purpleivan Posted July 12, 2017 Share Posted July 12, 2017 (edited) I'm usually a strictly stock guy where parts are concerned (although strangely I'm thinking of making some) but when I saw the pics that Red Shirt posted I knew I had to give this one a go. Album IASTb will appear when post is submitted Edited July 13, 2017 by Red Iron Crown Quote Link to comment Share on other sites More sharing options...
Red Shirt Posted July 12, 2017 Share Posted July 12, 2017 5 hours ago, purpleivan said: https://imgur.com/a/IASTb First picture Been there, done that. Quote Link to comment Share on other sites More sharing options...
MajorTom69 Posted July 12, 2017 Author Share Posted July 12, 2017 Very nice pictures guys! thanks a lot for sharing. I may start a contest... Quote Link to comment Share on other sites More sharing options...
purpleivan Posted July 13, 2017 Share Posted July 13, 2017 I decided that leaving Jeb and copilot Dotty stranded in Kerbin orbit wasn't an option, so I attempted to bring them in to the KSC. The re-entry went fine and I was able to get them within a few hundred metres of the center without much hassle, although there was a lot of burn, followed by tumble, then burn again action required to do that. Then there was the matter of landing the fine craft, which at first was an impossible mess of slow rolls and crashing into the ground followed by an impressive explosion, followed by F9... it wouldn't have look out of place in the intro to the show. Then I thought "maybe this thing has RCS" and oh yes it did, nice powerful RCS too, that enable me to make a safe, if not totally smooth landing once I'd turned it on. A few pics of Jeb and Dotty's adventures in landing. KSC dead ahead. Looking good. Looking not so good. Made it. Quote Link to comment Share on other sites More sharing options...
Dweller_Benthos Posted July 13, 2017 Share Posted July 13, 2017 (edited) Stumbled on this thread from the screenshot thread and it reminded me of an Eagle version done a few years ago, but I can't recall who was working on it at the time. Anyway, back then I made this little graphic for one of the people who was following that thread, thought someone here might like it too: I could probably plop in a graphic of the current KSP Mun as well, didn't think of that back then. Not sure where they got the original image, as it's a bit different than other ones I've seen. Edited July 13, 2017 by Dweller_Benthos Quote Link to comment Share on other sites More sharing options...
MajorTom69 Posted July 14, 2017 Author Share Posted July 14, 2017 Now we have a wallpaper, yay!! A gift from @purpleivan for all the kerbal Eagle fans Quote Link to comment Share on other sites More sharing options...
Firemetal Posted August 1, 2017 Share Posted August 1, 2017 Oooo... I can't agree more with @purpleivan. Definitely going to download and have some fun with. Fire Quote Link to comment Share on other sites More sharing options...
Wren Posted August 26, 2017 Share Posted August 26, 2017 This all still work cool with KSP version 1.3? Quote Link to comment Share on other sites More sharing options...
Guest Space Cowboy Posted August 26, 2017 Share Posted August 26, 2017 Absolutely great Eagle Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 26, 2017 Share Posted August 26, 2017 57 minutes ago, Wren said: This all still work cool with KSP version 1.3? Probably, its only a parts pack Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 27, 2017 Share Posted August 27, 2017 (edited) Love the mod, really brings back memories. my only complaint is that it is too OP for a career game. so, has anyone made any MM configs which tone down the power of the parts (specifically the engines) for a stock game? I am currently streaming a GPP game on Sunday evenings, I would love to be able to use this. Edited August 27, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 27, 2017 Share Posted August 27, 2017 (edited) A suggestion for the nuclear engines. Right now, all four engines are put there as a single point. This can cause problems when thrusting because if there is a heavy cargo the thrust will be offset too much. Why not make the engines individual , I know it's a little extra work to place five engines, but then you can individually turn them on or off to control the thrust. Basically, you need a thrust plate with five (4 for the engines there now plus one in the center so it could only have one engine) nodes, and then a single nuclear engine. Edited August 28, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted October 7, 2017 Share Posted October 7, 2017 On 27/08/2017 at 3:41 PM, linuxgurugamer said: Love the mod, really brings back memories. my only complaint is that it is too OP for a career game. so, has anyone made any MM configs which tone down the power of the parts (specifically the engines) for a stock game? I am currently streaming a GPP game on Sunday evenings, I would love to be able to use this. I guess performance are more in line with the realistic scale overhaul mods, this thing wouldn't be that OP in a real scale world. I'll try this nonetheless. This plus Warp Drives=FUN ! Quote Link to comment Share on other sites More sharing options...
JNS951 Posted January 1, 2018 Share Posted January 1, 2018 My son bought me KSP for Christmas and I probably haven't come back to the real world since. :-) The only ship I have used (aside those in the tutorials) is the Eagle - quite a steep learning curve as it is a weighty beast - but I am enjoying it greatly. A massive thank you to those involved in providing it. I have two variants of mods with additional boosters for horizontal launch on one and vertical on the other. I think I prefer the horizontal as it is tidier and seems less brutal. It is trickier to establish in orbit but I am a nueb. I have mapped the thrusters in groups to the Custom keys and with the pod VTOL thrusters set to a 10-15% limit they are great for on the Mun. I have also tuned the outputs on the main structure VTOL s to make it less prone to flip during horizontal launch. I have a problem though:- I have two crash sites on the Mun with surviving Kerbals and have successfully landed a third Eagle (well almost I lost a leg). My absolute frustration currently is I can't get the Buggy to work. It seems to be stuck in the pod. I have boarded it, released the node, the wheels turn and brake. I do still need to check their alignment as steering makes the wheels go up and down not steer so am hoping this is the issue? (I noted the red arrow tip in a previous post but haven't implemented it yet). I also can't seem to get my EVAed Kerbal back in the Command module? :-( I hope you can confirm it is just my inexperience as I can't see me using any non Eagle based craft for the foreseeable future. Crash site 1. The Buggy is in the "landed" Eagle over the ridge. Quote Link to comment Share on other sites More sharing options...
MajorTom69 Posted January 1, 2018 Author Share Posted January 1, 2018 Hi JNS951, im glad you're enjoying the Eagle. Yes, the buggy wheels must be mounted with the red arrow pointing up in order to work properly. There is 2 ways to access the command module: 1. accessing the serivce or aft modules and transfering from there to the command module. And 2. you can find an exit hatch on the bottom of the c.m., get close and enter. Hope this help. M.T. Quote Link to comment Share on other sites More sharing options...
JNS951 Posted January 2, 2018 Share Posted January 2, 2018 14 hours ago, MajorTom69 said: Hi JNS951, im glad you're enjoying the Eagle. Yes, the buggy wheels must be mounted with the red arrow pointing up in order to work properly. There is 2 ways to access the command module: 1. accessing the serivce or aft modules and transfering from there to the command module. And 2. you can find an exit hatch on the bottom of the c.m., get close and enter. Hope this help. M.T. Hi M.T. Many thanks. I did undertake the wheel arrow fix prior to your post and all was peachy ...except I didn't install another seat so my recovered Kerbal kept falling out. And I forgot it was the point of focus and it rolled while I wasn't paying attention. And I have all my missing Kerbals and Eagles all together in one place. I have finally got the hang of flying around the Mun without crashing ...well pretty much. I am sure it would be easier if I wasn't lugging around pods brimmed with additional fuel canisters. Next on the agenda is to add a fuel pipe to the next outbound Eagle so that, hopefully, I can transfer resources with the EVATransfer Mod. I haven't trialed this yet so not holding my breath. Quote Link to comment Share on other sites More sharing options...
Mr_Havercamp Posted January 20, 2018 Share Posted January 20, 2018 Hello, I need a little help. How do you use the manipulator arm. One armed the popup says "locked". How do I unlock it and what are the control keyboard inputs to operate it? Thanks H Quote Link to comment Share on other sites More sharing options...
COL.R.Neville Posted April 16, 2018 Share Posted April 16, 2018 (edited) here are some additional canisters so you can hold USI resources. one is for stuff like dirt, ore the other for liquids and gases. yeah i forget not everyone runs every mod ever made. need Firespitter which you probably already have and modular fuel tanks. not gonna hurt anything not having modular fuel tanks but better if you do. if somebody is an artist and can make some new textures for each element that would be great. just pm them between us. and i can add them into the switching so it changes the paint on the can as you switch elements. just create a new blank.cfg file and paste the contents into the corresponding file. you can adjust how much the can holds this was just to get it working. cannister3.cfg Spoiler PART { // --- general parameters --- name = Canister_3 module = Part author = MajorTom // --- asset parameters --- MODEL { model = MT-Eagle/Parts/FuelTank/canister1 } scale = 1 rescaleFactor = 1 // --- node definitions: Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 1.11523, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 //node_attach = 0.313, 0.0, 0.0, 1.0, 0.0, 0.0 // --- editor parameters --- TechRequired = advFuelSystems entryCost = 3000 cost = 200 category = FuelTank subcategory = 0 title = Eagle Nuclear Canister manufacturer = Moonbase Alpha Engineering description = A small dockable container for USI liquids and gases. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.0652 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 10 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 // = 3000 emissiveConstant = 0.8 //fuelCrossFeed = False bulkheadProfiles = srf, size0 tags = eagle transporter moonbase alpha major tom // internals, resources, effects, modules //Resources MODULE { name = ModuleFuelTanks volume = 3000 type = Default } MODULE { name = FSfuelSwitch resourceNames = Karborundum;XenonGas;ArgonGas;LiquidFuel,Oxidizer;Water;Chemicals;Mulch;LqdHydrogen;LiquidFuel;MonoPropellant resourceAmounts = 4500;144000;144000;4500,4500;4500;4500;4500;4500;4500;4500 initialResourceAmounts = 0;0;0;0,0;0;0;0;0;0;0 tankCost = 1800000;18000;1512;41.31;0.36;7200;0;16.5375;72;108 basePartMass = 0.05625 tankMass = 0;0;0;0;0;0;0;0;0;0 hasGUI = true showInfo = true } MODULE { name = ModuleDockingNode referenceAttachNode = bottom nodeTransformName = dockingNode //controlTransformName = controlNode nodeType = size0, size1 } } cannister2.cfg Spoiler PART { // --- general parameters --- name = Canister_2 module = Part author = MajorTom // --- asset parameters --- MODEL { model = MT-Eagle/Parts/FuelTank/canister1 } scale = 1 rescaleFactor = 1 // --- node definitions: Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 1.11523, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 //node_attach = 0.313, 0.0, 0.0, 1.0, 0.0, 0.0 // --- editor parameters --- TechRequired = advFuelSystems entryCost = 3000 cost = 200 category = FuelTank subcategory = 0 title = Eagle Nuclear Canister manufacturer = Moonbase Alpha Engineering description = A small dockable container for USI materials. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.0652 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 1 crashTolerance = 10 breakingForce = 50 breakingTorque = 50 maxTemp = 2000 // = 3000 emissiveConstant = 0.8 //fuelCrossFeed = False bulkheadProfiles = srf, size0 tags = eagle transporter moonbase alpha major tom // internals, resources, effects, modules //Resources MODULE { name = ModuleFuelTanks volume = 3000 type = Default } MODULE { name = FSfuelSwitch resourceNames =MetallicOre;Uraninite;Substrate;Minerals;Karbonite;ExoticMinerals,RareMetals;MaterialKits;Metals;Polymers;Supplies;Ore;Machinery;Recyclables;SpecializedParts;Fertilizer;Hydrates;Gypsum;Dirt;Silicates;Silicon;RefinedExotics;ColonySupplies;Organics;Rock resourceAmounts = 2000;2000;2000;2000;2000;2000,2000;2000;2000;2000;2000;2000;2000;2000;2000;2000;2000;2000;2000;2000;2000;2000;2000;2000;2000 initialResourceAmounts = 0;0;0;0;0;0,0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0 tankCost = 3520;1400;600;1600;640;300000;4000;28480;16000;5000;8;31600;14000;64000;4000;1000;20;600;20;40;500000;30000;1000;0.02 basePartMass = 0.0652 tankMass = 0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0;0 hasGUI = true showInfo = true } MODULE { name = ModuleDockingNode referenceAttachNode = bottom nodeTransformName = dockingNode //controlTransformName = controlNode nodeType = size0, size1 } } if you need help doing this lemme know and ill walk you thru what to do. On 1/1/2018 at 1:51 PM, MajorTom69 said: Hi JNS951, im glad you're enjoying the Eagle. Yes, the buggy wheels must be mounted with the red arrow pointing up in order to work properly. There is 2 ways to access the command module: 1. accessing the serivce or aft modules and transfering from there to the command module. And 2. you can find an exit hatch on the bottom of the c.m., get close and enter. Hope this help. M.T. any way to extend the ramp another half inch or so works great IF you are on smooth level ground. really hard to get the buggy back into the pod after you get it out. Edited April 16, 2018 by COL.R.Neville Quote Link to comment Share on other sites More sharing options...
Drakenred65 Posted September 10, 2019 Share Posted September 10, 2019 Is this stable in 1’7’3? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 11, 2019 Share Posted September 11, 2019 Only way to know would be to try it, you necro'd an old post which means this thread has been idle for a long time Quote Link to comment Share on other sites More sharing options...
Drakenred65 Posted September 11, 2019 Share Posted September 11, 2019 Sorry found he aparently updated it elsewhere. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 11, 2019 Share Posted September 11, 2019 13 minutes ago, Drakenred65@Gmail.com said: Sorry found he aparently updated it elsewhere. So at least put a link in here to help anyone else who sees the post Quote Link to comment Share on other sites More sharing options...
Drakenred65 Posted September 11, 2019 Share Posted September 11, 2019 Give me a bit im on phone not at home. https://spacedock.info/mod/1330/Gerry Anderson's Space 1999 Pack Quote Link to comment Share on other sites More sharing options...
josselin2196 Posted September 11, 2019 Share Posted September 11, 2019 25 minutes ago, Drakenred65@Gmail.com said: Give me a bit im on phone not at home. https://spacedock.info/mod/1330/Gerry Anderson's Space 1999 Pack Not the same mod the 1.2.2 mod work pretty well in 1.7.3, it's a little op on stock size kerbol sytem but fine on RO. I edited a little bit the .config for making it less op and easy burnable for my use in stock. I used the eagle mainly for Muun Crew rotation, cargo and mining. The engine are a little misaligned but manageable. Quote Link to comment Share on other sites More sharing options...
Drakenred65 Posted September 11, 2019 Share Posted September 11, 2019 Oh sorry Quote Link to comment Share on other sites More sharing options...
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