Xd the great Posted January 21, 2019 Share Posted January 21, 2019 4 hours ago, Natokerbal said: @damonvv Just FYI the plume on the new MVAC needs to be scooted back a little as it clips through the bottom half of the engine bell. EDIT: Also do you have any tips for landing directly on the landing pads? have you tried mechjeb? Quote Link to comment Share on other sites More sharing options...
Natokerbal Posted January 21, 2019 Share Posted January 21, 2019 21 minutes ago, Xd the great said: have you tried mechjeb? Yes Mechjeb in atmospheres never work as it always lands way off target Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 21, 2019 Share Posted January 21, 2019 I wrote a script in kOS. Unfortunately, it's still incompatible with Trajectories, so you need to implement a lot of the calculations yourself Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 21, 2019 Share Posted January 21, 2019 2 hours ago, Natokerbal said: Yes Mechjeb in atmospheres never work as it always lands way off target I can accurately do within 100m. Adding landing legs and changing the code of mechjeb may help. Quote Link to comment Share on other sites More sharing options...
Damon Posted January 21, 2019 Author Share Posted January 21, 2019 (edited) 7 hours ago, Natokerbal said: @damonvv Just FYI the plume on the new MVAC needs to be scooted back a little as it clips through the bottom half of the engine bell. EDIT: Also do you have any tips for landing directly on the landing pads? Thanks for the tip! and yeah, you can use the Trajectories mod which has an option to see where you are going to land. Super helpful if you are trying to aim for a pad! I manually land my rockets and I’m at a point where I can land a rocket most of the time very close to the center of the pad Edited January 21, 2019 by damonvv Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted January 21, 2019 Share Posted January 21, 2019 How to you land CORRECTLY using mechjeb Quote Link to comment Share on other sites More sharing options...
Xd the great Posted January 21, 2019 Share Posted January 21, 2019 34 minutes ago, Nigel Cardozo said: How to you land CORRECTLY using mechjeb Use the autoland function for the booster. Set launchpad as target. Mechjeb can land fairly well, within 100m. But for starships, I need trajectories mod. I burn retrograde for deorbit, then radial for fine tuning and so that trajectories can simulate the drag. Quote Link to comment Share on other sites More sharing options...
space_powder Posted January 21, 2019 Share Posted January 21, 2019 (edited) Seems like there are only 2 engine modes on the Octopus now, AllEngines and CenterOnly, because even the description of the part says "This cluster of engines are equipped with 2 modes". Am I missing a dependency This is on 1.5.1 with a hefty amount of mods (and the updated Ghidorah 9 parts from the github) Edited January 21, 2019 by space_powder Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 21, 2019 Share Posted January 21, 2019 Just now, space_powder said: Seems like there are only 2 engine modes now, AllEngines and CenterOnly, because even the description of the part says "This cluster of engines are equipped with 2 modes". Am I missing a dependency This is on 1.5.1 with a hefty amount of mods If you want the three-engine mode you need Kerbal Actuators Quote Link to comment Share on other sites More sharing options...
space_powder Posted January 21, 2019 Share Posted January 21, 2019 24 minutes ago, RealKerbal3x said: If you want the three-engine mode you need Kerbal Actuators Ah, I knew I missed a dependency, thanks so much! Quote Link to comment Share on other sites More sharing options...
VoidCosmos Posted January 21, 2019 Share Posted January 21, 2019 4 hours ago, Xd the great said: Use the autoland function for the booster. Set launchpad as target. Mechjeb can land fairly well, within 100m. But for starships, I need trajectories mod. I burn retrograde for deorbit, then radial for fine tuning and so that trajectories can simulate the drag. Thanks Quote Link to comment Share on other sites More sharing options...
SquaredSpekz Posted January 21, 2019 Share Posted January 21, 2019 I'm wondering what's your thoughts on the shiny starship? Are you looking into having shiny starship as an alternate texture for those parts? Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 21, 2019 Share Posted January 21, 2019 (edited) 14 minutes ago, SquaredSpekz said: I'm wondering what's your thoughts on the shiny starship? Are you looking into having shiny starship as an alternate texture for those parts? I believe @damonvv is waiting for an official render from SpaceX before he starts making a stainless steel Starship. Also, I could be wrong but I think he’s going to add the 2017 BFR back in as an option too. Edited January 21, 2019 by RealKerbal3x Quote Link to comment Share on other sites More sharing options...
Damon Posted January 21, 2019 Author Share Posted January 21, 2019 4 hours ago, SquaredSpekz said: I'm wondering what's your thoughts on the shiny starship? Are you looking into having shiny starship as an alternate texture for those parts? It's cool, not sure if I can make it fit with the KSP style. But I need those official renders first. Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 21, 2019 Share Posted January 21, 2019 Does anyone know of launch clamps I can land my SuperHeavy on, meaning that they act like the Claw or something like that? Quote Link to comment Share on other sites More sharing options...
RaiderMan Posted January 21, 2019 Share Posted January 21, 2019 still running the last version compatible with 1.3.1(still running 1.3.1 in fact) and it performs perfectly. every single time. even the falcon heavy performs perfectly. great mod. Quote Link to comment Share on other sites More sharing options...
Operation Captain Viridian Posted January 23, 2019 Share Posted January 23, 2019 On 1/21/2019 at 2:28 PM, damonvv said: It's cool, not sure if I can make it fit with the KSP style. But I need those official renders first. You could probably use a texture similar to the "stayputnic", considering that's the only stock "bare metal" look. Quote Link to comment Share on other sites More sharing options...
FastSloth87 Posted January 26, 2019 Share Posted January 26, 2019 On 1/21/2019 at 5:28 PM, damonvv said: It's cool, not sure if I can make it fit with the KSP style. But I need those official renders first. Imagine if KSP had ray tracing, the amazing 0.5 FPS everyone would get at lift-off.. One can only dream! Quote Link to comment Share on other sites More sharing options...
Starwaster Posted January 26, 2019 Share Posted January 26, 2019 1 hour ago, FastSloth87 said: Imagine if KSP had ray tracing, the amazing 0.5 FPS everyone would get at lift-off.. One can only dream! When I first got my introduction to raytracing, we sat there watching my friend's monitor waiting minutes at a time for it to finish a single line. (15 minutes IIRC) Quote Link to comment Share on other sites More sharing options...
Barzon Posted January 26, 2019 Share Posted January 26, 2019 What is 'raytracing'? Quote Link to comment Share on other sites More sharing options...
HotVector Posted January 26, 2019 Share Posted January 26, 2019 The fairing's still very janky. It sometimes collides with the payload after separation and always tilts back after separation. It doesn't keep its rotation after separation. Maybe try using something similar to procedural fairings instead? 7 hours ago, Barzon Kerman said: What is 'raytracing'? It is when each pixel has its light traced for more accurate light Quote Link to comment Share on other sites More sharing options...
infinite_monkey Posted January 27, 2019 Share Posted January 27, 2019 @damonvv I copied the Ghidorah Launcher Platform from Github to my current install, but I cannot use it on the F9, since the engine cluster has no lower attachment point. I guess that has changed and I have to use the new one? Quote Link to comment Share on other sites More sharing options...
Damon Posted January 27, 2019 Author Share Posted January 27, 2019 44 minutes ago, infinite_monkey said: @damonvv I copied the Ghidorah Launcher Platform from Github to my current install, but I cannot use it on the F9, since the engine cluster has no lower attachment point. I guess that has changed and I have to use the new one? yes ^^ Quote Link to comment Share on other sites More sharing options...
RealKerbal3x Posted January 28, 2019 Share Posted January 28, 2019 6 hours ago, damonvv said: Heh, that reminds me of this: Quote Link to comment Share on other sites More sharing options...
The-Doctor Posted January 29, 2019 Share Posted January 29, 2019 @damonvv hey man, good work, one question is there a cargo version? Quote Link to comment Share on other sites More sharing options...
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