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FlyMeToTheMinmus

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Everything posted by FlyMeToTheMinmus

  1. The version of CSS up for download in this this thread is for .90 at latest, and as of 1.02 is very broken. Jovzin is currently working with others on a new, separate version of the space shuttle, but as far as can be seen isn't too close to release. However, if you visit this thread: http://forum.kerbalspaceprogram.com/threads/121748-Component-Space-Shuttle-CSS-ksp-1-0-2-unofficial-release-thread , you will find that Mike-nz has kindly prepared an unofficial update for the CSS, which should fix the problems you described. However, with the new aero update the aerodynamics of the updated shuttle are a bit off, as well as other details, so it isn't quite perfect yet.
  2. Oh my (channelling my inner Takei here) That looks gorgeous Jovzin
  3. It's most likely the issues we've been seeing with the shuttle's aerodynamics, which are just being complicated by the max Q... basically the shuttle does not handle any kind of roll in atmosphere very well as we've been seeing with re entry. Can't say for sure though right now, so I'll give it a spin on the newest dl and have a look.
  4. His shuttle is moving horizontally at 8 metres per second... I think this may be the excessive lift I was referring to
  5. I think the issue with the boosters is that you're using boosters made for an SLS pack; the SLS boosters will be one segment longer than the shuttle boosters were, meaning that at the same scale the SLS boosters will be longer. Also, the newest update of the shuttle produces quite a bit too much lift, and it doesn't seem to help with the aerodynamic instability mentioned earlier.
  6. Hey there, can I just ask if I've missed something in the installation, as whenever I load the fuel tanks with the cryogenic engines in the VAB, it's fine for me to switch fuels, but as soon as I launch and go into the actual world, it gets put back to the stock liquid fuel and oxidise?
  7. Very impressive work here Btw I think your man back there meant his shuttle exploded at 5000m. Maybe not enough struts? I say because I've experiences like this with shuttles that I forgot to strut up.
  8. I have also experienced problems during reentry, where the shuttle starts torquing out of control around 10 000m; not sure about what lawn darts do but I assume that's what cheech is on about. In my case the shuttle was able to correct itself at about 2000m and flew perfectly to landing from there. Other issues I've ran into are that first, the OMS seem to be firing quite far off the COM, requiring strong RCS and SAS to handle most manouvering. Second, the airlock/docking adapter (and anything else for that matter) attaches at about a 30 degree angle to that node in the cargo bay, but this can be fixed with the rotate tool. Third, I think the SRB staging mechanism seems a little weak now compared to earlier versions, making separation a gamble as to whether or not you lose your wing flaps. But other than that really good work, I flew the Columbia to 120 km in the SKY mod (which rescales kerbin about 3.4x the original size/ and needed some infinite fuel to complete orbit but that's nothing to do with this), and was able to deploy a satellite and return to the surface with little problem.
  9. First off, the community ISS mod is several shades of messed up at the moment, and I'd like you to know that I don't think it's possible to construct it in orbit; you can, however, hyperedit the whole thing up in one go. As for the PMA's, the APAS ports on them don't actually work as docking ports. Some people have gone into the configand modified them to do this, but an easier solution is to just stick one of the standalone APAS ports that actually work on top of the PMA port, at which point it will work fine.
  10. Do you mind if I ask for examples of parts that will be removed for 1.0? I'm just curious, as I thought practically all of the parts had their own real-life models (i.e. even with the new heat shield, it's not going to be the apollo ​heatshield)
  11. So is there any way to fix this rescaling bug, because the craft I have kind of depends on a rescaled root part?
  12. Hey, I'd like to make a request for a type of contract if that's ok My idea is for a continuous contract that just awards cash for launching satellites, but not to any particular orbit, just for putting them into orbit. I'm starting a new career mode soon where I'm hoping to put together a remotetech satellite system in kerbin orbit, with the goal of having continous coverage from multiple satellites all over kerbin, but the problem is, that just drains funds if your launcher isn't something like 20k. So I think a non-stop communication satellite deployment would be an interesting and useful addition to your mod. Either way, your mod's great, and definately makes career mode more interesting, especially with the historical contracts
  13. See, my idea was based more around the idea of treating the washers and anything attatched after them as solar panels themselves, when the craft is on rails, as opposed to actually moving it. I don't really understand what you mean in your example at the end there, but it sounds like you are talking about the effects on multiple crafts? I don't see where the issue would be if we were only talking about one station by itself.
  14. Would it be possible to create a part like the rotatron or docking washer that is capable of sun-tracking? That'd allow a working truss system like on the ISS,and, unless I'm horribly wrong, it doesn't seem like it should be that difficult. I think the ISS community mod had something like that work on that trus system, if it helps
  15. Whenever I click 'take spares' on the pod the text says 'x kerman has taken 1 spares', and the no. shown decreases by 1, but when I click on the kerbal it still says he has zero spares. I'm using a command pod from HGR at the moment, I don't know if that could have something to do with it maybe?
  16. Hi there, I have a question about the Skylab contracts In hindsight I can see how this was a poor decision on my part, but what happened was that after getting the launch contract, I decided I would try and do an accurate-ish skylab style station, with the apollo telescope etc. However, I began the craft with the telescope's probe core (for moving it to the correct position) as the inital part. As a result, when I launched and got it to the right place and fulfilled that contract, the probe core was counted as the 'skylab core part'. Mission controller apparently had an issue with this when I undocked the core from the end and moved it to the docking node on the top, which meant that docking with the station later didn't count apparently as docking with the 'skylab station'. Long story short is that I lost my temper and kind of blew up half the station and deorbiting the rest, including the probe core (which survived deadly reentry and hitting the ocean somehow and ended up getting recovered). So now the first expedition contract is asking me to go dock with a station that no longer exists. I'm wondering if you know of a way I could just go into the save file and change this?
  17. Hi, can I just ask if there's a reason my onion module is pea green instead of white? I don't know if this is an alternate colour or something, or if I've messed up installation, but the module still has the details like the grey frame and the scrapes etc
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