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Everything posted by MrMeeb
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The ISS Replica Project - Proton Added!
MrMeeb replied to MrMeeb's topic in KSP1 The Spacecraft Exchange
I believe those are from the mod Contares. Make sure you have all the mods listed at the top of the thread! -
I'd recommend you go over and check the RealPlume thread and ask there. Honestly though, I 'd suggest you just upgrade to 1.1.2
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[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
MrMeeb replied to cxg2827's topic in KSP1 Mod Releases
Let this be a lesson to you kids - don't drink and forum jk im 100% sober just ver tired What I was responding to was this: To me it suggested you can get the soft dock magnetism and, if the rotation isn't good enough for a hard dock, you can rotate one craft a bit in order to get the right alignment for hard docking. In my experience, that's not possible, and just makes issues worse. The whole jibber-jabber about colliders and stuff was me poorly trying to explain why that might be the case -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
MrMeeb replied to cxg2827's topic in KSP1 Mod Releases
In my experience with your ports, I've found that you have to be pretty spot on in the soft docking as well; rotating to get alignment doesn't seem to work at all and normally makes things worse. I think it's down to the rotation point being the whole ring, compared to Tantares' port, which is a point in the centre - easier pivot point. For that reason, I'm very excited for colliders on the fins. It'll make the extremely difficult manoeuvre of placing Unity on the shuttle's docking port that little bit easier. Why they mounted it in the bay the way they did, I'll never know I love photos okay -
totm june 2018 Work-in-Progress [WIP] Design Thread
MrMeeb replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Can I second guess at the Panther then? -
totm june 2018 Work-in-Progress [WIP] Design Thread
MrMeeb replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Banshee? Can't remember the actual designation -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
As a closing note for my involvement before handing this over to you, I just downloaded the craft on Chrome no problem- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Okay! Pinging @katateochi for any potential advice- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Hmm, not sure what's happening there. Either way, it's a fault with KerbalX most likely, so it's out of my control. Sorry. Have you tried a different browser?- 2,351 replies
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Ultra-Sim Launchpad Design
MrMeeb replied to Wonderbreadninja's topic in KSP1 The Spacecraft Exchange
At first I read this as 'ultra-simple'. Oh, was I wrong. It's amazing! -
I only used that reentry RCS part to see what the part would look like extended away a bit. For the reason you said, I don't think actual RCS systems could fit with a tunnel. For parachutes, maybe a version of that adapter with them built in could be something to consider? Also, I forgot to mention...is the offset on the Leo-M-2TT thruster meant to be there? Top one is aligned with gizmos, bottom is just placed:
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Sure, no problem. I'll lurk around and wait Contares has one at 0.625, and Tantares and Cx Aerospace (my fav, because of the extendable buffer and tasteful greeble) have one at 0.9375 Huh, the photos of the Tantares and Cx ones aren't showing n the album. If you go to the album on Imgur, they're there though Fixed! It has a red nose!
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
It's a Beta, with a few bugs, but yep - that's all 1.1.2- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
I've been having quite a lot of success with it recently! If you're looking for the arm to automatically position itself using the presets, try using IR Sequencer instead. Slightly daunting, but it works Setting up the maneuver: Trying it out in space!- 2,351 replies
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The ISS Replica Project - Proton Added!
MrMeeb replied to MrMeeb's topic in KSP1 The Spacecraft Exchange
This evening I had a chance to practice using @Jeast's Canadarm 1 to move Unity from its position in the payload bay to the docking port, and it has left me kinda baffled as to why they mounted it into the payload bay the way they did. I'm sure there was a reason for it, but it made the use of a robotic arm even more difficult than it would be normally. The precision required was especially high, because some of the joints were at their limits of rotation at this point. For context, the Jr Ports were originally connected, with the docking port on the top facing into the back of the bay. It basically had to be rotated a almost 180 degrees before it could be connected. Strange. -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
I think the best way to answer that question would be to say the SSMEs were used, but I didn't mean for them to be used. It was a test flight after all You're quite right, the SRBs do conduct the roll program afaik, I just hadn't set up my actuation control for that particular flight.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Did someone say RTLS abort? What about RTLS abort without wings- 2,351 replies
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It's a combination of realism, and the ability to forward plan; with the grapple point, I'm always aiming for the same spot, right? I'll look into using the magnet, but I'd be interested to see what you could do with regards to implementing the grapple and magnet.
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Goodness, yeah! I forgot the golden rule! Don't put a docking port straight on the end of an IR part! But then again, looks like you did too Out of interest, does the grapple point's collider mesh include the probe part, or is it just flat? I might use the magnet, and have that as a flat, easy target if it doesn't include the probe
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Iirc, this was kind of a problem that the real shuttle faced - things do wobble in space in real life too. However, when Arm operations were in action, the Pilot/Commander would be busy stabilising the Shuttle while the Payload Specialist worked. That way, movements were much smaller, more precise, and less likely to over compensate. I watched a video of the point where STS-88 berthed Zarya to Unity, and man, did Zarya's solar panels shake! My advice would just be to take things waaaaay slower. Patience is key if you don't want wobbles. On to my post though. I have been having some trouble with hinges behaving strangely while practicing for the mission I just outlined. When I released the module from the bay, and captured it with the arm (using the docking node, not the magnet), everything seemed fine. However, when trying to rotate the End Yaw hinge, the part moved, but the module did not, resulting in this: I decided the sensible thing to do would be to F5 and F9, so that's what I did. This only really half solved the problem, and introduced another. Now, the module, and End Effector would yaw as desired, but the hinge would not move, leading to the reverse of what is pictured above, as you can see: The other problem that occurred was that, of the two hinges I tested it on (both yaws), the alignment seemed to be off. When I would set the joint to '0', it doesn't go where it should be, pictured here: There was nothing at all in the debug console to see. If I can offer anything else, just let me know
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The ISS Replica Project - Proton Added!
MrMeeb replied to MrMeeb's topic in KSP1 The Spacecraft Exchange
Oops. Sorry. Forgot to add that mod! -
[DEV HALTED][1.3] CxAerospace: Stations Parts Pack v1.6.2 [2017-5-24]
MrMeeb replied to cxg2827's topic in KSP1 Mod Releases
I mean, the real colour of these handrails (as you probably know) is some kind of bronzy brown: Honestly, I can't think of another colour that would work well with the colour scheme you've got going on, without looking goofy. IMO, you should just tone it down to a muddier texture. I like to think that they are a contrasting colour to the actual module so that they're easily visible to astronauts on EVA. A small way to reduce the work load, possibly.