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Vectura

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Everything posted by Vectura

  1. It actually says Stalled %:0 At first I thought this meant 0% controlled, stalled. It seems it probably actually means: 0% stalled, 100% working Edit: I also noticed that the normal SAS does not like FAR. It keeps oscillating between 2 directions, usually pitch up/down
  2. Fun fact: all of the new elevons are always stalled, all the time according to FAR
  3. So you are saying that one fun little feature destroys the entire game and makes it a big 'easy for the masses' non-unique game, despite that they added a lot of unique stuff and didn't remove any of the orbital mechanics?
  4. Thanks! By discardable fairings, do you mean the bits around an engine above a decoupler?
  5. He. I am not alone then If I really get my mod going then it will all sorts of small size parts, like engines, fuel tanks, small landing gear, and more.
  6. I made it with the dimensions of 0.625 m wide (for the very small things). It is an inline monopropellant engine. I have not textured it yet, although I will do it at some point. Made in Blender. Every tutorial I could find related to the old folder structure. Screenshot: Edit: One of my first serious 3d modelling projects! Edit2: I am also sort of planning a few small inline monopropellant tanks to go with it. Edit3: Actually, I want to do more than that. I have compiled a list of lots of little parts I will model for use in probes. I will probably see if anyone wants to do the mod joint with me. But not yet. I was thinking of doing stuff line a series of electric propellers for example to use on no-oxygen atmospheric bodies.
  7. I never knew about the target centre of mass thing! Thanks!
  8. But how do I tell where the centre of mass is???
  9. Asteroid capture is nearly impossible because of this. Having SAS on, several RCS thrusters on, at once, does not seem to be enough to stop my ship rotating when trying to maneuver with an asteroid. I am trying to do the asteroid redirect mission tutorial part 2 (I skipped part 1 because because I simply couldn't get an intercept)
  10. I sometimes get the infinigliding bug with SAS turned on, say the craft start to pitch down a tiny bit so SAS makes it go up, then corrects it to go down again, then up again, and so on. In the end the craft goes at ludicrous speed, vibrates like heck, then disintegrates.
  11. I have remnants of Kethane you say? I tried to uninstall that ages ago because it stopped the ksp process from ever stopping (not even task manager could close the process). I will try with a completely I modded fresh install tomorrow. New sandbox saves run smoothly, sometimes looking a tiny bit laggy when viewing a planet from the high atmosphere. Worse at night time. On a side note, the tutorial lag is just as bad when trying to do stuff in map view, so I don't know if it a rendering issue.
  12. Version: Windows 32bit (Steam) What I am trying to do: I have only tried it with the asteroid redirect mission part 1 tutorial so far. I thought I would just have a go at it, out of curiosity, and found that when I open it my framerate drops to a frame every few seconds, making the tutorial completely undoable. The game normally runs fine. Screenshot: Can't really do a screenshot to demonstrate lag Craft/Save files: The save and craft files are from the tutorial, no idea where they are kept Output Log:http://pastebin.com/yY1dugsU System Specs: http://pastebin.com/EJTdLCGb
  13. As far as I'm aware a command pod powered by only loads of monopropellant engines would be way faster- although you'll need infinite fuel turned on. Scott Manley did a video on it. Edit: With the monopropellant rocket it it gets a kerbin escape in a matter of seconds Edit2: I made one using just a probe core and monopropellant boosters, and by 5000 metres up it was going over 3000m/s
  14. I am just asking, because I like my mods and don't want to have to stop using them until they are updated because an update broke them.
  15. Hmmm. So this basically means no aerodynamic breakups? I still don't want to use either this or far because turning even a few degrees with either of these makes you completely flip out if still in atmosphere. If you do flip out, then breaking up does not matter because I have never managed to recover from a flip. Ah well, I still like the concept.
  16. Ok, thanks! - - - Updated - - - Please lock it
  17. This no longer applies
  18. Plus the front left wheel is broken and so I don't think it will provide a force at all (apart from dragging on the ground)
  19. I tend to go for ~14 k and up. Any lower and my rocket just starts to drop back to kerbin when I start turning. I normally go for orbits around 500-600km.
  20. I get annoyed by the fact that rover wheels only seem to grip when moving sideways. Not when you are actually trying to drive around.
  21. I like the idea of this. Some company wants you to land them an asteroid, or capture it, or something like that
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