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RSF77

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Everything posted by RSF77

  1. I think this is great, an interest in space and spaceflight education is something we (in the US) are really lacking these days, everybody cares about dumb things like justin bieber or real housewives instead. Its amazing all that was accomplished during the space race even with everything else going on, and saddening to think how few and far between (and mostly unnoticed by the public) the feats of engineering and adventure are now. Maybe KSP can be a part of what it takes to bring that spirit of adventure back. KerbalEdu - "Launch kids into space" I lost about 5 minutes laughing. All jokes aside, that's awesome.
  2. My newest one, took quite a while for me to perfect: 2 TurboJets, a RAPIER, 20 turbofan intakes and its entirely stock parts.
  3. It doesn't seem like anyone has mentioned it yet, but EPL has been taken over I believe and a newer version is out where the dll has been slightly renamed not on the whitelist. I don't even know if I can join without it, but I'm about to try. Oh I guess you can't.
  4. I suppose it could be there is no cfg files for them, I didn't actually try to load the mod before I looked at the mod files. oopsie daisies?
  5. Is there a module {} I can use in some of my own part cfgs for explosions on my stockmade bombs and missiles? I don't see any cfgs in the bomb and rocket parts, in fact I didn't even know that was possible. This isn't for a mod, just for my own enjoyment.
  6. And here all this time I've been flinging empty oscar-b tanks at things.
  7. Looks like kerbal mission control just busted him looking at... well you know... korn? That "Oh crap!" moment perfectly captured.
  8. I have no idea what the problem is, I just wanted to say that's hilarious.
  9. Pretty much those, minus KSPI and add Novapunch, NearFuture, Kethane, MagicIndustries plus a bunch of other little mods and parts I made. I haven't paid attention to the exact memory usage actually I just know from trying that if I add anything else big KSP starts to crash, it runs pretty stable right now.
  10. So... assuming KSP doesn't, or somehow could be made to, not require a path for parts and whatnot (KSP/Gamdata/<mod>/<parts>/etc) then in theory could you just install every texture, model and cfg into the base mod folder (with no individual folders for things) and have everything able to use everything else there? So we have: Gamedata/mymod/<every cfg file> Gamedata/mymod/<every model file> Gamedata/mymod/textures/<every texture file> .... and so on with every part able to use every texture, model or sound it needed? I am unsure just to the extent that the directory structure for mods is coded into KSP or where it is able to look in order to find them, but it seems like a pretty simply solution for squad or maybe even for modders if possible. -OR- Use one individual part folder and cfg for every part in the mod? /Gamedata/mymod/parts/mymod/part.cfg /Gamedata/mymod/parts/mymod/<every file for every part> Possibly even separate .cfgs because I believe they can have unique names instead of just part.cfg, I think I remember some mods doing this. Might be pretty messy as far as file structure is concerned but maybe it could be some kind of workaround? This is pretty much an uneducated theory and I may not be understanding something basic here, but having to load multiple copies of the exact same thing a bunch of times sounds more like some kind of virus than a game. Fixing this could be something just as simple as a file structure issue, that can't take too long to fix even if they just put one guy on it. What? maybe a day? If I'm not mistaken the /Gamedata directory for mods is relatively new being updated for only a few KSP version ago, so maybe they intend to do it better but for some reason are just working on other stuff that IMO is probably much less important concerning your everyday KSPer or modder. Squad should probably be more serious about that seeing as a strong modding community can make a game about something as silly as cubic blocks into an award winning game. There is decades old games still active today because of this, and KSP has this potential if it is realized fully.
  11. Yea I already have that and reduced texture packs for everything that has it, but I am almost at the memory limit wall and I can't install any other big mods in all their glory. If I uninstall any of them I lose half my crafts. Oh well, I'll just wait and hope one day KSPI gets a texture pack too (or squad itself solves the problem).
  12. Has anyone made reduced textures for KSPI yet? I can already hear my computer crying when I start KSP so I'm leery about adding other big mods without reducing the memory load somewhat.
  13. Here's a cool SSTO light jet I made: I basically built the jet around the engine/intake assembly which is 3 reaction wheels, a rapier embedded into a turbojet engine, and 8 intakes clipped together with the tailfin/wings and landing gear. It accelerates fast, goes fast, is completely stable full as well as dry and VERY agile even with the drop tank, uh... has a drop tank and is completely stock (Mechjeb was removed for the final craft file save). Can make orbit very quickly with over 1k dV remaining. It's "parent" craft is actually this awesome little thing, as it stems from me trying to build a stock version of it: It was almost stock anyways, the biggy being the KW fuel tank and ability to configure the fuel amount in it, 250LF/200OX in its one tank and 12 LF in an oscar B I just used to attach fuel lines on the bottom. I removed the oscar B setup in the former stock craft and did it in the midst of all the clutter internally with surgeons precision, so its actually a fuel line running from the last reaction wheel to the rapier, and another running from the cube strut connected to the rapier and turbojet into the turbojet... and it works... somehow. This one has better performance and speed, but carries a slightly smaller fuel load than the stock one. Since it's a modded craft though I could always equip it with some better conforming drop tanks that wouldn't have to be placed on top of the fuselage, also I can configure it's only fuel tank to carry the exact amount of fuel/oxy ratio I want.
  14. You can do a little config editing and make something like that, for example I added an entry in the small cube strut to act as a sort of auto-decoupler when an engine is activated above it: PART { name = strutCubeburn module = Part author = NovaSilisko mesh = model.mu scale = 1 rescaleFactor = 1 PhysicsSignificance = 1 node_stack_top = 0.0, 0.1287344, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1287344, 0.0, 0.0, 1.0, 0.0, 0 node_attach = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = composites entryCost = 5800 cost = 620 category = Structural subcategory = 0 title = Cubic Octagonal Strut (Burn) manufacturer = StrutCo description = Now, with advances in technology, StrutCo brings you the Cubic Octagonal Strut - it's like a regular Octagonal Strut, but in the shape of a cube! This version has not much heat tolerance and is designed to act as an automatic decoupler when hit with small engines. attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.001 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 [B]maxTemp = 50[/B] } So in theory you could place a bunch of devices like this with small engines above them, make them shoot off in different directions from a rocket of some kind and have a semi-proper fireworks show. Add another entry and change the "maxTemp = #" to make them go off at different intervals or use engines with different heat production, could be possible to make some cool designs with explosions.
  15. Not much to it really. Just place an infernal robotics rotatron or docking washer, then put the guns on that and conveniently they have an attach point on the back where you can put a probe core or in my case I made my own little targeting computer to fit there (which is basically a scaled down probe core without reaction wheels). Then just use "control from here" and mechjeb to line up your target. I've been making some pretty cool "ww2 style" space ships with this. This one being a slightly larger, better armed version of the one in the previous screenshot that has some guns that can fire over the aft guns for increased firepower and spread, like old battleships were: Along with the 360 degree coverage from those turrets it has fixed 37mm cannons on the front, but with a little config editing I managed to make some novapunch SRBs into some pretty cool 1 part space torpedos with their own decoupler, mechjeb, reaction wheels and everything so all I have to do is decouple them, set them to tgt+ on mechjeb, activate engine and they guide themselves with decent accuracy: They start off slow but build up speed in space of course (they only have a thrust of like 1 and 10 solid fuel lasts quite a while like that). Not much use at close ranges while they're still building velocity, but no need for that anyways when you've got all those guns. I've been able to hit medium sized debris and ships up to about 2k with them, sometimes it takes a last minute adjustment or two though and your relative velocity needs to be as close as possible for best accuracy. In theory they could be BLR (beyond loading range) missiles if you stay on them instead of switching back. So yea I had a lot of fun being evil in KSP with this, in fact my kerbals are combating space pirate kerbals as we speak, littering kerbins orbit with all kinds of debris and spent space torpedos.
  16. My Jeb is busy, testing... EVERYTHING. He always remains at home or close by in orbit so he can jump on the latest suic... rocket designs.
  17. I managed to have these and still keep KSP relatively stable (maybe one crash in 4-5 hours of play, provided I don't have any other programs open like firefox etc) with only 2GB of RAM and texture reduction on everything possible: Toolbar Action Group Manager AKSTechnologies (some guns) B9 Aerospace Boulder Co active texture compression DMTanks GenesisRage minimum ambience plugin HGR homegrown rocket parts KAS Kerbal Joint Reinforcement Kethane Klockeed Martin smart parts Kommit Nucleonics atomic engines KSPX KW Rocketry Magic Smoke Industries robotic parts Mechjeb Modular Fuel Tanks NothkeSerCom "equipment" bays Novapunch Procedural Wings SHMods (A few extra parts I liked and an interior space for the mk2 cockpit that doesn't have one) And about 20-25 custom parts I've made. Various plugins and requirements. All on 2GB of RAM... total system RAM not just for KSP. This appears to be the limit though, if I install another "big" mod such as KW or B9 with no texture reduction it starts crashing a lot. Acutally, B9 itself is such a huge mod that it alone starts crashing if I don't use texture reduction, but with it I can install all these extra mods.
  18. Well I made an entry in the deltaWing part, simply copied the whole cfg and pasted another below it with the only real change being the added RESOURCE module at the bottom and I also changed the numbers related to drag (thought I did not try it out before I changed the latter), both are in bold. Everything seemed to work just as it would have in stock KSP, I made a simple small jet and tried it with 100% then 20% fuel and didn't notice any changes. Once the fuel started depleting and the CoM moved back toward the engine it couldn't keep a heading without a reaction wheel (I had already put one on but toggled it off just to see), but this is just the same as it was with such a low mass aircraft with standard parts and fuel tanks. I think it was only about 10 parts or so, just a couple of the modified delta wing tanks, a standard tail, some structural fuselages, a stock mk1 pod, the reaction wheel, basic jet engine, 2 radial intakes, landing gear and a decoupler just because. CoL was ever so slightly behind the CoM, and even with the fuel gone it wasn't that far ahead of it. Fuel lines from the modified delta wing part to the fuselage were required for it to work though, just as a previous poster said. The main reason I wanted to do this was because I wanted to keep a more constant CoM in relation to the CoL, which is I guess why they do it in real life aircraft. Some pretty awesome stable aircraft could be made I think if procedural wings could carry a variable amount of fuel based on their size, like it does with lift and whatnot. PART { // --- general parameters --- name = deltaWingtank module = Winglet author = C. Jenkins // --- asset parameters --- mesh = c7deltawing.DAE scale = 0.1 // --- editor parameters --- TechRequired = supersonicFlight entryCost = 5400 cost = 500 category = Aero subcategory = 0 title = Delta Wing Fuel Tank manufacturer = C7 Aerospace division description = Standard Delta configuration wings. These wings provide high lift and a stable center of gravity for your everyday lifting needs. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 // --- standard part parameters --- mass = 0.07 dragModelType = override [B]maximum_drag = 0.0001 minimum_drag = 0.0001 angularDrag = 0.001[/B] crashTolerance = 15 maxTemp = 3400 explosionPotential = 0.1 fuelCrossFeed = True // --- winglet parameters --- // dragCoeff will override the maximum_drag value [B]dragCoeff = 0.0001[/B] deflectionLiftCoeff = 1.9 [B]RESOURCE { name = LiquidFuel amount = 100 maxAmount = 100 }[/B] }
  19. I have FAR (lol) too many stock aircraft to switch now, plus I didn't really like it as it made aircraft more difficult to construct and fly than they already are now. Truth be told I have trouble making aircraft that realistically should be able to take off fine, but swerve out of control on the runway because the landing gear isn't precisely straight to a millionth degree... which is incredibly aggravating and should probably be fixed to be more lenient.
  20. Nice parts pack, I always thought there was a shortage of "utility" like mods and definitely not very many good cargo bays around from what I've seen. Now to see if I can fit this carefully into my packed full gamedata folder without my computer exploding.
  21. I use it a lot, after all NASA does in fact have a mechjeb of their own and its not like aircraft don't have an autopilot. I could do everything manually if I wanted to, and when I want to I do, it just gets tedious after a while and mechjeb is far more precise. The exception being automatic docking though, seems to use a lot more RCS fuel than needed so I just get it right about in postion then turn on force roll on both craft for the last 10m or so. I used to put comm antennas in an exact position on both and illuminate them enough where I could line them up enough to eyeball them but its difficult to get it right. -Precise SSTO pitch control and aircraft autopilot of sorts -Precise docking with force roll. -Some nice advanced controls for landing on other bodys like the SURFACE_VELOCITY option -All kinds of information and customizable windows so I don't have to keep flipping into orbital view -and of course Automatic ascent With smart parts you can even launch multistage rockets into a perfect orbit by only pressing the spacebar. No shame in using mechjeb, but I have more fun building than actually flying anyways.
  22. Sorry about the necromancy here, but I was just going to try this out myself and I also think that wings should be able to carry fuel in KSP as they do in real life, not to mention that it alleviates many CoM/CoL problems. If the above post is true then couldn't you modify the wing part to have very little drag? Anyone know if any changes have been made since this or any other recent information about it?
  23. Just tried out the mod, thanks for the awesomeness. Just made this ship and took a screenshot to show what I meant by using mechjeb and probe cores to make accurate shots with turrets: Not that I was actually going to hit a discarded stage 15km away, but works for closer objects that would otherwise be difficult to hit manually.
  24. He said he had to redo it from scratch so maybe its just taking some time. Anyways, I haven't tried these yet but it's nice that someone finally went and made some simple weapons (besides lazor system which is... a bit too much IMHO). I was playing around modding config files, making "decoupler bullets" and such but it isn't very realistic and a decoupler cannon mounted on a rotating robotics turret turns out to be pretty big, unwieldy and hard to reload. I was actually able to make a working version that turned out to be pretty accurate using mechjeb target facing, but required a spacecraft centered around the design itself instead of just being mounted on it. Speaking of which, there's a suggestion: If you can somehow give the guns "control from here" functionality, mechjeb can be used to make accurate shots. The way I did it on my decoupler cannon was I mounted them all in a line on a set of connected jr docking ports, which is also how I reloaded it. I ended up making a pretty complicated system with a rotating turret that turned backwards and could pick up a string of decoupler bullets from a rotatron assembly that carried like 4 "magazines" of them. Turret turns around and grabs one, fire them, then rotate another into place to be picked up. It was actually pretty cool but made a lot of space debris... It's already been mentioned, but a railgun for mounting on space warships would be epic.
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