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FlyMeToTheMinmus

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Everything posted by FlyMeToTheMinmus

  1. Mike, remember that the SRBs are still burning at seperation, but at low thrust. I can remember the SRBs thrust dropping as it approches cutoff being modeled in the CSS when you took over, don't know if thats changed since.. but anyways set the burn time until cutoff for about 2 mins and 20 to 30 seconds, based on the wikipedia page's given sep time of about T+126. For the TWR, thrust and weight stats should be pretty easily availible from wikipedia too.
  2. FASA is still an active mod, so there isn't much point in doing that unless Mike actually wanted to make his own.
  3. Can someone help me out with finding a particular mod that adds extra fairing shapes to procedural fairings? I think I originally saw in it this thread somewhere, and I remember it had Delta and Ariane shaped fairings. It wasn't the Gryphon pack btw.
  4. Just a quick one: do you think we could get some structural covers to hide the nodes we aren't using? Similar to what Fustek has
  5. Except then Tweakscale becomes a dependency, and Beale has tried really hard to avoid dependencies
  6. that is honestly looking incredible, great job!
  7. most of the IVAs aren't finished yet, so there's nothing wrong on your end.
  8. Did you you the download included in this thread? If so, read the post above your own, and go to that thread. If you used the download from that thread, then post the issue there.
  9. I believe the undocking thing may have been a bug on KSP's part actually in prior versions, so it might not show up now. Either way, it'll be difficult to find until the parts get a bit of use in-game, and even then the fix is just going into the config and changing some values. It was more an issue with how docking ports worked rather than a fault of the parts, so I don't think it's something we need to worry about right now.
  10. Careful Mike btw KIS and KAS are two different mods, you want to use KIS. As for wobbly ports, I guess that's a good point. KIS isn't fussy about what type of node you use, so you could get away with no docking ports at all, and just sticking a node at each end. If people want to dock, they can use the CBM ports or something, and if not they can use KIS to node attach. be aware that if you choose to use KIS, you'll likely want to include support for adding KIS inventories to some of the parts; maybe the quest airlock? Not saying to do this right away, but if you give KIS a try you'll see why.
  11. mike, you don't need two different ways of joining the trusses. If you have a docking port on the end of the truss, it's counted by the game as a node. with this you can do normal docking, or you could use the KIS mod to node-attach the next truss part on eva. I recommend you give KIS a try before you come to conclusions about it, to clear up any misuderstanding of what you can do with it.
  12. Actually, you can node attach with KIS, provided that there actually is a node there. So in theory, you could dock a shuttle to the space station, use the robot arm to get the part close, eva a kerbal to the site, un grapple the part, and then have the kerbal quickly node attach on the end.
  13. To do what AceOfHearts is asking for requires the S6 and P6 parts to be modelled new btw, since it appears in the old iss mod the P4/S4 truss segments were just used twice each (these are the inner pair of solar truss segments); IRL the outer pair's structure have a thinner box-like profile at the bottom whereas the inner pair's structure is a wider structure made up of bars.
  14. They're talking about the little assembly that connects S0, and hence the entire truss structure, to the pressurised modules. It's like two little upside down W's bolted on top of destiny lab on top of which the truss structure sits. I believe they were in bobcats ISS, but as far as I saw no one was clear on how to attach them ingame, so you couldn't attach the truss properly Search S0 truss and I think the 8th image is a CG render of S0 and destiny, it gives a good view of the module to truss struts. BTW Drj I don't understand whats wrong with Z1? It attaches via CBM to unity, and last time I used ISS there was no problem with that, I even used the forward port on Z1 to attach S0 because MTT struts were broken
  15. Congrats Beale Curtquarquesso, do you think incorparating the tweakscale configs you've created would be appropriate? They are very useful when using tantares.
  16. I re-built the part from scratch and the weld worked fine this time, so I'm not bothered about it now. Do you still want the craft file to investigate though?
  17. I welded a part made from structural panels, the girder-type things and two radial attach structural parts from near future, and afterwards some of the parts in the weldment changed orientation (this is using the 1.X test version btw)
  18. Are you using FAR by any chance? I've found the recent versions to be a bit funny with temperatures (with other mods), especially during ascents.
  19. Just want to throw this out there, all of Raidernick's packs were all re-released (with permission) by Probus, the thread is called Historical Probe Packs. Don't have a link but it shouldn't be too difficult for you guys to find. Edit: Nevermind my title is wrong but here http://forum.kerbalspaceprogram.com/threads/125397-Historical-Rockets-Probes-and-Stations
  20. I'm not sure that it's a problem with your configs though, I've been getting the same thing with the texture bar on procedural parts, which itself apparently has something to do with kspapiextensions.dll but I have no idea atm
  21. As far as I have seen, the update messed up the tweak controls for all of the Tantares parts. There's just a gap in the rich click menu where there used to be controls.
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