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Ian Sears

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    Bottle Rocketeer

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  1. k, for anyone that'd like to use this Falcon (it's fine and fun!), I added MechJeb to it and use settings there to tame this beast. I set "MechJeb Utilities tab" to "Limit accelleration to [12m/s]", and turned on "Smooth throttle". This has turned the Falcon into something let's me punch in coordinates to the NaviComputer. Otherwise I'd fly too close to a supernova, or fly right into an asteroid. You know... that'd end my trip real quick, now wouldn't it? So, now I can use Maneuver planner to set periapsis... circularize, set landing coordinates, and all that. Works great. Just gotta remember this thing is a hundred fifty time faster out of the box than other things in KSP. Tame it with limit acceleration and let the SAS play catch-up as you go and this starts to feel like the Millenium Falcon.
  2. Yay, just now doing my capture "orbit burn" into Minmus sphere of influence. This is working great. Wicked power on throttle up though. I have to manually inch up power each burn to keep the nose on the prograde. WhooWhee this is fast.
  3. I use Unity all the time. I'll look through this later this afternoon. Muchas gracias. Fun!
  4. hmmm,, now what I am about to say I KNOW I don't know what I'm talking about.... but let me try this... I am a Maya programmer. I can create dae and fbx files etc... What I'm wondering is how hard it would be to create a cardboard box "Part" for KSP and then config file it to fly in KSP. I know this approach is really outside the spirit of KSP, but I feel an alignment with you on the purity of ANH/KSP and this approach may well be possible? I'm thinking of a raw, flyable 1-part with KSP attributes. Been down this road at all SC?
  5. Great success just now flying this. [0.23] Alt+V turned on infinite fuel. I added my MechJeb module to it and use SMART A.S.S. to click Target and then +TGT to constantly point at the target I want to fly towards. Finally.., using "V" cycle through this hitting V until "Chase Cam". Works great. I even mounted a pair of Kethane drills, a Kethane converter, and a Kethane tank rotated and hidden inside it. O and a pair of large solar panels onto the top deck to replenish electrics. Real squirrelly ascent where I was riding the QASWDE keys to keep the navball point "up" but she's got it where it counts, kid. It's coming along nicely. Stay with this. I'm having a ball with it.
  6. SC, I didn't know that. I'm more interested in developing yours. Not so much the MF3 (I don't think). Ok, I am going to research which of the .craft files is your most recent .craft file, make certain I have and understand how to get it repeatedly, and re-adjust my mod-load to be able to fly you most recent. Again, it would help to have a mod-list of what your most recent .raft file has in it (with version #s) as it takes some time settling this piece down. I'll start again fro scratch here.
  7. Here is a start. I apologize if I got the versions incorrect as I am guessing that the current version (today) are the versions that would work in this .craft file? Deep Space Mission Pack vsn. 2013-09-dsm19 September 3, 2013 Spaceport: http://kerbalspaceprogram.com/deep-space-mission-pack Forum link: http://forum.kerbalspaceprogram.com/showthread.php/7790-0-18 H.O.M.E. Starter Pack v1.0.5 [0.21] August 8, 2013 http://kerbalspaceprogram.com/0-18-1-h-o-m-e-start-kit/ Forum link: Kosmos Space Station Parts Pack [0.21+] October 30, 2013 Spaceport: http://kerbalspaceprogram.com/kosmos-tks-spacecraft Please help detail the other mods that this MF3.craft file uses.
  8. Yep, got it now. MF3.craft I just looked back over posts you've made but don't see the one I was looking for. At one time you did post the Mods installed (and versions of them) that found there way onto this ship. I think I recall you saying it requires: HOME mod KOSMOS mod and I think ISAMapSat (which has known conflicts with other mods I am running btw) Some parts I cant figure out are called: part = Boss_4294745620 part = OICapsuleProbeSmall_4294745590 part = ISA.MapSat_4294742768 part = mumech.mechjebrad_4294743078 part = OICapsuleLH2Small_4294743166 part = HydroTech.JebRad_4294743326 part = HyperJumpDrive_4294743498 part = DSMNuclearReactor_4294745188 (I think this one might be the stock LV-N maybe) In any case, when we bring up the ship in VAB or SPH it shows as un-loadable due to parts requiring uninstalled mods) Is it possible you could post a mods listing or direct us to a post where you have listed them already? I genuinely apologize for having to ask, but it's taken a few days without success to chase down and try loading each mod hoping to have all that is required, and only to find that some are still missing. I wish there was a mod to just dynamically load and unload mods from a checklist in-game.... I am looking forward to developing this with you if I can. About the only reason I got into KSP. btw, take a gander over at this Falcon project that's winding up.... http://deeplyobsessed.blogspot.com/search/label/Millennium%20Falcon?updated-max=2013-03-04T10:53:00-08:00&max-results=20&start=34&by-date=false#uds-search-results
  9. Is there a more current thread on the Ox going? I don't want to be rude and necro a thread here. I am enjoying the Ox. In my attempts to SSTO VTOL one into orbit, I am unable to interact with the second set of Circular Intakes (the ones mounted horizontally). They remain closed. As such I am only drawing 0.39 of the possible .80 air flow. The downloaded .craft file seems to delete many action groups so I rebuild them manually as you intended them to be used. I yes have set them to togle intake but I'm even unable to alter them manually in-flight. [0.23] with FAR installed. Any ideas??
  10. I'm so glad you are continuing to update this. I've tried pretty hard to reorganize my mod list to make certain I can keep flying your development of the Falcon. The link up above to the craft file is from the December build. Did you post up a more recent craft file with improvements? A newer craft link somewhere?
  11. Just a quick note to say thank you to BigD145 for the pasted replacement RemoteTech_Settings.cfg. In particular, mine had a different "MapFilter". I changed it to read MapFilter = Dish, Path (it had been set to only Planet); rebooted the game and I am now seeing RT working. I would not have know to look into that file without your suggestion. Thank you for that. On a side note, I apologize for having been so frustrated. I'm usuall a pretty patient Kerbonaut, but this was way more time consuming to troubleshoot than I had anticipated.
  12. I have the same issue as Renade. This is my first post, and today is Friday. Last Sunday, I stopped playing (launching) and began this great big long hunt for how to install RemoteTech into [v22]. Completely unsuccessful even until now. I know I did see it (the RT window in-game) a few weeks ago. I'm using KSP v22 on OSX. I'm fine installing from complete scratch yet again. There really is now "install RT" with pics or a video anywhere on the web. Only rambling personal experiences of how positioning satellites eels to the posters. Hope to have RT, MechJeb, Engineer, TACFuel, and Chatter as base install. But yeah, wow... nothing insofar as a comparative look-at tutorial for installing RT. I have no RemoteTech "SPU" or whatever it's called in my parts list. A few dishes, but I am feeling really, really dumb, now, days later. How do I install RemoteTech? Do I need the RT v1.0.5 from the original download and then apply RT v2 OVER this? The link on the first post of this thread has been broken for days now. It was disabled or removed or something? Sorry to sound so frustrated. Alot of assumptions are being made, unfortunately.
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