designs. It could even be a bit more expensive. Only the "zero at center" function may be useful for beginners, with small single-engine ships. But hopefully this function will make his way to the stock game in the "settings" configuration panel.
  11. I just tested the mod in 0.24 x64, and it works fine
  12. The purpose is not sending stuff in space, we cannot compete with space agencies for that. The purpose is to answer these questions : - Can a group of citizens design and send their own ship in space with today's open technologies ? - How far will they go ? - How would they manage to do that ? - What are the costs/benefits of such initiative for companies/agencies involved ? - What skills were required ? What skills were acquired ? All space agencies are much interested in the answers to these questions. By the way, a few months ago, another question was : "Can a group of citizens take control of a 36-year old NASA probe ?". Guess what, the answer is yes : http://www.rockethub.com/projects/42228. ISEE-3 Reboot project leaders are absolutely not "random people", but KSP community is not random either. It is probably the biggest community of space fanatics
  13. I guess some KSP players are actually students in American or European universities, and could get their school involved. This is such a highly educational project! ESA has a similar program for free rides : http://www.esa.int/Education/CubeSats
  14. I love how bold you are, and I admit a KSP community-made steerable spacecraft would be far greater than hundreds of selfies crashed into the moon. But we shoud avoid to duplicate effort, and get in touch with the Pocket Spacecraft team, since we share many common goals : - Build a 3U cubesat with propulsion - Setup radio communications - Get a free ride from NASA or ESA - Demonstrate that space is fun Just the payload is different. They pretend to be open, so partnership appears to be a must : Now about getting interplanetary, I have no idea about feasability, but here is a video showing how Rosetta used 3 flybys of Earth and 1 of Mars to get further than Jupiter orbit and catch the comet : http://www.esa.int/spaceinvideos/Videos/2014/01/Chasing_a_comet
  15. It is not a concern : "Earth scouts" are suborbital, they will land (or burn) quickly. "Lunar scouts" will be launched from unstable orbit, and will crash on the Moon. It is a short term project (~3 years). My first thoughts : • The project is fun • It has many reasons to fail; do not send money there if you want to get something working. Go on if you think it is fun to try to • The moon transmission rate is too low to make anything interesting • The "1 pixel" optical sensor is cool • The Earth scout has interesting transmission rate, may be contacted directly with amateur radio tools, and may be recovered!
  16. What do you think about Pocket Spacecraft ? This project ties together space, science and fun, in a Kerbal-like spirit. They sell individual tiny spacecrafts : £99 for a suborbital flight, £199 for a moon crash. About the equipment of each spacecraft : About transmissions : More info here : http://pocketspacecraft.com/
  17. Think about the advantages of using Kerbals and Kerbol solar system instead of humans and real solar system : - The game is less hard, more fun - The pace is quicker (while still very peaceful), more fun - Kerbonauts are cute, more fun - Explosions and failures are fun, because it is just Kerbals and they are "born" for that Now I agree RSS could be an option in the stock game. Actually, many mods (RemoteTech, TAC-LS, Deadly Re-entry...) deserve to be part of the stock game. But Squad has a tiny dev team, and KSP has great modders
  18. There are so many brilliant guys in this forum, it is sometimes hard to find something clever to add. Let's keep lurking, and maybe some day one of us will come with a smart idea Hopefully we have this subforum, thanks for saying hi
  19. Actually there are three engines if you like into this dark screenshot : one big on the main rocket, and two small ones on the modules attached via KAS pipes. It's a funny setup, I like it Now I am not sure why it doesn't balance. Maybe : - modular engines are misplaced - modular engines are too weak to balance anything - Davon Throttle Control cannot balance engines connected via KAS pipes - Davon Throttle Control computation system is overwhelmed by the weight of the asteroid These are only guesses, this subject deserves further investigation...
  20. I submited a patch to add an option "Zero at center". It is a toggle, much like "Invert axis". When enabled, it allows a stick to act like a throttle pedal : when left untouched (at center), there is no thrust. When you push forward, you increase thrust up to 100%. This way, you only use half of the course of the stick. But it is far more intuitive and easy to control (see it in action : http://youtu.be/-HplnPB-63o). I discovered this great setup while playing "Lunar Flight", and it proves to be efficient. PrivateFlip accepted to integrate this feature in the next release of his mod. I hope you will enjoy it.
  21. Well, I could not find a solution, so I made one : I patched "Davon Throttle Control systems mod" and added a "Zero at center" option. You can see it in action here : http://youtu.be/-HplnPB-63o I could never control the ship so easily without the stick acting like a throttle pedal : it must be zero thrust when it is untouched. PrivateFlip plans to integrate this option into future releases of his mod. Feel free to ask me the patched version if you cannot wait.
  22. I would like to control the thrust of my engines so that the central position of my joypad (XBox-like) stick correspond to zero thrust, and pushing it full forward is 100% thrust (pulling the stick would do nothing). I tried tweaking the game settings, and I installed the very good "Davon Throttle Control systems mod", but found no option for this. The only way to adjust the "zero" point is through Windows calibration. But since KSP uses Unity, and Unity uses RawInput, this does not change anything in the game This throttle setup is used in the excellent "Lunar Flight" game, and proved to be efficient. I wish I could control my KSP ships the same way. Could you help ?
  23. Actually the three videos are online on the homepage of http://oooojoooo.com/ Am I the only one disappointed that it is too late for us to participate in the contests ?
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