Jump to content

erkha343

Members
  • Posts

    440
  • Joined

  • Last visited

Posts posted by erkha343

  1. I've reinstalled all my mods and everything works as it should. But my parts are really wobbly. I don't know if it's because of the new update or if it's a bug.

    My large KW rockets wobble like wet noodles during launch when they where rock solid before. I think it's because of the things Kerbal Joint Reinforcement changed.

    I'm going to try and tweak some thing and see if they become sturdier. I'll report back with results.

  2. Either you're missing the Firespitter plugin (FSAnimateGeneric to be precise) or the Firespitter plugin is not compatible with 0.23.5. (which probably just means it needs recompiling for 0.23.5)

    Yup that's it. You just need the Firespitter plugin and you're Good To Go. Works fine in 0.23.5

    Thanks, that fixed it. I was actually wondering why I had firespitter in my old install.

  3. Can somebody help me patch in a little bit of code into my script so that my rockets speed can be locked until a certain height? Something like this?

    until 23000 {

    if speed > x [set throttle to t - x}

    if speed < x [set throttle to t + x}

    }.

    Or something like that, I dunno I'm terrible at this...

  4. Hey guys, I was just going to refuel a lander on my Mun base and when the Kerbal got into the ship everything exploded and got thrown away at high speeds, some things even reached sun escape velocity.

    I managed to repair some of the damage with the in game cheats and Hyper edit. What is going on, why did everything all of a sudden start doing this? I've recreated the phenomenon with a spaceplane and space station in LKO, it also exploded. While recreating the base, I connected everything with pipes again and when the kerbal entered it all exploded again :(

  5. "nodes" are now structures containing many 'suffix' components. To steer in the direction of the node you need to "lock steering to node:deltav". Node:deltav is the vector of the total delta V that comes from summing together the prograde, radial out, and normal components of the node.

    Thanks mate, something else...

    I'm making a simple script to LKO. It runs perfectly until it's time for the circularization burn...

    wait until apoapsis >80000.

    lock throttle to 0.

    lock steering to prograde.

    print "Gravity turn end.". wait 2.

    print "Coasting to Ap.".

    wait until eta:apoapsis <30.

    print "Begining circularization burn.".

    lock throttle to 1.

    wait until periapsis >80000.

    lock throttle to 0.

    print "Launch complete, vessel in 80km LKO.".

    It works well, the periapsis is 80km, but the apoapsis burns to >300km. How do I do some kind of If statement so that it makes an eccentric 80km orbit?

×
×
  • Create New...