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TheMunRules#1

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  1. Installing from CKAN doesn't work. I tested on a fresh install and just installed kscale2 from CKAN. It installed kscale2, kopernicus and module manager. What did work though was to uninstall kscale2 and kopernicus using ckan, install Sigma Dimensions manually, reinstall kscale2 and kopernicus via ckan, and finally delete all the modulemanager.* files (except the dll) from the gamedata directory. This seems to force module manager to reapply all the patches. I think the problem is that ckan doesn't have sigma dimensions yet.
  2. I haven't posted probably since back then.... Surprised my username still works actually. I started playing ksp summer of 2011 (version 0.13??) No Mun, no map, palm trees and so much explosions... I was hooked. I still play for a few weeks with every update but I end up molding it to oblivion and quit because of too many crashes which is why I'm super excited for 1.1.
  3. TAC just provides the storage and on board systems. It has parts that refine waste water and oxygen and for pulling oxygen out of water, but nothing for growing food. I believe there are other mods out there that do this though. I believe it depends on Kethane being installed for mining ore which is turned into metal and then parts. Active Texture Management is great. Hasn't changed the look of my ksp install at all from what I can tell and I have pretty much all the mods you have listed plus more installed. I would also suggest getting Kerbal Engineer Redux. This is very useful in planning missions as it tells you stage-specific delta-v and thrust-weight-ratios while in the VAB and during flight it gives you lots of other good data. But I'm not sure if it is redundant if you have mechjeb. I don't use mechjeb as I prefer flying all my missions manually.
  4. Why not? I do this a lot with the big decouplers and it seems to strengthen their connections.
  5. When you're in a low orbit around kerbin heading 90 degrees wait for the Mun to come up over the horizon. use SAS to lock onto 0 degrees pitch heading 90 degrees on the navball. or if using mechjeb use smartass to lock on to prograde. push 'm'. turn on full thrusters until your orbit elongates and the patched conics show you will enter the mun's sphere of influence. Once you're in the mun's sphere of influence face retrograde (the circle with an X in it on the navball) and push 'm' again and thrust until you're in an orbit around the mun. Thrust prograde some more to get a trajectory to the surface if you want to land. It's pretty simple once you get the hang of it. In other words, quit trying to move in a straight line to the mun, and instead think about how to manipulate your orbit to get where you want to go.
  6. I had this problem too until i started using struts to reinforce the connection between tanks (usually 2 or 3 short struts per tank-tank-connection) and the same between tanks and decouplers. Now I get minimal wobble.
  7. hmm I get to like 15000 feet and then it starts tipping over without any input from me. even using mechjeb. Maybe I\'ll stick some more RCS on the rocket part.
  8. I wanted to make a plane that could reach the other KSP. It\'s pretty simple and is modeled after modern airliners. Makes it to the KSP2 with 2 tanks to spare in about 30 minutes cruising at about 12,500 meters. Uses stock parts only. I think it should easily reach the poles. I\'ll have to see how far I could push it.
  9. See I tested a few with and without avionics. I never considered it might be the weight. They just seemed to magically fly really straight with the avionics on the front. interesting.
  10. I setup 3 satellites in Kerbin Synchronous Orbit at 120 degrees from eachother using mechjeb. The timing of the launch didn\'t matter but I got each into the same orbital height (I used 150km for ease in warping) then I used mechjeb surface information to start the burn to transfer to KSO at exactly 120 degree intervals. Since I was using the same ship and mechjeb for all my maneuvers it got my satellites to be 120 degrees from each other.
  11. Okay so I was playing around with SRBs as missiles and noticed that most the time they separate and just spin out of control. So I started playing around with them and figured out that if you put an avionics unit on the front of them and add some wings they will fly really straight every time... You don\'t even have to activate the avionics package, just having it will make them fly straight. http://youtu.be/UCcgr5uItzQ
  12. Okay, you inspired me to make a triplane. I copied the look you used. It turned out to be one of the most fun planes to fly that I\'ve ever built. It\'s not pure stock though, I used some liquid boosters from NovaPunch 1.2 (http://kerbalspaceprogram.com/forum/index.php?topic=4180.msg47107#msg47107) instead of a jet engine in the back and it helped with the stabilization issues. It flies really well even without ASAS. It\'s very maneuverable which is why it\'s so fun to fly. Don\'t go full throttle. It tends to handle best under 80 m/s.
  13. Awesome craft. I put a high altitude engine on it and got a much improved range and speed. Very stable though. Thank you.
  14. Took it up following your flight plan and it worked pretty well. I got it into orbit with plenty of fuel to spare like you said. Reentry was smooth but it felt a bit wobbly flying with a joystick. Would have been nice to have some kind of ASAS. Otherwise, nice job. I\'ve been looking for a small space plane orbiter like this.
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