Posts posted by Andras
I found out about this game on a YouTube video by BarryDennen12. Been playing since July 13th 2012!
Time traveller, eh? Can you get me the lottery numbers? 8)
It was linked on a very large firearms enthusiast site I belong to.
...scrawl a logo across America, because you can.
19 hour flight
I played from around \'89 to 2004, quit when they changed codexes again, before 5th ed. Marines (3 chapters), Inquisition, Guard, Eldar.
Three \'step\' rocket with the upper stages nested inside the lower stage(s) ~114tons launch weight
You need to copy all the individual part folders into the main pats folder, not just the 0.9alpha folder.
I think what he means is ontop the instrument unit, not underneath.
Anyway currently there is nothing to really put on the top, unless you download the kerpollo then you will get the lunar module stuff and the shrouds.
Well we covered all that on the first couple pages. NovaPunch 1.75m decoupler and make up your own 1m command module.
The SAS on this thing is terrible. Also, what do you put on after the Instrument? There\'s nothing else to put on after that.
The 3rd Stage tank goes under the SIU
Gemini-Titan Two successfully landed on the Mun and safely returned the three brave crewkerbs. Some winglets were added as improvised landing gear (fuel tank modified to allow surfattach). Throttle control was temporarily lost on the Mun liftoff resulting in a K-orbital Ap of 32M before executing reentry.
Yes, RCS-only craft would be more close to an original. But I\'m just not familiar with RCS (and especially with RCS landers) so in the beginning I\'ve decided to use the LFE instead. Maybe someone can rewrite CFGs to turn LFE into multi-directional RCS thruster and tune it? I\'d remodel the parts and release RCS-enabled version with that CFG (of course with acknowledgement to CFG writer).
Why not landed? The craft has enough fuel to return home on its own.
As for top attachment, you may easily do it yourself. Go to /Parts/gemParachute folder, open part.cfg file with Notepad and change a couple of lines. Add
node_stack_top = 0.0, 0.42, 0.0, 0.0, 1.0, 0.0, 0
to node definitions section and change attachRules to
attachRules = 1,0,1,0,0
I\'ll include these lines into the next release.
I didn\'t know how much fuel was in the tank. I\'ll give it a shot now that I have a test run under my belt. Thanks for the attach node info, sometimes when I try to add that myself I can\'t figure out the y dimension.
Here\'s some new numbers for the Saturn cfgs. I forgot the SIU so it\'s not on here, and there\'s 4 fins, not 3, used as landing legs.
You need to lean hard on the controls for stage 1, expect it to pitch and yaw a lot (Gymboled main engine reduced to 1.5*). That\'s even with cranked up numbers on the SIU. Once it burns out stages 2 and 3 are much easier to control, easily stabilized by the SAS. Stage 2 should burn out before Kerbin orbit insertion, but stage 3 completes the insertion and then gets you to the Mun.
The CS Fuel tank is a modified Yawmaster RCS unit changed into a fuel tank.
One of the fins got knocked off on landing so I changed it to 4 fins now, but yay for strong SAS force.
Gemini-Titan One orbited the Mun and returned the Kerbals safely
PS- could you add a top attach node to the parachute?
Wow, this is amazing
Can anyone confirm this pack as working with 13.1? My copy hangs at loading part 'Saturn V Stage 1 Engine'.
Works on my iMac.
That\'s a very elegant design IMO. Well done.
Im sorry but how do you enable thrust vectoring? One the engine info it says 'Thrust Vectoring: No'
Paste this in:
thrustVectoringCapable = True
gymbalRange = 1.5
That\'s a negatory Ghostrider, you are not cleared for a low pass...
Got a little close to the tower in the second pic, and clipped off the left rear fin.
The PAM makes a great 1st stage booster if all you want to do is test local area glides.
I\'ve been trying to set up glidepaths that bring be onto the runway from as far away as possible by lining up the TVV and the purple indicator on the nav ball.
Maybe mount the second pair of engines above and below the fuselage ala the D-21 drones. and use a decoupler to blow off the bottom one before landing.
I think the gaining speed isn\'t accurate. It\'s registering total speed compared to Kerbin, not airspeed.
Speed will go up, then down a bit, then continue to go up while gaining altitude at 10m/s. Flight time is limited solely by how tired your finger gets holding 's'
Definitely some magic in the SAS module. If you hold nose up against the SAS force, the Vanguard gains speed and altitude. If you up the crash res of the SAS it\'ll speed up and take off after sliding on the ground.
If you put it into a 90* nose up position, it describes giant \'U\'s in the air as it gains and loses speed and altitude, but never stalls.
Works for me
I think these are all base or NP parts except for the escape tower.
I modded the Escape tower to be an extra SAS unit, for more stability during Mun landings, the Service module is modded to be a fuel tank, and the wings up top are simple fixed fins for use as landing gear.
And no struts.
As a pilot, you should note the differences between air speed and angular velocity.
Maybe you should have tried it out before posting. The V will climb, then slowdown, then start to accelerate and climb again.
I just had a flight last for an hour using only the vanguard fuel, and MECO at 2200m. After establishing a glide I climbed to 5300meters. I actually took 38 screenshots documenting my flight. I crossed over KSC twice before landing after almost an hour in the air. On the way out to sea I climbed to 9088meters before turning around. I took it down to 165m before climbing back up to 4150m and then turned around for landing.
Well, it blew up the first couple times, but not the last two test runs, so I dunno, but I have blown up the crew capsule.
Why the Russian shuttle wasn't successful (gif)
in The Lounge