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Torch

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    Bottle Rocketeer
  1. EDIT: disregard: I didn't realize it was a part! BTW, seems to work fine in 1.8/1.8.1, and does not require tweakscale, but I can see why it would be recommended. I ran into some probllems with tweakscale, and don't have it installed. as of this date, tweakscale is not updated for 1.8 Does this mod work with 1.8/1.8.1? and does it require or recommend tweakscale? I've read both, the spacedock page says requires, this post says recommennded. And if installed, how is it activated? I see new flags and decals in the flags menu, but when I right click a part, I don't get an option to add or resize a flag/decal. Just not sure how it's supposed to work. Thanks
  2. Boris, Really glad to see that work is continuing on this mod, and hoping that the Devs can fix your null ref problem for 1.8.1. Thanks for all the great work and this terrific mod!
  3. Many thanks for this mod NavyFish. To each their own, and I see lots of requests to add features to this mod, but IMHO, this is perfect. I can do completely blind rendezvous with this mod just the way it is. It is not overcluttered with xyz axis velocities and distances, everything you need to make a picture perfect slow controlled RZ is here. EDIT: Ok, maybe 1 thing I'd like to see. Often times I want to dock off rotation, rather than just the 30 degrees left and right at the top of the hud, could we get rotational marks around the full 360 degrees? Thanks, and it's not even a huge thing, it's just that for my space planes expecially, I often have to shoe horn them into a station off of the rotational axis.
  4. Wow, thanks for all the work on that, greatly appreciated, sorry about the lazor, forgot all about that. Do you know how I can change this to answered?
  5. @Carazvan, good thought, I obviously had fuel lines from outer to inner tanks, and I thought adding lines as you suggested from inner to outer might work also, alas, no, same result. I understand how the dV could get buggered up with decouplers that you don't use, but I just don't get why that would cause a performance problem. Adding the additional fuel lines had no effect on the acceleration, still just 80 m/s at the end of the runway, not enough to achieve flight :-(
  6. @iamthemoose, did you actually lose 3000 dV, or did Engineer just display that you lost 3000 dV?
  7. Can we get a pic of your plane? Where is your Center of mass relative to your Center of Lift?
  8. I think it's all been said, but I'll add my 2 cents anyway, and tell you how I do it. I think the previous posts where correct, if your center stage is running out before the "asparagus" bits, then you probably have a fuel line running from the center to the last stage in your asparagus, as opposed to from the last stage TO the center. Anywho, to help that, here is how I do it. Lets say I want a center large fuel tank with 6 radial large fuel tanks. For the first radial tank, I add the decoupler, tank, engine, and struts with 2x symmetry. I don't add fuel lines as they have to run from the tank you just placed (with 2x symmetry) to the tank you are ABOUT to place, which doesn't exist yet! I then dupe the first tank at the decoupler and place it next to the first tank. This gets the decoupler, tank, engine, and any struts I placed. I do this a third time to get all six radial tanks. To place the fuel lines, since you used 2x symmetry vice say 4 or 6x, when you connect the first placed tand to the second, 2x symmetry will automatically be applied. Do the same for tank 2. For tank 3, which is where I think you went afoul, make sure the line runs from the third tank, to the center tank, and all should be welll An added benefit to this method is that your staging should reflect your 2x symmetry, ie, you should be able to move the respective decouplers in short order to the correct staging location. hope this helps!
  9. Weird Huh? I get that they could mess up the delta V displayed, but actually make a performance change? That I didn't expect.
  10. So here is my take, the purist will say "NO MODS", I say, "Bunk". For docking help, I highly recommend Romfarer's Lazor System Mod available here: http://kerbalspaceprogram.com/lazor-system/ Let's face it, take your pick of space programs, NASA, ESA, JSL, RSFSP, they all use the most advanced systems available, and that includes a docking cam. That is one of the modules available in the above listed mod. Can I dock without it, of course, you need to understand the mechanics of docking before any of this will make any sense at all. So here is what I do, and some screen shots to illustrate. Docking is a matter of lining your ships docking port up with a targets docking port. It is certainly not possible to always just "target the port, switch ships and target again" in order to achieve a dock. I can't just "spin" my station around to align to a ships docking port, nay, MOVE the ship to align with the stations port. Here is where the mod really shines. Basically, during a docking operation, you have to do 3 things: 1. align your docking port to... 2. the target docking port, and ... 3. kill any drift between the two. In the mod, you have 3 cross hairs: 1. The solid white cross represents the center of your ships docking port 2. The dashed cross represents the center of the target docking port 3. The red cross represents the speed and direction at which the docking parts are moving relative to each other. Here is a screenie of the docking cam, when things are slightly misalligned: and here is a screenie of the docking I was doing: enjoy!!
  11. Hey all, I have an interesting one here! I have built an SSTO to ferry kerbals to my space station. When I initially built it, I had TT38K Radial Decouplers between the fuel tanks to create some space between the tanks. This version worked great. In redesign, to get rid of unnecessary weight, I removed the decouplers, and all of a sudden, the craft wouldn't even get off the ground! In doing some research with MechJeb 2, I discovered that the radial decouplers were adding 472 m/s of delta V, and allowing the craft to accelerate from 80 m/s at the end of the runway (wouldn't take off) to 120 m/s (would take off). Here are pictures with MechJeb windows visible so you can see for yourself: SSTO without TT38 Radial Decouplers between fuel tanks Anyone know whats going on here? Here are links to the craft files, with the MechJeb2 Units remove, ie, these are stock: http://www./download/g4h6geww2e6m1a1/SSTO_Mk_VIIa.craft http://www./download/uqf4k5otl249s5b/SSTO_Mk_VII.craft Thanks for reading, I am interested to hear if anyone else has experienced this, and is there a way to get my spaceplane airborne without the decouplers!
  12. I didn't have to copy my saves folder over, it was there, and .2 saw it. However any ship I try and load, even "stock" ships, don't load, and I don't see all the parts in the menu's. For instance, no mainsail engine is available under propulsion, and there are no aero or science parts at all. I did have mods running in .19, but .2 doesn't recognize even stock parts. Any help is appreciated. I have also posted this in the "how to" thread, so we seem to have competing threads. My apologies for the double post. edit: another Post indicated problems with Damned Robotics and the .2 update. I deleted all the parts and the .dll file associated with that mod, and all the parts came back and where accesssible in the VAB. I added back the MuMechLib.dll, which is used by both Damned Robotics and MechJeb, and while the ships I had that had Damned Robotics became inaccessible, all other ships where accessible. NOTE, while mission ships that have a Mechjeb2 part are accessible, returning to the spaceport becomes inaccessible. For me, that is acceptable, as those ships are only on mapping missions, and I suspect the culprit is the MapSat mod and not MechJeb, for the time being, I have to refrain from selecting those ships. Hope this helps others, bottom line, delete all damned robotics parts until the mod author updates for .2, restore your save games files, insure MuMechLib.dll is still in your Plugins folder, don't access ships that have ISA_MapSat.dll parts, and your saves should work. Note that any ship with a damned robotics parts will be deleted when you access the tracking station.
  13. Hey all, a little help with .20? I backed up my entire .19 folder so I think I can recover, but .2 does some strange things with parts. I know there is a new part file structure, but parts that are in the folder tree, don't show up in game. For example, I don't have any aero or science parts at all, and no mainsail engine under propulsion. I do have mods, and those folders are in the .2 folder scheme, but I can't load any saved ship, not even the "stock" ships that I haven't touched. Do I need to copy parts from my backup over to the new file structure manually? Any help at all will be appreciated. Thanks
  14. totally flipping awesome!! Read all your stuff on the mindspring pages. Don't suppose you post craft files anywhere, do you? Anywho, look forward to reading more about your kerbalnauts missions!!
  15. I just starting watching this series, and really like it. I was surprised to see the lapse (18 Apr to 1 May, as of this post). What is the submission deadline for the canon? It might be a good idea to include a deadline for submissions, such that folks new to the thread might know where they stand. As it is, with the over 2 week delay, I'm not sure if you have already selected a canon or not. Any who, subbed and liked; I love the community involvement, and congrats to DRAkTEC on two accepted designs!!
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