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KSP2 Release Notes
Everything posted by Orionkermin
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I knew what you meant, but new versions of ksp tend to break plug-ins, so if say the service module can't open because it relys on a plug-in, then everyone is stuck waiting for me to fix the part or BuhamitoD to fix the plug-in. I'll do some testing when I have time and see how it looks. As far as release goes, I'm still working on a few parts for the soyuz style configuration and the onion still needs an IVA. After that I want to go through and do some polishing of all the soyuz themed stuff. After all that I'll add it to the main releases and start working on the shenzhou style parts and finish rounding out the 1.875m part set. The pmk and Lima will remain side project that I either work on when the urge strikes or when everything else is done.
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What if you add a pair of struts? I know it's not the most elegant solution, but it may work for now. At some point I'm going to have to figure out RealChutes, so mine can support it. Why don't you like it? Is it just because you have to right click to open? I agree, and it's something I've been meaning to do. I'll give the capsule a polish pass before the next update, I think it could do with a bit of spectacularity and a cleaner ambient occlusion. Does Fustek have 1.875m station parts? Just curios really. As far as my own station modules go, if was to make some, it'd likely be its own mod. I'd want to have them give science but require crew, possibly with some sort of KAS based upgrade system like the cacteye telescope has.
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Roleplay tips for the realism inclined
Orionkermin replied to architeuthis's topic in KSP1 Tutorials
Many have already been stated, but here's a few more I use: -No manned missions past "High over Kerbin" with fewer than two kerbals. (So Mun and beyond needs extra bodies) -No magic reaction wheels. (I use a Module manager cfg to remove them all from pods and severly nerf the reaction wheel parts) -No rescue missions, past LKO. (Anything else is too far away to save anyone before they run out of resources. They must find a way on their own or perish) -
Nice missions komodo, I've just recently started using the CactEye telescope and KAS myself. I'm really enjoying both mods a lot. Out of curiosity, do you play with FAR? I've found that you need a bit steeper ascent in order to avoid a tumble and break-up. Thrust limiting the booster engines at 50% helps a lot too. (70-80% with stock aero.) Try to keep your TWR below 2 especially during the early stages of the gravity turn.
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Proc fairings was working for me, but now as headhunter has stated, they won't disconnect from the bottom plate for some reason. They may be getting caught on the solar panels, I need to do more testing. If I do end up making them I'll make fairings their own tab in HGR/Parts so they're easy to delete if you don't need them. A lot of people ask for them and I know more will come release, especially with how many refuse to use Procs. It's more work, but it might be something I have to do for completeness sake.
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I'm working on rescaling those nose cones into actual boosters. I think it just looks better that way and I've already decided to commit to non fueled long march style cones in the future anyway. Right now they hold as much as the similarly colored tanks. I'm also working on some small stabilizer fins that should help reduce unwanted roll. The fairings on top are procedural but, I'm using them to judge what the sizing would look like if I make my own.
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FASA Launch tower tutorial
Orionkermin replied to frizzank's topic in KSP1 Modelling and Texturing Discussion
Yea, I do all my testing in sandbox mode. I have the base's transform at the scene's origin. Cap and Tower both have their transforms at the top of the tower object. Everything is facing z after import, so no rotations in unity. Edit: OK, I got it working, turns out it was some kind of export issue with unity and the animation. Rebuilding the scene fixed it. Thanks again for your time, help, and this tutorial Frizzank. -
FASA Launch tower tutorial
Orionkermin replied to frizzank's topic in KSP1 Modelling and Texturing Discussion
Thanks for the tutorial and the example Frizzank. I've made a mock up clamp to get the process correct and I seem to be doing something wrong, but I'm not sure what. The object wont even appear in the VAB... Here's the cfg I set up for it: PART { // --- general parameters --- name = TestClamp1 module = Strut author = orion // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 2.344931, 4.657781, 0.0, 0.0, -1.0 // --- FX definitions --- fx_gasBurst_white = 0.0, 1.354437, 0.8369194, 0.0, 0.0, 1.0, activate sound_decoupler_fire = activate // --- editor parameters --- TechRequired = generalConstruction entryCost = 1800 cost = 200 category = Structural subcategory = 0 title = TestClamp manufacturer = O.M.B. Demolition Enterprises description = The TT18-A Stability Enhancer uses ground-breaking fastening technology to significantly increase the stability of spacecraft during the pre-launch phase. While OMB Demolition has been criticized in the past for using "big fancy words for a rocket holder" in their description of their device, none can say the TT18 series doesn't deliver rock-solid clamping action, as advertised. The owner's manual strongly suggests these devices be placed on the bottommost section of the spacecraft, and activated as soon as the engines are lit, for optimal de-clamping performance. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,0 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 100 maxTemp = 5000 fuelCrossFeed = False explosionPotential = 0.1 breakingForce = 150 breakingTorque = 150 stageOffset = 0 childStageOffset = 0 MODULE { name = LaunchClamp trf_towerPivot_name = TestClamp_Cap trf_towerStretch_name = TestClamp_Tower trf_anchor_name = TestClamp_Base trf_animationRoot_name = Animation anim_decouple_name = Test } MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 1 } } // ----- DO NOT EDIT BELOW THIS POINT ------ } Any help from someone who has gotten clamps working would be fantastic as I'm up against a bit of a wall at the moment. -
Sure here you go: K1 download Let me know how she handles. I wasn't using FAR, so if you are, you might have an easier time getting to orbit. I had to add winglets to the bottom by the way, because I play with a MM cfg that removes reaction wheels from all pods and that first stage kept falling over.
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Thanks I was trying to at least attempt to replicate the LK's ascent profile with the detachable legs. I haven't found a good way to build an LK clone that takes off properly and leaves the landing gear standing on the surface. Since this mission I've also discovered that the Pfairings interstate looks better than the small RCS tank on top of the lander. Being able to adjust it's size is also a nice bonus.
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Hmm possibly different versions of Pfairings not playing nice, are you using the newest release with scale-able bases? If thats not it then I'm not sure why it's not working. I can always make an imgur tutorial on setting up the Pfairings as well, if people want. @Lack: It wouldn't be so bad if the VAB had a better organizational system. I also just don't ever build planes or shuttles so that's mostly all I cut out.
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Um yea, during my injection burn it overheated and exploded. It didn't throw me too far off course and I figured "what's an N1 mission without an engine failure" so, I shut down its opposite and carried on
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From SXT, Lack has made a lot of really neat parts that all share textures with the stock ksp parts. So, it's a really low impact mod. I had to cut out a good amount of parts though, only to reduce VAB clutter... I actually did a mock N1 style mission recently using the same mod. http://forum.kerbalspaceprogram.com/threads/81344-Kerbal-N1-Mun-mission?p=1181622#post1181622
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OK, here is a couple of examples. One uses Pfairings(the newest release) and the other just uses my parts and stock. Note that these are built for the normal aerodynamic model and some adjustments need to be made if you're using FAR. Example DL Just copy these into your ships/VAB folder. I think, I've never posted craft files before.
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I don't think so, but you should back up your saves just in case. I left the older OM in so that hopefully people could just DL the new version. Might as well share a purdy picture while I'm here. Environmental visual enhancement and better atmospheres is great! I also tend to build tiny Salyut and Mir style stations, I like working small.
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Thanks, I just did a test flight on a FAR install and I see what you mean! It's that first step that kills you. Luckily with FAR you can build the whole thing a lot smaller, or plan to use the second stage to circularize and as an injection stage ala Apollo. I had to use some winglets on the boosters to have enough control during the beginning of my ascent, I've wanted to make a mini winglet for this and maybe that'll help when I get it done. Thanks again Sandworm. Would you mind if I add a link to your post on the OP, so people can find it easier? I'll credit you of course. I want to make a non-fueled "long march" styled nose cone as well at some point, so I'll certainly take your suggestion into consideration.
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Ok, newest version is out. I've switched over to what I'm refering to as a "beta" format. In other words you won't need both HGR and HGRtest anymore. Compared to the "unofficial" update there are: -several texture improvements to WIP parts -new lifting engine (will require testing and tweaking) -fixes to the solar panels (they were absorbing light from the top edge instead of the sides, I still haven't gotten them to absorb from both sides so bear with me) -A test build of a Progress style pod based on the Soy-juice. It's still early in development and needs some better texturing. It has KAS functionality though, it acts as a large container when you need to bring some new tools up to the station. It's also able to store experiment data like a command pod, so you can bring it back to kerbin without needing to send the crew home. As always, all feedback is appreciated, have fun!