Baby's first Kethane mining operation :D
Baby's first Kethane mining operation :D
So, understanding this update correctly, C7. Will i be able to make a spacecraft carrying a secondary pod. If i undock this pod, given that it has the neccesary equipment to function, will i be able to fly that? I mean, can i deploy something like a probe or something like the dragonfly from orbiter(wich is essentially an orbital construction crane) and use it for fx. moving space station modules together?
I really want to do something like apollo where i can detach the lander and land it while still being able to pilot the orbital module. Could i launch a rocket from a plane and land the plane back at KSC? Could i construct an interstellar spacecraft in orbit and fly to Jool and beyond?
C7 you are my favorite dev, and was my favorite modder(I cant consider you a modder anymore since you are a developer now)
I miss bus sized wings though :( Made the raddest plane way back before the SPH, it could glide like a 4th of Kerbin, in the stratosphere, seriously i crossed the ocean with it.
Oh wait wait wait, will this also as a modder enable me to combine the docking stuff with genuine parts? So i could like have parts for orbital construction without having docks everywhere?
That would save me some dead weight and loose joints.
I love it, if only because people will inevitably gonna start some skunkworks, maybe actually end up with a WMD or two.
The docking ports are modules. But you can surface attach them to anything you want.
I've had a really fun time abusing the docking nodes in ways they were not originally intended to be used. For instance, to create drop ships. Put a Vtol craft in the air, hover down, lock docking clamp to the craft you want to airlift, fly off as one vessel. Land at destination, undock to drop cargo. Hard to pull off, but totally worth it.
You can also dock landed craft as well. Make a base, make a space station. Make some sort of crazy flotilla in space with all the ships you sent up. If you're particularly crazy, you could pull of oribital construction by sending up parts of the station docked to your delivery craft pre-launch, then docking to your station at the right port, undocking the tug, and repeating as needed.
Edit:: I'm doing a Q/A blog over at the forums if anyone is interested. At very least, I'm sure it will be amusing to read the questions.
I've actually been trying to design a vtol that could deliver bases and RATs from a ship in orbit to a planet, but it's extremely hard
Any tips? My approach was simply trying to align the center of mass with the center of thrust, which works, but flips out of control as soon as it tilts a fraction of a degree from horizontal, and that plan goes out the window when I drop off cargo and the weight changes
my problem with making vtols is that you need to align everything perfectly
ive had vtols with things aligned that just flipped around crazily
i remember that my best vtol simply had a fueltank and an engine right under the com
The best thing I can tell you is to have a look at real world examples. Like a sky crane. You'll notice that it's connecting pretty much directly under where the rotors are at, and it has a counter weight of the cockpit and long tail to help balance. Its probably one of the most complicated things to design though. You're not going to be moving things by a tether like most sky cranes do. So you tend to get much more drastic effects from the payload shifting.
I wish there were more devs like you guys. Gotta love the community interaction
Ive seen a skycrane in real life once!
And thanks for all the Q/A C7! Its really awesome!
I kind of hope you guys one day make spaceships buildt by people placed in other peoples games as derelicts and wrecks! it would be really nice discovering other peoples designs that way.
wasnt there a game that did that? it wasnt spore, was it
so C7 told me that the wings generate lift based on their deflection angle
does that mean that all this time i shouldnt have put them parallel to the ground
and i noticed that ksp barely calculates drag
i made an umbrella rocket, it doesnt change anything at all, same deltav in the end
C7, is it possible to allow concave collision meshes or is it not supported by Unity or something?
I always miss the times when he comes on here and answers questions.
I perfected my Orbital Rendevouz skills by gently rubbing 2 ships against eachother (just after running out of RCS fuel) and then backing off and slamming them into each other at full speed.
They both exploded.
It seems Jebediah has been pondering walking machines...
Vall and Tylo from Laythe
Laythe and Vall from Tylo
And yes, the latter is not legit. First one is though.
wtf my load times
DEMV MkII, Tosh's cart plugin, Modular Multiwheels
wanted to play garry's mod. ran into tim_barrett (the kspf pony guy)
proceeded to express my feelings for him. shit was funny.
apparently its not tosh's carts anymore
its 6677's carts
Also, if you have a buttload of mods
i would highly recommend using JSGME
i'll upload it in a sec
I must admit I am fairly mod-a-holic.
is it not possible to have a plugin merge the quicksaves of two docked ships, making them one and so not drift apart in warp and be able to share fuel/antennae/crew/whatever so
you dock > quicksave > quicksaves merged > quickload the new merged save > 1 ship
so those rectangle wing parts are set to have low drag, since 90% of the time they face head-on, but when you turn them sideways to use them as an umbrella it doesn't change anything
well KESSELER (the psuedo-mp thingy) sorta already can merge saves, and I know you can merge ships together by joining their .craft files so it should be possible
KSP Mod Manager since 0.16 and I've found that to be quite intelligent at dealing with mods that may or may not have an annoying "mod name" root folder in the zip. Unfortunately it can't check for mod updates though. I recommend it, but I haven't tried that generic one out either.