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19chickens

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Everything posted by 19chickens

  1. What I've ended up doing is using stabilisers and jacking the craft up onto that before deploying or retracting them.
  2. I may be missing something, but is there any way to limit the deploy speed of PAL Wheels? Right now, if I extend them all at once my craft flies six metres into the air and a wheel falls off on landing.
  3. That would be a good idea. My issue was that I dropped the cargo lift down and then went to the Space Center. This meant that when I drove the Buffalo out the lift thought it was 7 metres down but was fully up (no lower elevator button) so it "was" 14 metres down. If I then raised it up it kept going up. The way I solved it was to keep the Buffalo away whilst I lowered it and then raised it all the way up. Then I went to the Space Center and back again, fixing it.
  4. I've started work on an exploration airship! Here's a Buffalo next to it: Pretty happy. I managed to get it onto the cargo lift! Oh. Oh god. what have i done I think I summoned the Kraken.
  5. This is awesome! I threw together an airship (Hangar Extender is a must) but when I loaded a Buffalo it kinda tipped over. Oops. Also, is there a craft file for the Akron?
  6. Probably just me being stupid, but how do you install the launchers without having to install them as full craft? If I drop them into the Subassemblies folder they end up with no attach points.
  7. Stupid question-how do you change the diameter on the MFT-A? It's not overly obvious.
  8. I've had the game since 2014, just never posted I merely assumed that the discussion was on 1.2-sorry!
  9. I just had a go with SSTU in 1.2-it all seems to work in-VAB but the autofairing on the SC-C doesn't work along with the commands like "Extend Panels".
  10. I'm currently rereading a PDF of the timeline's compilations and should hopefully have reached the section on Thunderbolt in the next few days. When I've done that I'll try and compile the technical data. AFAIK the mod already includes Centaur; T1 Alpha and T1 Beta are all that's needed for Thunderbolt.
  11. These two are the only Thunderbolt images I'm aware of. They're both of a launch of T1Beta, which seems to have a noticeable shorter nosecone than the Thunderbolt-Centaur stack.
  12. I was planning on doing the turning-off-the-gimbal thing. In addition, given that a lot of this mod seems to be Eyes Turned Skyward references-can we please have Thunderbolt?
  13. OP: Is it possible to attempt an imitation Spacelab 28 mission complete with gimbal failure and inflight abort using the IC?
  14. I love this mod-keep up the good work. ATM I'm using SSTU in a 1.1.2 RO/RP-0 save. Now to wait for the craft files
  15. What's the mass flow of the engine in elephant-seconds?
  16. Into the Deep, Dark Black Backstory Decades ago, the Union of Kerbal States was a peaceful organisation, devoted to helping all of the different kerbal states achieve balance, eliminating world poverty, things like that. It also had a rapidly growing space program, aiming to put Kerbals on the Mun. Before they could, though, the Republikan Kerbal States broke away from the Union, plunging the world into khaos. Eventually the situation stabilised, but then the RKS attempted to test its first KIIAE weapon. The launcher failed during its flight, sending the KIIAE crashing to the surface. Due to the RKS' hubris, they did not include a method for safe venting of the warhead, which led to the explosion creating a new biome-the Badlands. The states with the UKS panicked, and the Kerbal State of Afrika led the UKS into becoming the Military Alliance of Kerbal States, or MAKS for short. They were at each other's throats for ages, the MAKS aggressively upgrading its launch facility whereas the RKS still failed to design a coating for the KIIAE that could enable it to survive the stresses of reentry. Just weeks ago, it came to a head. An RKS KIIAE self-destructed over the Kayan Territories, causing aurorae to spread as far as the west coast of Afrika. Enraged, the MAKS ordered an emergency evacuation of all Kerbals, evacuating them into underground shelters. Whilst this happened, the Orbital Corps. was mobilised, launching from the MAKS' Space Center for a bombing run on the RKS. Out of fifty craft launched for the first wave, one was shot down, carrying Valentina and Bill Kerman. The brother-and-sister duo had been manning kargo craft for years, until the RKS Run destroyed their craft. Valentina managed to fly it onto a collision course for the RKS' Space Center, before both she and Bill ejected. The destruction of the RKSSC effectively forced their surrender, especially when the detonation of a KIIAE pushed the RKSSC into a large crater. Recognising the danger that total war posed, the RKS-MAKS alliance tentatively decided to place a kolony on the Mun. Contents Prologue Prologue "LC, prepare for go/no-go poll on launch." Gene Kerman, legendary MAKS launch director, said. "Sat?" "Go." "AVI?" "Go." And so on it went, until every station had reported "Go." On the launchpad the ISRO's PSLV XL SLL (Solid-Liquid-Liquid) sat, ready for liftoff. * * * "Hello, and welcome to Kerbal Spacecast. Today is the launch of the International Satellite Research Office's Polar Satellite Launch Vehicle carrying the satellite Munarekon I to a munar orbit. Rozalina, would you like to explain?" "Yes, thank you, Ronnie. A few minutes ago, launch controllers at the KSC conducted a go/no-go poll for this launch. This is to determine whether the rocket can launch successfully. If it couldn't-" Rozalina paused, listening to the chatter of the launch controllers from her and Ronnie's perch upon a balcony above Mission Control. Through the pointed glass windows she could see the PSLV sitting there, ready for launch. "The launchpad has just passed control for the launch to the satellite's M3CH-J3B guidance unit. Both satellite and rocket are on internal power. Liftoff in ten seconds." With a lurch, the M3CH-J3B unit detonated ignition rings, lighting the main core and 4 of the 6 boosters in a blaze of fire. For a single, heart-stopping second, it tipped itself away from the VAB before the M3CH-J3B fired again, igniting the last pair of boosters on the PSLV's climb to orbit. There was cheering from Mission Control, but most were quiet, concentrating on the mission of getting the rocket to orbit. After a minute or so of flight, the first set of four boosters flickered out, decouplers and separatrons firing to clear the rocket. Gasps rose from the Mission Control crowd. "Huh?" Rozalina asked, staring at her laptop. "It appears that one of the boosters' separatrons failed to fire. As a result it was destroyed on contact with the first stage. The other two boosters have successfully separated." Mere minutes later the first stage blew off, exposing the second stage as the M3CH-J3B plotted a circularisation burn. Having sone so, it suddenly staged the fairings, all climbing up, up to its 372 KM apoapsis. Up it climbed, deploying its scientific instruments to study Kerbin on the munar kruise, until the engine lit in a burst of flame. Despite the best efforts of a struggling RCS, it was ever so slightly off maneuver, causing the upper stage to slew wildly back and forth. The M3CH-J3B unit quickly attempted to compromise, making the slew worse. "AVI?" Kerman asked. "System adjusting gimbal radius," the AVI crew replied. True to their word, the rocket stabilised, in a 372x172 KM orbit. Realising this, the M3CH-J3B plotted the TMI burn and swivelled round, falling down to accelerate to the Mun. Unfortunately for the Munarekon I, as Kerbal Spacecast had come to term it, it was on a Munar collision course. "Hold on," the RCS kerbal said. "We can perform a 5m/s retro burn in 23 minutes. It'll push us clear of the Mun." "Cleared to execute," Kerman replied. Chaya I had begun.
  17. Go to the KSP folder and open the newest folder thst isn't named something like GameData or PluginData. And thank you all for the help on building bases, but I need to clarify: What resources should I be looking for?
  18. When I fix kerbals being kloned on boarding spacecraft I'm going to use these on a Munar kolony. Question, though-where's the best spot to set up a base in terms of resources? I'm going to add TACLS when it updates on CKAN.
  19. I can't remember half of the direction keys and therefore can't dock, can't launch, can't play, essentially. For me though, building and exploding stuff's the real draw.
  20. I can't run 0.90.0 as my computer isn't high enough spec, I'm using 0.25 permanently, but I saw EnterElysium's stream last night when he was trying to destroy the Sockington-the cruise missiles look brilliant.
  21. Is there a download for the BirdDog plane? It's just that when I try to make a plane, they're really unmaneuverable.
  22. Nope. I found RemoteTech and LifeSupport really hard. That and with ActiveTextureManagement and a couple of other mods RAM usage is 2.5 GB on the title screen.
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