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Battledamaged10

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Posts posted by Battledamaged10

  1. My controls for Hullcam aren't working. I press minus and it takes me to my launchpad cam, then I press minus to go to my next camera, but it just resets the camera to the normal view. I right click on the cameras but only the launchpad cam gives me the option to activate it. Can anyone help?

  2. 1 hour ago, IM_AM_SVEN said:

    Try pointing seperatrons into the craft. 

    Tried that

    28 minutes ago, Archgeek said:

    To get the whole craft really hot, run a few nukes without any radiators.  Infinite fuel can help here.

    I feel like that would take too long. And I use nukes without radiators anyway and they don't overheat.

  3. Hi there, I'm playing around with kOS in KSP and I keep getting an error whenever I try to run it. I've made sure there is periods when needed (at least I hope there's periods where needed). I get this error: Syntax: Unexpected token '{' found. Expected EOI at line 11.

    Here is my script:

    Spoiler

    //engine and clamps on same stage.

    //launch.
    clearscreen.
    lock throttle to 1.
    lock steering to up + R(0,0,180).
    wait 1.
    stage.

    //gravity turn.
    wait until altitude > 2000 {
        lock steering to up + R(0,-60,180).
    }

    //fairing jettison.
    wait until altitude > 50000 {
        stage.
    }

    //second stage.
    wait until apoapsis = 120000 {
        lock throttle to 0.
        wait 1.
        stage.
        wait 1.
        stage.
        RCS on.
        lock steering to prograde.
    }

    //orbit burn.
    wait until eta:apoapsis < 25 {
        lock throttle to 1.
    }
    wait until periapsis >= 120000 {
        lock throttle to 0.
    }

    //check orbit.
    if apoapsis > 150000 {
        wait until eta:periapsis < 35 {
            lock steering to retrograde.
            wait 5.
            lock throttle to 0.5.
            wait until apoapsis = 120000 {
                lock throttle to 0.
            }
        }
        else {
            break.
        }
    }

    //payload deploy and finish.
    wait 5.
    stage.
    AG1 on.
    set ship:control:pilotmainthrottle to 0.

    It found the "unexpected token" here: wait until altitude > 2000 {

    Thanks :)

  4. Just now, TimothyC said:

    What you need to do is fly a trajectory that is dramatically flatter than most people do in KSP. You want to have Main Engine Cut Off (MECO) with your PE already above the ground. This will reduce the deltaV needed for the circularization burn. Remember, the OMS on the real shuttle only had a deltaV of about 300m/s - and that was also needed for reentry.

    I don't build shuttles very often, so I'm not used to flying flat. I'll try it though :)

  5. I'm trying to use the 2.5m alcubierre warp drive, but it wont activate. I'll get into orbit, point at my target, make sure my exotic matter is full, and click "activate engine". It doesn't activate, all it does is make a bubble that shrinks until it's gone.

    2 minutes ago, Battledamaged10 said:

    I'm trying to use the 2.5m alcubierre warp drive, but it wont activate. I'll get into orbit, point at my target, make sure my exotic matter is full, and click "activate engine". It doesn't activate, all it does is make a bubble that shrinks until it's gone.

    I got it working :P

  6. 6 hours ago, Porkjet said:
    24 minutes ago, Battledamaged10 said:

    I'm making a cylindrical fuel tank. How do you make a low-poly mesh collider?

    Make a low-poly mesh collider!
    What kind of part are you making? For a cylindrical tank it's best to create a 12-sided cylinder and use that as the mesh collider. It can even be on a seperate gameobject (as long as it's inside the part hierarchy). Just import the collision mesh and remove its mesh renderer, then add a mesh collider component. Make sure 'is convex' is ticked.
     

    Never mind. I figured it out. Thanks for suggesting that! It really helped! :D

  7. 5 hours ago, Porkjet said:

    Make a low-poly mesh collider!
    What kind of part are you making? For a cylindrical tank it's best to create a 12-sided cylinder and use that as the mesh collider. It can even be on a seperate gameobject (as long as it's inside the part hierarchy). Just import the collision mesh and remove its mesh renderer, then add a mesh collider component. Make sure 'is convex' is ticked.
     

    I'm making a cylindrical fuel tank. How do you make a low-poly mesh collider?

  8. Hi, I'm making a mod for KSP, and am having mesh collision problems. I use Unity. To make the mesh, I use capsule collider, because I have too many vertices for mesh collider. Because I use capsule collider, my mesh rounds off at the bottom and top, so when I try to attach stuff to the sides at the bottom or top, they end up inside the tank. Can anyone help? :(

  9. I'm having trouble with the Crawler. When I put the Shuttle on it, it doesn't sit correctly. The tail goes through the crawler and when I launch, it destroys the launchpad and shoots me upward really fast. Also, the main engines don't work

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