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Smurfalot

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Everything posted by Smurfalot

  1. Thank you both for the info, I will just have to make sure they are going to hit the ground.
  2. Thank you. Try Dmagic's orbital science-- it adds a smaller version of the materials bay and science wedges to go with universal storage.
  3. Wow, this is a really interesting mod concept. I would like to give it a try, but can you explain how to make the rocket parts on my station? I have never been clear on that part of the process.
  4. Sorry, I am new to science-ing, usually I play in sandbox. By collect you mean, the experiment popup not the Kerbal going EVA and doing a "Take" from the pod right?
  5. True, but you had some particular configuration in mind when you modeled it, right? Usually I like to see what was intended before I go modifying things. Even legos come with instructions for a given package lol
  6. Is there a build video for the HERP and AES? I basically have a bag of parts and no instructions.
  7. What is the range for resetting experiments using the MPL? Do they have to be directly attached to the MPL or just the ship?
  8. What does making a probe into a science container accomplish for you? Does it take the data from the module and reset it or something?
  9. I should try that, every time I try to place it on the ground the damn thing explodes.
  10. When I have an upper stage set into a degrading orbit (peri ~45k) I noticed that it does not experience any drag effects that would normally cause the stage to finish falling to the ground so stage recovery never takes it. I think if I put the orbit down to <0 it will recover, but the faster reentry speed tends to burn things up... Sometimes I even land my ship and recover it with the debris still floating in an orbit that should decay with drag. Would it be possible to have SR check for debris that has not yet landed to see if it should decay and do the recovery at the same time you recover the command part of the ship?
  11. Yes, the fastest I have managed to have chutes deploy without failing is around 850 m/s (still had reentry effects at the time.) Using stock reentry physics. - - - Updated - - - Good tip, thank you. I will start adding a small leveling chute toward the bottom.
  12. Nevermind, I ended up just increasing the deadly reentry temperature to 3000 from 2000 in the config. Next question is, does anyone deliberately use mismatched chute sizes to land a rocket on its side instead of vertical? I find if they land upright from balanced chutes they tend to fall over and break themselves after they touch down and the chutes cut.
  13. It is not a "paper airplane" it is an "Aerodynamic Launch Simulatorâ„¢" and it costs 300 specos in the KSC gift shop. - - - Updated - - - That sounds a lot like the KAS tethers concept that are in the works.
  14. What mod are you using in this picture to give you the orbit information next to the warp indicator in the upper left? - - - Updated - - - That would explain the lack of control when the engine is cut, but does not explain why MJ is cutting my engines down to zero in the first place.
  15. The TV limiter seems to be still broken for me. It works up until a certain point limiting to just shy of 300m/s at around 3k altitude-- this seems a lot faster than previous versions, I am starting to see mach effects) it gradually goes back up as the air thins (as it should) reaching full throttle around 11.5k altitude. I drop the first stage and start my gravity turn, but at around 15km it totally kills the engines for no apparent reason throwing the craft out of control. Perhaps some sort of gap in the way the TV is calculated in that altitude window?
  16. I have wondered the same thing. - - - Updated - - - Out of curiosity, where is that located, is that a squad part?
  17. I am specifically trying to use this with the stage recovery mod. I am not sure the stage will actually survive to reach that low of an altitude. Basically when the stage hits the edge of physics range it tests to see if it would survive reentry and as it stands now, they are burning up from going too fast through the upper/middle atmosphere.
  18. Tested this on that module with the 4 seat hitchhiker can IVA, any seat that does not have a proper IVA is treated as "empty" and is bugged by KIS.
  19. I see. The reason I was confused is because it is happening to me when there are still kerbal's inside. Just for whatever reason that particular module acts as if it is empty even when it is not. Edit: It turns out the problem is a lack of IVAs for the module which causes the problem for "vacant" seats.
  20. Having the same trouble, but I am not sure what you mean by empty parts. For me it seems to be isolated to the UKS Training Akademy module even when other kerbals are still on board...another strange thing about that module is you do not see the crew inside and when you EVA them the focus stays on the ship instead of going to the EVA kerbal. Maybe it is some setting he has on that module to make it think it is empty so it does not display 12 kerbals in there when it is full?
  21. Strange possibly related problem. I added a few items to the inventory for a pod and it showed up fine for the kerbal in that seat, but when I EVA the kerbal's inventory is suddenly empty and when they go back into the pod the inventory is also empty. It seems to be isolated to the UKS Training Akademy module...another strange thing about that module is you do not see the crew inside and when you EVA them the focus stays on the ship instead of going to the EVA kerbal.
  22. How do I launch from the VAB to a Helipad location? The button is greyed out and I see them listed in the "all" tab, but I cannot select them, can I only launch to those from the SPH or something?
  23. My upper stages keep burning up on stage recovery...trying to figure out how to slow them down faster without ripping off my chutes. How do I properly use a drogue chute? Am I supposed to set it to open in the upper atmosphere to slow down reentry before the air is so thick they get ripped off by the speed or what?
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