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volcanicshrimp

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Everything posted by volcanicshrimp

  1. The custom lift code wings still seem to destroy the universe and leave my craft in a totally featureless area of space moving at NaN m/s. I had to restart ksp to fix it and then a probe which had been in orbit was missing. The fighter liquid fuel propeller is also missing an air intake. It still spins until you throttle up then it flames out but idk if ksp's engine stuff lets you prevent it from spinning unless the engine has fuel and air.
  2. On my first attempt at flying a firespitter heli to the helipad I almost made it but just as I was about to land my rotors started spinning down and crashed me next to it. I have no idea why and the engine sounds were still playing so I didn't accidentally switch the engines off. After further testing the rotors appear to spin down if the collective (rotor pitch) is over about 11 (it varies slightly in flight). I have no idea whether this is realistic or a bug (I'm not a helicopter expert). Sorry for double posting btw.
  3. I did make a flying barrel with IR and land it on the VAB launchpad a while back... I'll see if I can find pics of it. EDIT: Found some pics although they're more taken to show off the craft because this was a while before I saw this challenge. It took off from the launchpad, flew up to and landed on the VAB helipad, then flew down and landed next to the SPH. I don't have the .craft file any more though so if these pics aren't enough tell me and I'll make a new entry. I have firespitter and IR so I could use either. NOTE: IR motors use electricity so they would technically be Tesla fanatics entries. Is TCA allowed? The hover function may be too OP for the Church award (although after more thought firespitter heli rotors have that built in) but idk whether the engine auto-balancing is too OP for the other challenges or not.
  4. I definitely didn't terminate it because it came up with the window showing you the kerbals which have been recovered. I don't have a save from before but I could talk through what I did: [wall of text:] I put the first 3 kerbal spaceplane in orbit a few days ago. Earlier today I flew a second identical spaceplane into orbit, then switched vessels and tried to land the first spaceplane, crashing it in the process and killing all 3 kerbals. I then recovered the piece of debris which I was controlling (It had a mechjeb unit on that piece of debris so it counted as a probe of the spaceplane) and recovered the rest from the tracking station. While I was recovering the debris I must have accidentally recovered the orbiting spaceplane somehow because a window popped up telling me that I had recovered 3 kerbals and when I closed it the spaceplane was no longer shown orbiting.
  5. I have this problem with my thrustmaster usb joystick. The dead zones are totally off and don't have a centre option (being able to centre the dead zone looks like it would fix the pitch and roll). Advanced fly by wire fixed pitch and roll but even that couldn't fix the throttle which seems to be increasing the further from the middle it is and reaching full throttle at about 25/75% throttle. The joystick is perfectly well calibrated in windows and works fine with flightgear.
  6. When I was in the tracking station recovering the debris from my latest failed SSTO landing I managed to accidentally recover a spaceplane which was in orbit. Aren't craft only recoverable when they're stationary on the ground? I don't have any mods which should affect recovery afaik.
  7. please can you delete http://forum.kerbalspaceprogram.com/threads/130591?p=2119030
  8. Are the engines realistically underpowered or just underpowered? My 6 engine electric mk3 plane with 8 1.1 size blades per 0.5 size engine at 600 rpm (If I change the rpm in the editor it doesn't actually change anything in flight) can barely reach 100 m/s and the max thrust from each engine is about 29. Also the only thing which changes the thrust in the editor is the engine size (according to the right click menu) so a 12 blade engine with size 3 blades at 1000 rpm would provide the same thrust as a 2 blade engine with size 0.3 blades at 100 rpm. When I tested this in flight the same was true: Another thing, it's a bit confusing having some engines in the fuel tanks tab.
  9. When I try to connect to a server it gets stuck at "Syncing kerbals." The server has the same dmp version as my ksp.
  10. Are there any plans for a helicopter AI? I know you've got loads of stuff to work on but I would love a heli AI, especially if it would work with TCA or a similar mod to allow helis/VTOLs to work if the engines weren't perfectly positioned. Speaking of VTOLs, a VTOL AI would also be another awesome feature that you probably don't have time to implement. - - - Other stuff - - - Additional buildings are from Kerbin side. I think the SAM is an LLL cargo bay tail thing with bd missiles inside.
  11. Which way round are you putting it? I had a similar problem to this before I realized that you have to place it so that the orange end is facing away from the direction that it extends and the smaller size has to be placed on the end which extends (with the orange end inside the bigger extendatron). That isn't a very good description but I hope you understand what I mean.
  12. Are there any mods which add struts which would change length/direction as one end is moved by IR parts? It would be really useful for reinforcing big parts on small hinges etc all the time they're moving (not just before and after you move them.)
  13. Mk 2 and mk 3 versions would be really useful for spaceplanes (If I could build one which could get to orbit!)
  14. What'd the difference between the conservation modes?
  15. My first mech: There are a few versions so far and I will probably add 1 or 2 more variations. All they can do at the moment is walk forwards or backwards very... slowly... but I'm working on that. Any tips on how to turn them?
  16. The closest I've got to a mech is a rotatatron helitub: http://imgur.com/a/2VELf I'll probably try to make a working mech pretty soon though.
  17. I also built a very small, very simple and very fast jet using OPT (for the engine), Mk2 expansion (for the cockpit) and adjustable landing gear (do I really need to say what I used that mod for?). It can get to 175 m/s by the time it reaches the space plane hangar and can take off at 50 m/s. It can also tailsit if you're a better pilot than me. The only bad thing about it is that you have to be very careful at high altitudes not to vaporize yourself! Ignore the mysterious glow underneath, idk what that is. I may build an armed version as well (It could probably catch up with almost any fighter really quickly, has a very short takeoff distance and could probably use the SR-71 missile avoidance strategy even at low altitudes) and I'm working on a spaceplane version using the insanely powerful advanced turboramjet engine to get into a suborbital trajectory, saving rocket fuel.
  18. I tried reentry with just a kerbal... He poofed before showing any sign of reentry Spacesuits don't have great heat tolerance!
  19. Instell inc. isn't showing up on CKAN for me despite being on kerbal stuff and 1.0.4 compatible. Has it just not been updated or... (I have CKAN 1.6.10 but I'm just about to update to the latest CKAN) - - - Updated - - - Still doesn't show up on the latest CKAN version either. - - - Updated again - - - On CKAN it still comes up as being for 1.0.2 and won't let me install it.
  20. The goalkeeper turret is hard to take down! I've got a team b battleship with a goalkeeper and an oerlikon in the sea next to ksp and its goalkeeper is eating my team a planes and missiles. It doesn't even use the oerlikon which is probably a good thing for my planes! The guard mode also seems to have totally given up on attacking it a lot of the time so I have to attack manually and hope that the autopilot stops me from getting mown down before I can fire anything.
  21. I like the idea of diy missiles but they don't seem to have great ground avoidance (they don't a lot of the time). Am I just being a noob again or are they WIP? They do say that they're experimental. EDIT: One of the missiles that I made often crashes and both of them miss their target. They are using the cruise missile guidance from the launchpad to a nearby vehicle. EDIT 2: I made another missile (with rocket pods as you do) and once it got near to the target it flipped around and started flying away from it before crashing.
  22. I didn't know what standby mode did but thanks for telling me. Smart parts seems to work fine and now I just have to get the AI to attack me (I think I gave it too small a FOV)
  23. Just as I start talking about how AI bombers would be cool the AI starts playing up. When I try to launch my AI craft (by starting the engines with AI on and exiting to space centre before the craft goes too fast) nothing happens and when I go back to controlling the craft sparks shoot out of the engines and they start working again with the craft stuck on the spot until it realises that wheels go on the ground not in it. After a few attempts the game crashed with the output log saying that "Read from location 000000b8 caused an access violation." The craft is totally stock apart from BDarmory parts and I have hardly any mods (IR, Instell inc., KAS, KIS, Tweakscale). I'm going to try getting smart parts and using that to start it but I have had problems with smart parts in the past.
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