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ToukieToucan

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Everything posted by ToukieToucan

  1. It's pretty obvious that cool names for your space ships are important "Houston, the untitled space craft has landed." sounds weird, almost like aliens little green men would've landed on the moon . So what are some cool naming schemes that you use? I personally like names of major cities or states.
  2. Haha same here, couple hundred hours but only kind or got to Duna, I keep seeing new mods which I feel like I should start a new save with, anyways, welcome Talos!
  3. The Dark Night: Movie about a blackout that happens in New York and people freak out because they can't see anything. Goofellas: Couple of fellas made out of goo start a mob.
  4. After some time working on my KOS script I was able to make a 100% automated Relay System set-up. Craft file will be up soon. AALAUNCH: http://pastebin.com/6ymKdmRK What it does: Countdown Can detect when asparagus staging stage needs to be staged Gravity Turn Circularization (100 x 100 km) ABORBIT: http://pastebin.com/VHnVAab2 What it does: Calculate how much Dv is needed to go from current orbit to desired orbit (750 x 100 in this case) Burn to exactly desired orbit (with margin of 0.1 meter) Calculate how much Dv is needed to go from current orbit to desired orbit (750 x 750 in this case) Burn to desired orbit, kinda... (due to not being able to burn all the Dv at once at the Ap +0 results will vary: Margin +- 500 m) Activate Relay Sat's solar panels and Omni Stage Relay Sat (Force of decoupler has been taken into account, roughly) ACORBIT: http://pastebin.com/5jv3YZkM What it does: Decrease orbit so the orbital period is lower, spacing the sats evenly (roughly) Increasing the orbit to a circular 750 x 750 orbit again (And ofcourse calculate how much Dv is needed) Stage Relay Sat (Force of decoupler has been taken into account, roughly) ADORBIT: http://pastebin.com/B9EFF7th What it does: Same as ACORBIT: Decrease orbit so the orbital period is lower, spacing the sats evenly (roughly) Increasing the orbit to a circular 750 x 750 orbit again (And ofcourse calculate how much Dv is needed) Stage Relay Sat (Force of decoupler has been taken into account, roughly) I'm sure I could improve some things (feel free to say what could be done better), but anyways, this was tougher to make than I thought it would be it kind of succeeded. Ps, ran a test and visible separation occurred after ~100 days which isn't that bad, right...
  5. I remember trying to dock for many frustrating hours but it was very satisfying when I did dock. Without failure success seems boring: imagine trying to dock for the first time and being able to dock without effort, it wouldn't feel like a big accomplishment.
  6. Playing with KCT on science mode with the "Upgrades from Tech Tree" turned on. Each time I unlock a new tech it says I got a new upgrade point but when checking the upgrade points amount it still stays at 0, does anyone know how to fix this?
  7. Wouldn't this be possible too? ComSat 1. Antenna #1: ComSat 2. Omni #1 (you might need to set up a simple Omni relay system if Ap exceeds max omni height). Antenna #2 / #3 future use. ComSat 2. Antenna #1: ComSat 3. Omni #1 (automatic KSC connection). Antenna #2 / #3 future use. ComSat 3. Antenna #1: ComSat 1 (or 4 if in orbit). Omni #1 (automatic KSC connection). Antenna #2 / #3 future use. ComSat 4. Antenna #1: ComSat 1. Omni #1 (automatic KSC connection). Antenna #2 / #3 future use.
  8. Maybe not enough batteries? As in, they stay on the dark side of the planet for too long (disabling the dishes/omnis) and only later regain power due to rotating solar panels?
  9. I have this problem on science mode where I have 'Upgrades from tech tree' turned on and I get a message saying I got an upgrade point but I haven't received it, any solutions?
  10. No they weren't, why else would I post this is in technical support?
  11. So I downloaded SVE pack with tons of visual mods. My poor little laptop ran at about 5 FPS in the KSC area. Are there any non demanding visual mods (nicer looking planets, clouds (don't have to be moving if you ask me), planetshine. I'd be happy with those improvements.) Also is there a way to improve the FPS?
  12. I believe they were white, I'll rename it as soon as it happens again.
  13. Probably, parachutes on other crafts work fine, haven't tried it with crashed vessel.
  14. I know how to calculate the burn time for a node but, how do you calculate a node? let's say you're in 100 km orbit and want to go to 750 km, which equations do you need to know?
  15. Those parameters are pretty neato, they can be custom names, right? @CoriW
  16. Still a noob to KOS (and scripting in general), what are some good places to start learning scripting (so far I can (kind of, if 'ignore max temp is on) go into a 100km orbit). Could you see what I could improve?
  17. Indeed, the program will be renamed to Houston due to superstition...maybe I should avoid all program names starting with an A... Also, guess what I'm not going to use anytime soon, that's right KOS! (Or maybe I should improve my scripting skills...)
  18. No structural failure, I'll provide pics. As you can see, the craft has 2 stages for parachutes at stage 0 and stage 1. The logs report that parachutes broke sometime during stage 3. http://imgur.com/a/nJPvK The weird thing is that even the mk16 broke... No overheating occurred during the flight.
  19. They just 'flew' off, destroyed by aeroforces (no overheating). They didn't stage/deploy. The parachutes were in 2 stages so that eliminates the accidental staging.
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