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Angorek

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Everything posted by Angorek

  1. Hi ! I`ve made a Space Ship One replica, as well as White Knight. It flies quite well, but it`s really hard to do everything right. Unfortunately it`s unmanned, but gives a lot of fun ! It`s best to drop SS One at about 8-9km, over mountains or just behind them, flying towards KSP. Action Keys : 1 - Rudder Airbrakes - but very weak 2 - Wings flap - deflects up like in real one, but you need to learn how to use it, because it flips craft very easily 5 - Action group for smart parts, do not use Abort - Decouples SSOne, shuts down motherplane engines, and activates 30second timer for it`s parachutes, so after pressing Abort you can continue flying SSOne, and White Knight will land on parachutes. Mods required : - Procedural Parts - Procedural Wings - TweakScale - Realchute - Novapunch 2 (struts) - Adjustable landing gear Craft File : https://www.dropbox.com/s/f7ihij3oazg4kig/SpaceShipOne.craft?dl=0
  2. I`m not putting it into CKAN. It looks like I deleted one bug, but created another. Well engines work, but fairings do not reduce drag..
  3. Here is the fix ! https://kerbalstuff.com/mod/999/Stock%20Fairings%20BugFIX%20
  4. 1.1 and 1.2 are out. Unfortunately there will be no Kerbin Side support, because of memory impact, and licence. Well I could do that, be I have no time, I`m studying to be a commercial pilot, work etc. so very I have very little free time.. KSC Switcher no longer needed, but you can still use it if you want. Fixed clouds on Keelon 1.1 supprots 1.0.2 1.2 supports 1.0.4 (it's just plugins difference) If you find any bugs or glithes please let me now ! I think it`s done now. No more updates, until new ksp version.
  5. So we got a new update ! Changes : - updated to the newest Kerbol Plus version, 2.3.5 - Sarvin is now working, so the planet arrangement is back to original from K+ - New clouds for Keelon and Eve, and nicer rings for Sarvin, with no bugs ! (at least I didn`t see any) - Tweaked glow on some planets - Mod uploaded to Kerbalstuff ! EVE KEELON If you want to, then yes, but not now. First I have to make the configs I think a week may be enough to put this configs to stock sizes, and test everything. I think it`s not possible right now But i`ll try ! And thank you very much !
  6. Thanks ! @Amarius1 It seems to be working with your mod It needs some tweaking but I think I can do that ! But Keelon is going to look completly different as these textures cause bugs on it`s surface. @Avera9eJoe I won`t reduce glow on Kerbin, because when I do so, the haze from the orbit disappears and it looks terrible. But it also changes according to the angle you look at it. I think I`m going to reduce glow only on Duna. I think it is possible to reduce it on Kerbin too but I can`t do that. I`ve been tweaking Kerbin for two whole days, and I still don`t know what each parameter do. ( I learned in " lets see what happens if I change that " way ) Unfortunately there is no manual for EVE, and it`s still quite buggy. @KillAshley Why not 3.7 ? Because rescaling stock system took me about 30 minutes, and I`ve added Kerbol Plus making the whole new system. I`m trying to add some Kerbinside bases so I don`t need corrected KSC either I`ve uploaded it on Curse, as soon as it`s accepted I`ll post a link. Kerbalstuff and CKAN are planned too, but I can`t upload it. It goes to 100% and nothing happens
  7. About It is a simple pack that makes stock planets and their orbits 4 times bigger. Stock system gets boring after some time, and RSS is too hard for most of the people. So I made it 4 times bigger, it`s still playable with stock parts, looks nice without heavy textures and gives a nice challenge. But in stock we only have 7 planets.. so I`ve added KerbolPlus mod to it ! I`ve also modified RVE configs so the clouds are pretty nice. Features : - Stock planets and their orbits are 4x bigger. - 21 new planets and moons, from KerbolPlus pack. - Second Eve-like planet, looks like Venus/Saturn, extremly dense atmosphere, high gravity (3g). - Another gas giant with rings ! - Clouds, atmosphere and glow effects. - New skybox DOWNLOAD https://kerbalstuff.com/mod/970/Kerbol%204X Installation : 1.Start with clean, mod-free game 2.Download and install Kerbol Plus v.2.3.5 3.Extract mod, and overwrite everything when asked. 4.Enjoy ! It will break your saves, so backup them ! Optional stuff : - Clouds-free config It removes the clouds, but atmosphere haze/glow is still working. It makes the sky nice and blue instead of ugly, white horizon. Reduces memory impact as it is only 20MB. It is also recomended for OpenGL users, as cloud shadows do not work with it and there are many annoying visual glitches. To install it you need to delete RVE and Environmental Visual Enhancements folders, and copy the ones form zip. https://www.dropbox.com/s/uy78grewkeo69fu/4X%20atmo.zip?dl=0 - KSC Switcher - Not nessescary anymore, but still works. Sometimes when you load the game, the sky is black and there are some strange visual glitches. All you have to do is to change the launch site in tracking center. That fixes everything. Then you can switch it back. -Smaller Kerbol Plus orbits - If you want them do be closer to the sun, just do not copy KerbolPlus folder from this mod. Leave original KerbolPlus files. Known issues : - Clouds not working with OpenGL, not my fault, can`t fix it. Compatibility : It is compatible with 1.0.2 and 1.0.4. It is compatible with all mods that do not interfere with planets or textures. Do not install aditional EVE configs or planet textures for replacer, as it will cause bugs. Resource mods should be fine. License : It is distributed under CC-BY-NC-SA licence. It contains mods : - KerbolPlus - Kopernicus - Texture Replacer - Environmental Visual Enhancements with Pingopete`s RVE textures Big thanks to guys who made this mods !
  8. I made Venus, Earth, Jupiter and Mars to work in 1.0.3. Here are the instructions : 1. Install latest RSS and RVE for 0.24 2. Go to Gamedata\RealSolarSystem and open RSSKopernicus.cfg and edit line by adding the red part : // Earth Body { name = Kerbin //nameLater = Earth //cbNameLater = Earth 3. Go to GameData\BoulderCo\Atmosphere and copy and replace this file : https://www.dropbox.com/s/57xul49a8jbvqob/clouds.cfg?dl=0 4. Profit ! I don`t know how to make version for 0.90 work, because it doesn`t work for me even on 0.90. The only issue I have right now is that Earth is named Kerbin, but I can live with that
  9. Hi Since the release of 1.0 I`ve been flying planes all the time ! I`m an aircraft mechanic student ( 3rd year ) so I`ve started to think which real-life equipement can be made in KSP. And yesterday the ILS and NDB/DME system was born ! So let`s start from the basics, what the hell do thes letters mean ? - ILS - Instrument Landing System - it`s used to help the pilot fly the perfect glideslope and line up with the runway. The most advanced Cat3b systems can land the plane fully on autopilot. -NDB - Non-directional Beacon - it`s a simple transmitter, used for navigation. It constantly sends a signal, aircraft receives it and determines the heading to the transmitter. - DME - Distance Measuring Equipement - It`s used with ILS so basicaly it tells the pilot how far from the runway he is. So let`s begin with simple NDB : All you need to do is drop a probe core somewhere in the field, and use it as your target when flying a plane. When you set it as a target, pink marker (circle with a dot ) will appear. If you fly towards it you will reach your NDB. The DME is simple, the game shows you the distance to target, and that`s your DME And now the difficult part : ILS So basically it consists of two elements, Inner Marker (also called Localiser) and the Outer Marker. The Outer Marker is simple it`s just like NDB probe cory lying in the field. It has to be placed on runway axis, 10-15 from the runway. The Localiser is a little more complicated. It`s a mast placed about 100m before the runway. On the top there is a probe core used for navigation and two 2x2 steel panels with red lights so you can avoid hitting that on the approach (especially during night). NDB does not require power, but the localisers lights does, so add the RTG. So now the flying stuff. All you need in your plane is... Navball. (also the ehnanced navball mod is recomended) Our maps are divided into 4 directions, N,E,S,W or 0,90,180,270 degrees. Our runway has two directions 270 and 90 which are marked on the navball with vertical lines. Now take a look at the prograde marker. As you can see, it has 3 lines, two horziontal showing roll, and one vertical showing course, and the second one is now the most important. Set the outer marker as target and approach it with course of 80 or 100 degrees. Before you fly over it switch target to inner marker and watch the navball carefully. Target marker will be aproaching the 90* line, and just before it lines up you need to make a turn so finally your target marker, prograde vertical line and the 90* line are all lined up. And that`s it, you`re going straight into the runway. Just before you fly over the Localiser pitch up a little and few seconds later you are on the ground Here is the video : (Yes I paniced at the end, and yes it`s my first video, but I hope you will understand what`s going on down there ) You can download my localiser craft here : https://www.dropbox.com/s/9tznivw4end19ed/ILS2.craft?dl=0 Best Regards from Poland ! Daniel
  10. Hi I think I don`t have to explain what`s that about. I simply tried to reconstruct Rosetta mission in KSP, and I think, I succeeded Ariane 5 ready to launch. Lift-off !! We won`t be needing these anymore First stage separation Second stage approaching apoapsis. Fairings separation Probe after second stage separation. Philae lander (Yeah I know, a little bit too big ) Probe ready for action Probe aprroaches the comet. Sensors are determining the best landning spot. Philae separation Gear down. Harpoon ready to shoot. Hook attached ! Now retract the rope ! But slowly So We have first kerbal lander on a comet All comments are welcome ! Mods list : - TweakScale - NovaPunch 2.07 - NearFuture Solar Panels - DMagic Orbital Science - KAS - Infernal Robotics - RemoteTech - Procedural Fairings Regards Daniel
  11. Hi I`ve got a problem with Chemcam. It`s temperature is rising like 1C/s and there is no way to stop it. It explodes a few minutes after starting a game. Any way to fix this ?
  12. I found it ! I`ve changed maximum_drag and minimum_drag to 1.5 and 1.3 and it rides awesome. No more slipping and speed while going up the launch pad increased from 0.9m/s to 3.2
  13. So basically the rescale factor is the size of the model, if You have 1 meter tank with rescale factor set to 1, then it will have 2 meters with rescale factor set to 2 and so on torqueCurve { key = 0 250 0 0 key = 20 100 0 key = 30 14 0 0 key = 34 0 0 0 The first number is the surface speed, and the second one is torque. I don`t know what are these 0 for. I`ve made it like this : torqueCurve { key = 0 800 0 0 key = 3 160 0 key = 20 80 0 0 key = 130 0 0 0 } And it rides fine, maximum speed on Kerbin is around 4m/s, but it still does not have grip. If hill has more than 20 degrees or so it behaves like a car on ice... ( Sorry for any mistakes, English is my second language )
  14. Hi Recently I`ve build a rover using stock parts, but 5 times smaller than original ones. The problem is that it can barely move. I just changed rescale factor and mass, now it weights 0.95t, and it can`t drive up the launch pad using 6 Rovemax M1 ... Any idea how to fix it ? Daniel
  15. You were right, the problem was with firespitter which somehow collided with Tweakable everything mod. Now everythings fine, thanks ! EDIT : Still does not work. Problems with command pod are gone, but the craft itself "can't fly". Engines go up and down like 5 times a second, while I try to roll for ex. to the left, nose goes right (even without sas ) and sometimes do a few flips. In 23.5 it flies perfectly though....
  16. Yeah, it looks the same. Both Block 7 and 8 are not working. ( I've checked them separately) In super 25 the shuttle flies away, while still connected to the rockets with some grey pipes, and after few seconds everything explodes I've checked cfg files and they look ok, I think that the problem is with some plugin, but I don't know which one so far..
  17. Hi I'm having some problems with shuttle in 0.24. After loading in RCS on the command pod are working and part itself falls on the launch pad while the rest of the vehicle remians still. When I reload the game (revert to launch) everything is ok except landing gear that doesn't want to raise. Any idea what's going on with it ?
  18. Hi ! Few days ago I started to work on my first mod. Generally I want to delete electric charge and replace it with 6 different power lines. (3.3V, 5V, 12V, 36V, AC, and High Voltage ) Actually it`s done (for few parts now, just to see if it`s working) but without gauges showing actual production and consumption it`s like "flying blind". The idea of this mod is to add built-in (and later external) powers supplies and fuel cells with specified power ( in wats) so it has to be managed all the time to be sure every device is getting enough power etc. without relying on batteries only, and make them just an emergency feature.( to make game a little harder and more realistic The problem is I don`t understand a word from C#... Ok, I saw many tutorials and managed to create a window with a simple text, but how add variable values ? Stock resources tab does not work for me. I need 2 values per line in the window , for ex. : 5V : 120 / 300 Wats 12V: 45 / 200 Wats First line represents the name of the power line, second real-time consumption , and the third line real-time production. In this case, pod is using 120W and generator is giving 300W, so I know I have 180W free, while stock tab shows 0 because there is no change in batteries. Power is just a normal resource like original electric charge, and voltage converters are made using moduleGenerator in cfg file. And how integrate it with a toolbar ? Does it need any special code, or does it work automatically ? I wanted it to be like mechjeb, always visible in the hangar and during flight, and use module name for ex. PowerMod in cfg to enable it. Now the second part... I wanted to add a CFDC (Central Flight Data Computer ) to simulate computers on-board. I wanted it to consume electricity while working, but to save energy for ex. while docked to space station I thought about adding an "on/off" switch. I would like to override the data coming to GUI to set altimeter and speed meter to 0, and set navball straight up. Another nice option I thought about is Fly-by-wire system, when it`s turned off, the ModuleCommand has to be somehow jammed (or sth) just not to react on control buttons. But doing this is complete hardcore and I even don`t know how to start Please help !
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