Leicontis
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Everything posted by Leicontis
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I'm trying to figure out if I can repeat a trick I used when playing with the RemoteTech mod and design my rockets to use spent stages (like a transfer stage) as comm relays. The question is: Other than a relay antenna (obvious), what, if anything, is required for a craft to function as a relay? Is a probe core and/or command pod required? Are there power requirements? I haven't been able to find any clear information on this.
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New Contract Types: Satellites
Leicontis replied to MattW93's topic in KSP1 Suggestions & Development Discussion
There are mechanics already in place that could work well for this: Add "payload" parts that don't show up in the tech tree, and thus are only available as "experimental" parts when you're doing a related mission. These "payloads" would be various satellites and scientific experiments, which the player has to deliver to a certain location/orbit (and bring back to Kerbin safely, in the case of experiments). Another contract idea: Space tourism. A "passenger" kerbonaut that you have to carry up to space, but doesn't contribute to the control of the ship. -
Basically, I want to set up a ring of communications satellites, and was hoping I could pull this off by packing a number of compact relays onto a single larger carrier vessel. What I'd like to be able to do is set the carrier into a phasing orbit, launching each comsat at the same point in the mother-craft's orbit, with the comsat circularizing its orbit with a single burn. I want to be able to work out the delta-V required for the circularization burn, and ideally tailor the orbits so that a set of separatrons provide the exact amount I need, so inserting them into their orbit is a fire-and-forget operation.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Leicontis replied to ferram4's topic in KSP1 Mod Releases
Is there a Version History for this mod anywhere? I haven't found one, and having to sort through page after page of forum for Ferram's posts is a bit tiresome...- 14,073 replies
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- aerodynamics
- ferram aerospace research
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A bit of fun work from 0.19: First, my very first successful interplanetary flight (even if the terrain did knock one of the solar panels off the probe when they deployed...) A docking of which I'm particularly proud - I did use the docking camera, but other than that this was entirely on manual. Between the high part count and my old laptop, things were running like molasses. While that did give me more time to react, it also meant that I had to hold down a key for up to a full second before the control input registered, which made fine control a bit iffy. And the view from inside the CSM on the left:
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So, how where would I put the Infernal Robotics plugin and the DR parts in 0.20.x to get them to work? Other than just putting the files in the right place, is there anything else required (like tweaking .cfg's to point to the new .dll or something)? I've got a fairly important ship in-flight that uses DR hinges, and those hinges are what I'm waiting on at this point to get back into KSP.
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An important note, for those (like me) who might not notice or think of this at first: The first letter and file extension (i.e. the ".png") of the flag's filename MUST be lower-case.
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Installing Mods and Flags in 0.20
Leicontis replied to Leicontis's topic in KSP1 Gameplay Questions and Tutorials
I created and used the /GameData/Leicontis/Flags/ directory, but my custom flag didn't show up in the listing in-game, thus my confusion in that regard. -
In short, which files/folders go where? It seems like mods that have been updated for 0.20 can just be extracted into their own folders under GameData, but I've got a number of un-updated mods that I'm not sure what precisely to do with, as they don't seem to be loading...
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It\'s a useful part to have, but the illustration in the OP is what really makes this part for me. =P
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Here\'s my best effort yet: A mostly-wing monstrosity that accidentally ended up with a thrust/weight ratio greater than 1 on a single engine, and far more fuel than sanity should allow. It\'s not very fast or pretty, but it flies like a dream, and can glide, maneuver, and land nicely even on full tanks. The tricky part is not scraping the bottom vertical tails off on a horizontal takeoff. Uses C7, C7 experimental (with landing gear plugin), and one booster from KW used solely as a gantry (though you could certainly tweak the staging to launch on the booster instead of the LFE, but I make no guarantees about the safety of such a plan...).
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Just had another idea to suggest - some sort of non-decoupler radial trusses, to make it possible to have secondary stacks around the main stack, but with some separation rather than tight to the side of the ship (I know that would be a bad idea in practice, but the Kerbals don\'t strike me as the type to let practicality get in the way of aesthetics...). No rush, and there are probably a few parts from other packs that could serve, but figured I\'d put the idea out there.
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I love the pack, though I do have a couple of requests/suggestions: - One or more decouplers would be nice to have (particularly linear) - Could use a 0.5m fuel tank (other than the radially-mounted one) - Non-fuel tank parts ought to have fuel crossfeed Again, though, this pack has a really unique visual style that I really like, and I will probably make extensive use of it going forward.
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Constructive criticism time! I don\'t know if my install is wacky in some way, but at least for me the lower attachment node for the 1m orbital engine is well past the bottom of the nozzle bell. This leads to a large, visible gap between the engine and decoupler, and between any fairings and the upper stage.
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The radial tank solution isn\'t that bad - you don\'t need to be as stingy with your descent burn, and you don\'t have to waste fuel carrying your landing legs on the return trip. Besides, the new landing engine makes it a lot easier to fine-tune your braking thrust. My typical lander design uses three drop-tanks, each of which bears two legs, and is pretty easy to land with.
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That poor, poor server... Not that pity is going to keep me from downloading the awesomeness that is 0.14 as soon as possible....
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JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
Leicontis replied to JellyCubes's topic in KSP1 Mod Releases
It occurs to me that 0.14 is going to make this mod even more awesome: Got orbiting debris you want to be rid of? Break out the railguns! Also, the new part class modding system might make deployable target balloons viable...