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mr.smiley

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  1. Greetings All, Whilst mucking around with rototrons for a tilt rotor style craft, I found something that might interest modders and players alike. It seems that the flexing about the rototron caused by the thrust could be reduced by making the vector for a given engine pod pass through the rototron's attachment node - the node closest to the root part. Basically, reducing the torque about the rotortrons attachment node. Obviously the next part along starts to bend now, but struts sort that out. Does that make sense? In my case I just clipped the engine into the rototron, something I suspect will cause problems later. Granted, this was built and measured by 'calibrated' eyeball, but my flying machine was definitely less floppy. All this got me thinking, what if there was a IR joint that had the nodes positioned so that the thrust from an attached engine did not create a torque about the other node on the part? Or is there one already, hiding from me. Hopefully the pretty picture works. Each side of the tester is identical, except that the less bendy one has been clipped into the rototron.
  2. It does seem a bit easy if you can have the kerbals warp back to KSC for free, unless you include the time. Perhaps there should be a reputation and financial cost associated with it, to represent the fact that some other space program was contracted to rescue your kerbals. And if you are doing something like that, then you could also include the option to initiate the rescue contract yourself, before they have run out of supplies or hab or whatever triggers them the wander off. Under that situation the costs to the player could be less because it isn't an emergency or anything. It's just business.
  3. Thanks for the help guys, I changed the settings and Jedfrey made it home. But not after a second rescue ship was sent to refuel the first... The problem with just letting the kerbal go MIA and respawn back at KSC is that it causes the contract to fail. Did I just start something? I am pretty sure that I hadn't read about kerbals going 'poof' until now. A dedicated R&R module sounds like an interesting idea, perhaps something that reduces the effects of overcrowding.
  4. Greetings, I have a bit of a conundrum, I have contract to rescue a kerbal from surface of the mun. However, he is EVA and his timer has expired. I can't switch to him until I get within 2.3km and few seconds after getting into range he goes poof and I get message saying he is missing. I can switch to him before he goes poof, but I haven't found this to be very useful because my rescue ship crashes while I am trying to get him aboard his 'ship'. Currently I am landed a few km outside range. If it is of any use, his 'ship' is the USI emergency deployable shelter and he spawns next to it. So, any suggestions for resolving this? Can I wind back his eva timer? That would fix my immediate problem. It seems odd that Kerbals that can not be controlled in any way by the player consume resources. Do I have any options for preventing this in the future? Also, I though USI-LS was non-lethal by default, or has that changed? Mr.smiley
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