kerboman25

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About kerboman25

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  1. Hey guys, i have a little question regarding SRB's cost in game, are they realistic??? I mean i can launch a rocket with a payload capacity of 32T in LEO by using 2 UA1207 SRM's for about 52K while i can do the same and even better (35T LEO) with 4LFB's using NK33's for about 33K. I read online that the use of LFB's in real life is a lot more expensive but the game does not realy reflect that.
  2. kerboman25

    [1.6.1] kOS v1.1.7.0 : kOS Scriptable Autopilot System

    i always try to get my mods via CKAN and i just noticed that there is an update available i wil be downloading it soon and trying it out. i wil already thank you for the help you gave me
  3. kerboman25

    [1.6.1] kOS v1.1.7.0 : kOS Scriptable Autopilot System

    - yes i build the shuttle in the SPH and attached it to the fuel tank in the VAB. The root part was always on the cocpit of the shuttle. I rerouted the root part to the tank to change it again to the cocpit to make sure it is routed correctly. -after the decoupling i'm able to control the craft myself via SAS but that's not what i intend to do with the program. I want to make orbit without doing any inputs to the craft control.
  4. kerboman25

    [1.6.1] kOS v1.1.7.0 : kOS Scriptable Autopilot System

    okey thanks i was worried, didn't read the extra 1 wel i've tried the craft without the decoupler having fuel crossfeed enabled but it also didn't work.
  5. kerboman25

    [1.6.1] kOS v1.1.7.0 : kOS Scriptable Autopilot System

    oh i didn't know that sorry. running ksp 1.2.2 ank kos 1.1.3.1 so i wil have to search the internet for the older version
  6. kerboman25

    [1.6.1] kOS v1.1.7.0 : kOS Scriptable Autopilot System

    -The craft that it worked on was just a regular rocket without anything attached on the side. -Yes the craft stays focused on the shuttle itself and not on the booster. -Yes the shuttle is able to connect to a geostationairy satelite constelation and is manned so it should work always thoug? -running 1.2.1 and compatible 1.3.1 KOS version (via CKAN) - i can even tell you that the code is still running when decoupled but it's not steering the shuttle anymore. if you want i can give you the full code but im certain that it's not the code to blame.
  7. kerboman25

    [1.6.1] kOS v1.1.7.0 : kOS Scriptable Autopilot System

    What you have said is true, but OP never said anything about time warping. Even if time warp was involved, the craft wouldn't tumble if the mode wasn't PHYSICS, or a mod like PersistentRotation isn't installed. there is no call for time acceleration anywhere in my program so the problem is not comming from that side. though there is crosfeed enabled might the problem be related to that?
  8. kerboman25

    [1.6.1] kOS v1.1.7.0 : kOS Scriptable Autopilot System

    I tried it but it didn't work eighter. After the separation the craft begins to tumble because the craft is not controlled anymore. //action group staging command: set ShuttleEngines to 0.5. AG10 on. //stage command set runmode to 4. //orbital runmode //code with staging command. set ShuttleEngines to 0.5. BoosterEngines:SHUTDOWN. STAGE. //stage command set runmode to 4. //orbital runmode
  9. kerboman25

    [1.6.1] kOS v1.1.7.0 : kOS Scriptable Autopilot System

    hello folks I'm having an issue at the moment with my shuttle. It is like the shuttle irl coupled at the side of a big fueltank, so it uses an hydraulic detachement manifold. This is triggered by an actiongroup AG10 together with some ullage motors to push the fueltank away. The shuttle is guided by the program but when the decoupling event triggers the shuttle itself does not steer anymore. i'm almost certain that it has something to do with the decoupling clamp on the side because i tested the program on a craft that does not use this and it works fine. Is this a known bug or am i missing something? i'm using realism overhaul and al it's recomended mods + principia.
  10. kerboman25

    [1.2] Real Solar System v12.0 Dec 8

    Thank you for your answer i took my lander out for a testrun and you were right the mass of the craft came down from 19 to 14 tonnes quite a difference. Now i can make my lunar mission a reality You probably even run 8k i use it on my gtx 650 but i don't know if you can just replace it.
  11. kerboman25

    [1.2] Real Solar System v12.0 Dec 8

    hello fellow kerbonauts, I think i've found a bug or issue with the rcs thrusters. In the filles they are listed to have a weight of 28kg while when i place them (in a radial 4 configuration) they ad a weight of 900 kg. Is anyone having the same issue or is it just a corupted file? This bug makes my lunar lander nearly imposible. If you guys have any advice what the problem is i'm open for suggestions.
  12. kerboman25

    [1.5] Real Fuels v12.7.3

    hey guys i have a question about the RD-100 series of engines. In the configs it says that it only gnites on the ground but when i'm on the launch pad and want to ignite the engine it doesn't want to what is the reason of this problem?
  13. Wel it's fixed now i don't know how but just reloading the game with the craft in the savefile did the job.
  14. The tanks that i'm using are proceduraltanks and are presurized these are connected via fuel ducts to the ship. They are also ennabled via staging so i don't know what im doing wrong but there might be something odd if you look in the link i have a picture of it i don't know if it's normal. https://drive.google.com/open?id=0Bw904_cO3bhvRFE2N1Y4UnNHMVE
  15. Now that the loading problem is fixed i've got a problem with my rcs they don't work when i select the right fuel