Ricovandijk

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About Ricovandijk

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    Rocket pilot

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  1. Thanks Pand, That might indeed work as well, I think I have completed the puzzle altough there may be more ways of doing this. Here's what I got so far: First I named one of the booster engines "BoosterEngines" through the right click menu. Then I added this code to my launch script. set Boosterengine to ship:partstagged("BoosterEngine")[0]. when Boosterengine:availablethrust <0.5 then { stage. } It works but any suggestions welcome!
  2. Hey all, Sorry if this has been answered before, but I cannot find it. Until now I have done my booster staging with smart parts, but I would like to add the function in my scripts: Because my boosters use the same fuel type as the main engine (similar to the R7 rocket). need something like: when (available thrust of one of the booster engines <0) then stage. Many thanks! PilotNL.
  3. Just a heads up, I know this was already fixed in 2017, however in CKAN the mod is still named Hanger (and hence I spent an hour searching for it!).
  4. Awesome Thanks! That seems to filter out most non RO parts!
  5. Heya quick question, is there an easy way to remove or hide all the non RO parts? Thanks!
  6. Place the fins under an angle so the rocket spins around. This gives it gyroscopic stability.
  7. You can already do this with FAR, it's called longitudinal instability. You get this when your centre of gravity is too far aft (with a conventional aircraft design). Also note that if you raise the nose you don't necessarily increase lift, but alpha. Depending on your position in the CL-alpha graph, it will result in an increase or decrease of lift. If I understand your suggestion correctly you basically ask Ferram to add code that reduces the realism, and makes every plane un-flyable. From a humble pilot, I am sure the engineers in this forum will be able to explain it much better!
  8. The stockalike realfuels config is likely the problem with Redstone.

  9. Hey all, Sorry if I'm missing the obvious, I've been out of the loop for a while and trying to pick up where I was. I have installed: a new KSP 1.2.2. RSS v12.0.0 and its requirements with CKAN Real fuels v12.1.0 and stockalike RF configs v3.2.3 with CKAN Realism Overhaul v11.4.1 (getting there edition for 1.2.2) manual install FASA v7.1 with CKAN It all looks like it works but when I select for example the Mercury Redstone I only get about 0.5 TWR. I realise it's all in development and apologies if it's a known and wip, but If I'm plain missing the obvious a push in the right direction would be appreciated. Many thanks and double thanks for all the mod makers for the great work!
  10. Hi all, question about signal relay's. I have an unmanned mun lander with an okto probe (no external antennas) In low orbit around the mun I have a relay sat with a HG-5 high gain antenna. the tracking station is upgraded to lvl 2 As seen from the relay sat, the signal to Kerbin is green, to the lander it is red. As seen from the lander, the signal to Kerbin is red, and there is no signal to the relay sat. I only get 11% signal strength. How can I send the signal via the relay sat? Thanks.
  11. Sorry for posting in such an old post, but it is indeed the only post about this issue on the net and it might be useful for others: I found the solution for myself, open the payload bays, (even though my solar panels are not IN it but on the outside of them solved it for me.
  12. Hi there, The mod is still listed (in ckan) as only compatible with 1.0.4, also when a popup (version checker?) tells this. but it works like a charm in 1.0.5. I have installed manually. Is this changeable so ckan will recognise the mod as compatible?