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Cypherwraith

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Everything posted by Cypherwraith

  1. This. This is a great idea. However, now I have to go out and wrangle some asteroids for my new chain of interplanetary refueling stations ("Dock 'n' Dash". It's gonna be huge). It's definitely worth the effort, though. Do I need TAC for this to work? I'm not planning on using the greenhouse, I just want to know whether the fuel refinery will work or not.
  2. Well, I've been trying for months now to create a self-sustaining Munar spaceport with skykooler's extraplanetary launch pad mod, KAS and Kethane. It's always one of three problems: 1. A module lands several kilometers away from the designated construction site. (I was able to solve this problem once with a 30-ton Mun crane) 2. My refinery-to-launchpad supply rovers crash, and I have to send new ones. 3.One of the facilities clips into something and gets flung on an extrasolar trajectory.
  3. I think there's a mod like this, It's all about hollow fuselages that your kerbonauts can move around inside of. I'll post a link later if I can find it.
  4. This isn't a bad idea. I'm tired of testing my rovers on the perfectly flat surface of the runway.
  5. My spaceplanes are about to get 87% more awesome.
  6. Hey, I tried RT2 and ran into a problem. I was setting up a system of 3 satellites in geosynchronous orbit with dishes attached. I targeted one of the dishes with a vessel in a lower orbit for a Mun mission. When I switched to the corresponding satellite, it blew right the heck up. As far as I could tell, it had generated multiple satellites at one location and they clipped into each other. A possible problem might stem from the fact that these 3 satellites all had the same name, but I tried with a normal, uniquely named satellite and it gave me a similar result. Apologies if this has been brought up before.
  7. There's a new tab in the VAB. It will bring up a number of slots that you can fill with available Kerbals, who you have to hire from the Astronaut Complex.
  8. Alright, so I've been experimenting with SSTO designs. I've gotten an SSTO into orbit before, but only when there was a single Turbojet engine at the center of my design. Whenever I have more than one, one of the engines burns out from lack of intake air before the other, causing it to spin uncontrollably (the yaw, not the pitch) and go into a death dive. Two questions then: Is it possible to make two turbojets run out of intake air simultaneously? (If not, is there some sort of chart that can tell me at what altitude my intake air will run out based on how many intakes I have per turbojet?) and How do you regain control of pitch, yaw, and roll when you're in a death dive? --EDIT-- I'm glad to report that adding a third turbojet engine directly behind the CoM gave me enough time to throttle back before burning out. The mechjeb method works just as well. Thanks for all of the input!
  9. Come one, come all! CypherWraith Aerospace Industries is proud to announce the launch of our new family of lightweight spaceplanes! I present the Nano series! Nano MkI The eponymous Nano marked the first instance of these incredibly maneuverable lightweight designs. It is capable of speeds exceeding Mach 4 at altitudes of 15km. It is entirely stock. Nano MkII The Nano Mark II was the next step in the series, introducing Single Stage To Orbit capability. The KSPX Stock Expansion addon is required. Micro The Micro was a slightly larger revision of the Nano MkII. It retains SSTO capability but has less exotic components (It's stock). Nano Mk I/II The Nano Mark 1/2 was a recreation of the first with larger wings and control surfaces, so we figured "Why not?" and slapped a new name on it. If it works for Apple, it works for us. One flight with such a craft managed to make it across the ocean in 9:32. It requires the KSPX Stock Expansion pack. Pico/Pico SuperSonic When the head designers at CWA discovered the magic of drop tanks, it began a relationship to last a lifetime. The original Pico managed a top speed of about Mach 1 at 5km above sea level. Unsatisfied, the engineers at CWA lopped the cockpit off and replaced the engine. The result was the Pico Supersonic variant, which can break Mach 5 if you cross your fingers and wish upon a star. Both require the KSPX Stock expansion pack. Craft files available at http://kerbalspaceprogram.com/nano-series-microjets/
  10. This finally makes my 2-man spaceplane look awesome from both seats. Just put a Mk1 in front of a Mk2, then build the rest behind that, it looks pretty cool.
  11. RT is great, but when something (inevitably) goes wrong on a probe that's orbiting Eeloo, the 8-minute time delay between input and response can be a problem. Granted, that's realistic.
  12. That thing is a work of art. A massive mechanical work of resource-mining art. Two questions: How much does it weigh and how did that behemoth make it off of kerbin?
  13. I tried to install the Mk3 expansion, but the only thing that will load is the rocket fuel body. Do I have to change the CFGs in any way, or is this beyond the capabilities of NotePad?
  14. The drill doesn't seem to be working for me. The other components are good (if a bit unwieldy, but I understand that is the intention) and work properly. The drill animation doesn't play, no power is drained, and most notably, no ore is mined. I've checked, and the spot I'm trying to mine is right on top of a deposit. The spot is an ore and kethane-rich region on the Mun. --EDIT-- Scratch that, I saw my problem in the other thread, as well as the patched solution.
  15. 3/10 for indecipherable ASCII art +2 for use of the word 'salute'
  16. Castor, Pollux, Sirius, Sol, Aldebaran, Orion, Betelgeuse, Proxima centauri, Alpha Centauri (A, B, and C) That's about it
  17. Nifty, but I have one concern; is it the camera angle, or is the middle launch tower leaning slightly?
  18. That's a relief. I was having a particularly annoying bug in which the small Kethane drill won't deploy at all, and the large one automatically deploys upon launch.
  19. Not gonna lie: This is a little bit very freaking awesome. Kudos!
  20. Does it matter whether or not the plugin has it's own folder in GameData? I found that mine was sharing with the Subassembly Loader, and I didn't know if that was causing some kind of problem. --EDIT-- Scratch that, it works now. Thanks Kon!
  21. If you right-click on the circle, i managed to make it go back to numbers. I did find that, when I tried to toggle symmetry modes, it showed both toggle messages, albeit superimposed on top of each other. It acted as if the toggle key had been hit twice at the same time and the mode didn't change.
  22. Love the mod, but there's one issue I noticed. As soon as I launch any ship I've load with the SpaceBuilt identifier, it starts to lag. Horrendously. As soon as I eject the spacebuilt identifier, it goes back to it's regular framerate. It's a minor inconvenience, but it's worth mentioning. Also, one of your SB warehouse parts is A: in the propellants and engines section and B: capable of holding 1000 ship parts. It's the size of a 1m 400 fuel tank.
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