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venku122

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Posts posted by venku122

  1. Hi!

    I am still at ork so forgive my late reply. Also using my phone so speling errors incoming.

    To answer your concerns I was fully aware of that ruling. I would not be here if I was not. However I am taking precious time off my work to address this so I will kep it brief.

    Firstly venku addressed the issue rightly as I was busy having admitted such.

    Secondly I am going to overlook your tone because you have all the concern rightly for the forum and I completely respect that.

    Thirdly I was stating my coment as I am doing now out of the mod box so I was stating my concerns for the posters tone to the new poster.

    Lastly I was not even aware that his parts were taken until it was mentioned.

    Thanks for your patience and support tib!

    -drakomis

    its seemed suspicious because I recognized those parts and he had a download link.

    [mod]For anyone who doesn't know. You only need to post the .craft file found in your ksp/ships folder. If it uses mods just list the mods used. Other members will find them all.[/mod]

  2. yay yay and fraking yay! I can finally get my F-302 clone into orbit without having unusual, usually explosive oscillation issues! yay!

    On a side note, I managed to put a rocket into orbit that I managed to launch out on a 450 day voyage into space before it finally came back home; no real clue how I screwed up that badly.

    Also, now I can finally land a massive ship filled with Kerbalnauts on the moon!

    Thanks!

    you mean this f-302? if so I want it naow!

    f302.jpg

  3. I\'m not sure if one of us doesn\'t understand quite what you mean, but KSO (keostationary orbit) means the orbit where you move around Kerbin at the same speed that Kerbin rotates, meaning that you stay above the same point on the planet\'s surface. Because of this, there is only one KSO; that\'s just how it works. Physics says.

    I think he means parts that put you in different orbits like low kerbin orbit or munar orbit.

  4. OK, figured out Re-entry, escape, and Mun :D

    Open (or duplicate) FAKOOM_instantKSO, open part.cfg

    Find this line: [tt]node_attach = 300, 28684000, 0.0, 1.0, 0.0, 0.0[/tt]

    Replace with one of the following:

    Re-entry: [tt]node_attach = 300, 700000, 0.0, 1.0, 0.0, 0.0[/tt]

    Kerbin Escape: [tt]node_attach = 300, 40000000, 0.0, 1.0, 0.0, 0.0[/tt]

    Munar capture: [tt]node_attach = 300, 36750000, 0.0, 1.0, 0.0, 0.0[/tt] (sends you to about 30k from Mun, you need to burn to go into a stable orbit though).

    could you make more parts then? So we could a lko kso or mun parts without reloading the game
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