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Grumman

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Everything posted by Grumman

  1. I had this problem in the previous version, but it was fixed when I updated.
  2. If both the origin and the destination are places where an aeroplane is useful, then that provides a good reason to either make an aeroplane capable of making the trip itself, or an aeroplane capable of docking with a mothership which is capable of making the trip.
  3. No thanks. Even if refurbished SRBs are possible, it's not the sort of thing we should be doing in the field.
  4. You probably just need to rotate the fuel tank. Only one side of the fuel tank is used as a radial attachment point, so you just need to press Q, W, E, A, S or D until that side is facing the right direction.
  5. I've done this before - not for a contract but because of a bug. What I did is build a regular sort of lander with a claw on the bottom, and simply landed right on top of the rover I was trying to recover with the claw armed, then flew away with it.
  6. The only one I'd want to see is a part for harvesting xenon from Jool's atmosphere. A ship that orbits barely outside Jool's atmosphere and dips in occasionally to gather xenon for processing is a really cool sci-fi idea.
  7. For starters you should use one big ore tank, not three little ones. The way your module is set up right now, it's not going to be as stable as it appears.
  8. Here are the nodes I think I'll be going with - the left and right nodes are on the horizontal center line of the fuselage and placed so that two 2.5 parts can only just be placed side by side inside the cargo bay. The top node is in the same place as in Wolf's to align with the cockpit door, and the bottom node has been moved up 0.25 units so that a 1.25m part does not clip through the floor. node_stack_quad1 = 0.0, -2.328, -1.125, 0.0, -1.0, 0.0, 2 node_stack_quad2 = 1.25, -2.328, 0.0, 0.0, -1.0, 0.0, 2 node_stack_quad3 = -1.25, -2.328, 0.0, 0.0, -1.0, 0.0, 2 node_stack_quad4 = 0.0, -2.328, 0.875, 0.0, -1.0, 0.0, 2 And here's a quick test of what I have planned...
  9. I'm thinking an isosceles triangle with the bottom two nodes at the same level as the fuel pods on the sides. Might as well add a fourth for completeness. The distance between the two side nodes, I'll try to place so that my intended unbalanced cargo will in fact be balanced. I'll just have to do some calculations first. Radial attachment points allow arbitrary placement, while we want something more considered.
  10. I'm considering something similar. Do you have any particular reasoning for the position of the bottom two nodes?
  11. At the moment, aerodynamic forces and heating are presumably calculated using the difference between a craft's velocity vector and a "wind speed" vector that is zero relative to the surface of the celestial body whose atmosphere you are in. But there is no reason why that wind speed vector has to be zero. Weather Define the wind speed vector as a function of position and time for any point in the atmosphere. For example, you could have a planet with strong equatorial storms where the wind speed varies wildly from zero, making a polar landing safer. Or you could have biomes with updrafts and downdrafts that allow for gliding. Rings Create a narrow volume of atmosphere around the planet with well defined edges, with a wind speed vector equal to the velocity vector necessary for a circular orbit. This ring would constitute a navigational hazard that would need to be avoided in one of three ways: 1. Simply not crossing the equator between the inner and outer radii of the ring. 2. Matching velocities with the ring such that passing through the ring does not cause sufficient heating to cause damage. 3. Use a heat shield correctly oriented to protect your ship as you pass through the ring.
  12. You want to slow down faster, so you want to put the fattest part of the plane facing the airflow. That's the bottom.
  13. Time to get that thing into a stable orbit! That's 34 14400 tanks right there.
  14. While I was initially hesitant to use it because of the prerequisite plugins, I feel this mod is worth that annoyance. I look forwards to finding out how big a spaceplane I need to bring an entire MKS ecosystem into orbit.
  15. **** no. If anything, Squad needs to make up for the last set of nerfs, because the scarcity of science is the worst thing about the game right now.
  16. It's more reliable. Survey contracts aren't always offered, they aren't always for the right planet and they aren't always on the surface. These automatically generated survey sites aren't even a handwave - the landing is a good opportunity to get a better look at the general vicinity, which is in turn a good way to figure out which places are the most important to examine.
  17. I support the idea of randomly generating nearby "points of interest" each time you land a ship as optional objectives to encourage the use of rovers. They wouldn't have to only be science missions, either: sometimes it might just ask you to go plant a flag over there for some easy Reputation.
  18. What is the purpose of the Flash Speed and Flash Time variables now visible on parachutes?
  19. Open "Persistent.sfs" in Notepad. Find "funds = " and add an extra few zeros. Find "sci = " and add a few extra zeros. Squad should never have nerfed science gains into tediousness.
  20. For me, the Subscribe function is mainly useful to keep track of mods that interest me or that I have installed. However, for that purpose I am mainly concerned about posts by the thread starter - the person who created the mod. Something like any one of the following modifications to the forum software would make the Subscribe function more useful for people who use it as I do: - A "Go to last post by thread starter" link. - A subscription option that only tracks when the thread starter posts. - A "Filter by thread starter" link.
  21. The closer they're aligned, the more efficient they would be, I think. It doesn't matter for rolling or forwards/backwards movement, but pitch, yaw and other translations could be up to 30% less efficient if the RCS nozzles are at the 45 degree marks instead of the 90 degree marks.
  22. I would not go as far as the OP, but having one primary (leveled 0-5) and one secondary trait (only level 0-1) per Kerbal would be good.
  23. You want to install a Connector Port F on the craft that doesn't have the winch. That's the part that you plug the winch into.
  24. So you're thinking something like the Crowd-Sourced Science mod, but with the flavour text focusing on education rather than comedy?
  25. Get Kerbal Attachment System and Kerbal Inventory System. It's got exactly what you're looking for.
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