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CatastrophicFailure

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Everything posted by CatastrophicFailure

  1. Hmm... Surprised no ones asked this yet.... What about drift? Just going to the Mün, even if your vessels start with zero relative velocity right after the transfer burn, they're likely to drift several km apart by the time you actually get to the Mün with time warp.
  2. What's the seating arrangement? 2+1 like stock or three across? Personally, I think it'd be cool to have the option of 3 crew in "shirt sleeves" (like plane pods) with no EVA capability from the pod (needs OM), or two crew in suits with EVA. But yes it should be very cramped.
  3. That would explain why I can't find the thing then. It would be appreciated, if you have the time, I think I'll be using these pods a lot in the next couple KSP versions. At the moment I'm still waiting on another mod to update so I can finish polishing that design so I'm in no hurry.
  4. i can't take any credit here, JefferyCor did the actual (and quite thorough) troubleshooting, all I did was say "me too." You're certainly right on top of keeping things updated. I'm STILL waiting on fix from the ProceduralParts guy If this mod is the kinda thing you cook up in your spare time, your thesis must be truly awe inspiring
  5. What they're saying is that true s*ip reentry requires some sort of aerodynamic force to actually change the flight path. Hitting perigee and rising again isn't an aerodynamic change, it's simply physics. The ground is "falling" away faster than you are, the same as a periapse on an airless body. First you descend, then you rise again, relative to the surface. What we get in *SP isn't *technically* s*ipping, but it does have most of the same problems & advantages (lower heating & G force, longer battery time needed) so it's close enuf for gummint wer*
  6. Ok so I'm a bit mixed up too. The original SJ (that I'm still using) has a red stripe: Then the update (that I still need to update my ship to) has a perfect color blue stripe: All I need is one with a matching yellow stripe and I'll have the perfect naming scheme for my three reusable crew transports!
  7. Hey small request here Orion... Could you whip me up a spare texture for the Soy-juice to match the others, only with a diagonal yellow stripe (to contrast the vertical blue & horizontal red on the other two)? then tell me how to setup the cfgs to have three identical but different looking pods plz?
  8. I PUT 300 FRIGGIN TONS IN ORBIT AROUND MOHO! Take that you delta-V sucking, axial-hole-having, kraken-inducing hose beast! And it woulda been 200 tons MORE if I wouldn't have had to dump the entire science section due to bugged docking ports! But I still have a lander. Oh yes, you Kerbol-baked, former-superheated-atmosphere-having, cratered destroyer of Kerbals' dreams, I still have a lander. And ima stick it right where the Kerbol never shines! Hold on to yer lug nuts it's tiiiiiiiiiiiiiiiime fer an overhaul!
  9. "Stock" deadly reentry is more like "dangerous as a hot stove reentry," you really have to be careless or deliberate to get any damage. Crank it up a notch or two and it gets much more interesting.
  10. Ack, apparently godaddy doesn't like these files. Can you PM me an email addy magico? (I hate dropbox)
  11. Ok got my log files, need to figure out how to post them when I get home tonight. I watched the bit in question all the way down, it's getting deleted at 22k which is standard for unloaded suborbital debris right? and personally I think the rocket over the space center is kinda kewl. If you can figure how how/why it spawns where it does and just make it do so in a suitable building, now that would be even better!
  12. What exactly do you need? I'm sending the same ship up again shortly (99% reusable... Crept for the pesky tower... 6 day turn around!) This mod certainly adds a new challenge to the mix... Just a few days out from a "perfect" Moho launch window (no plane change), so focused on mass producing enough tankers in time I realized I still needed a mapping probe! I had to scrap my spare Eve rover and cobble the spare parts together into something that could actually get there AND launch on time!
  13. MOAR...! no. No, not more. Less. That definitely needs less of something. I wanna see when you get that thing to JOOL!
  14. Right here. Boosters definitely not hitting the ground, also an escape tower with RC that jettisons @ 45 km, peaks about 130, then drops back well away from any flight.
  15. I'd settle for just the update fixing the weight bug:D Not to put any pressure on you or anything, but Dildan, Mercott, & Doudas are stuck in orbit until said update gives them enough TWR to land. They've just run out of snacks and Dildan is finding how the other two are looking at him rather... unsettling.
  16. Just throwing this out there, since MechJeb typically works pretty well for me and generally does what it's told... Feature requests: a lock roll, or better yet, climb-then-roll feature on the ascent guidance. A station keeping autopilot! Seems to me the groundwork for these is already there (Smart A.S.S. has a roll lock, docking AP recognizes distance and position), so actual implementation shouldn't take much effort... ...should it?
  17. Yaaay what was it? ETA: so, fixed but no update yet. According to the reddit, the in flight mass is wrong. So that I can keep building while waiting for the official update, is it safe to assume the VAB numbers are correct and should remain so?
  18. No go. With just one tank MJ says the ship looses mass, even when emptying. Removing & replacing the empty tank, or attaching anything to it, however, somehow refills it? I'm not on GitHub but I'll see what I can do today.
  19. Getting a weird bug/inconsistency here when using MechJeb's info windows... the weight its giving me in the VAB is significantly different from what it is on the pad... I traced it as far as these procedural parst, but it's late & I need sleep lol. Built a ship that was showing 4 extra tons on the pad vs what MJ said in the VAB, which of course throws delta-V waaaaay off. Stripped the proceduaral parts one by one. The weight difference decreased with each removed part but didn't go away completely until they were all removed. Then tried it with one huge tank, 144 tons in the VAB.... and it LOST 15 tons (to 130) on the pad?!? Am I missing something obvious here? I don't have KER so I can't check it against that.
  20. You seriously need to YouTube that launch. Having played with NovaPunch 5m parts for a while now, I always thought "who could POSSIBLY need more than five meters of rocket??" What're you pushing at the base there, like 20? Need a kerbal next to it for scale!
  21. Please tell me that thing is NOT! asparagus staged! your frame rate must have been way into scientific notation territory
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