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Sorcie

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Everything posted by Sorcie

  1. I just did this for the first time. Tried both vessels and whichever I am not controlling does not brake. I'm assuming this is a limitation. Is there a way to change this? They were even crossing each other at PE =x
  2. Thanks for the hard work. Just started using this a week ago. Definitely a change in play style. Thank you thank yoU!
  3. Yeah it has a probe body on it for non command pod control and I forgot to control it from there, that might help some for sure. The center of gravity was of course a concern, but it handles great, when not practically floating away, which really seems to be my issue. Perhaps I need an even heavier rover with a super low center of gravity hehe. Thanks for the help, I'll try the docking mode as well.
  4. I'm having an issue with Mun roving. I tested probably 50 designs on Kerbin for anti-roll, etc. The best resolution is controlling which wheels are powered, steering etc. My problem is of course the gravity being so low that the rover wants to slide to the side or just lose it's heading often. I have figured out using ASAS and locking my heading helps, but I have to toggle it on and off every time I change either horizontal or vertical heading, hills etc. It seems that using physical time warp helps, since I assume it's spacing out inputs over time so they are less twitchy. It still seems to have some other effect and gravity works better, which makes no sense. Does anybody have other tips for Mun roving and helping the vehicle stay planted better and not slide, flip, or other catastrophic and kerbin eliminating events? I had already placed a 3T rover and it was similar but worse. I redesigned and did all that testing and it still only helps so much. This vehicle is 7T, stock, no clipping or anything strange. This is the same issue I had with other Mun rovers I have tried but figured I'd ask for some help! Thanks!
  5. I like this. Approx. how many parts is that bottom screenshot?
  6. Payloader = Outside of KSP. Merges two .craft files into one when prepared properly. http://kerbalspaceprogram.com/payloader/ Subassembly = Integrates with KSP and merges saved portions. http://kerbalspaceprogram.com/subassembly-saver-loader/ Tried both. Payloader all the way for me. So I have a whole lifter lineup and can have a new launch from payload/lift combos in minutes. But yeah without these mods its very difficult to efficiently build a 'space program' where it's easy to reuse ships.
  7. Sure tease us with something to fix and then don't give pics or file!
  8. I have these issues so often, like most of my parts. Is there a thread or discussion on this topic somewhere for more info on this type of VAB behavior? Been playing a month or so heavily, and haven't tried turning on clipping yet. I discovered how useful and fun tri-couplers could be while playing with spaceplanes and ram air. I was able to do this (in work) without turning on clipping, with a lot of patience. It has heavy clipping, but without turning anything on. Feel like there's more to learn with VAB issues still. Also my freakin mechjeb disappears in VAB constantly ((((((( Restart required. Grrr.
  9. That's some pro work, nice job! I am inspired.
  10. Link your launch vehicles or post pics if you're having trouble
  11. Awesome! I'll definitely be checking that out in depth. I'm working on my 150 right now. Thanks!
  12. So help successful? I had time to throw a frame together briefly and slap a 100T lifter on, I got it a ways, can't remember. Let me know if you still need help.
  13. Yeah, it's because I'm using the same lift unit for other stuff, self sufficient. Darn, just updated that download link too. =/ I think I need a checklist or something.
  14. Indeed! I had started with the 909, not sure why I ended with the radials. Updated, and that's a big improvement. Thanks!
  15. Your twist is from unsupported radial design. Without struts on the lower half of your radial tanks, when thrust is applied, some of any flex in the decouplers, tanks, gimbal from engines, will be applied in a circular motion around the craft. Eliminate this with at least struts on the bottom of the tank. Looks like even with 4 sets of perfectly symmetric struts the same thing occurs at a slower rate. In any case, use ASAS vs. SAS on that. I know this was SAS/ASAS discussion, but that craft doesn't need a SAS torque unit, it's too small. ASAS or avionics only.
  16. Maybe sarcasm, not sure In any case, it's a simple ship, but is very reliable and flies very straight
  17. Updated. More Delta V. Two way trips: Mun Minmus One way trips: Duna Eve Duna Eve Download: Trueshot Lander 909.craft Still relatively new to the game. I build a lot... I like stuff perfect so, here's my first ship sharing. Simple 5 ton payload. Ascent stage tested up to 6.5T and down to .8T, TWR stays in tolerable ranges for the whole weight range. Ascent is targeted for 70k orbit. 5T to 70k leaves 450 delta V on ascent. Don't need RCS for ascent. Use RCS pulsing for bringing that fat nose around for the last 450 delta V or whatever you have left. Mun landing usually occurs with external tanks unstaged with a little fuel left, depending on the pilot You can stage the tanks while landed with no harm. There isn't enough fuel for a free return trajectory maneuver + low orbital injection around Kerbin on the return. You have to just put your periapsis into the atmosphere at or below 35k. This of course means you will not be really picking your landing location. Just depends on what you come up with I guess! If nothing else a safe capsule chute ride. The delta V budget on this might allow for a one way interplanetary, would have to check. Lander is good for about 23 m/s landings, though not recommended on Mun for bounce reasons Possible breakage at 24 m/s, most likely 25, and almost guaranteed at 26 m/s. Whee. Tested well I am having a blast, and build a ton of vehicles. If anyone has requests or needs help please let me know! I have up to a 100 Ton lifter that flies solid and straight to 70k orbit. Working on bigger, but might need a bigger processor first lol I would love to help fix, create, or tinker on people's stock stuff. Don't do planes yet. Tips: Mechjeb may not show delta V correctly until the lander is staged, have faith Don't miss the staging on the lander, since it's not obvious when the tanks run out of fuel
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