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About UH60guy

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    Spacecraft Engineer
  1. I'm getting this with and without using MechJeb. MechJeb and Alarm Clock are my only mods. I plan a maneuver with advanced planetary transfer, and the node shows up as usual. Plot looks good and leads to an intercept. Whether I have MechJeb do the "execute maneuver node" or I do it myself with just SAS heading hold, I get about three quarters through my burn when several things happen instantly and simultaneously. First, the targeted planet is un-targeted. Next, the maneuver node pops instantly to a new heading several degrees away. Third, the delta V required jumps up to a few thou
  2. Mulbin, what are you using to create your decal labels? I really like your attention to detail on the label and bracket of the SAS RCS R/W grouping. Looks very professional.
  3. Who cares if they're functional, I want MOAR SWITCHES! Looking at the Apollo CM schematics, there are 16 switches to operate the RCS system. There's an interesting way to try to fly. Here's a (very!!!) rough draft of how I plan to lay things out functionally. It's based on the Apollo CM layout for the most part- staging, abort, fuel indicators, VHF comms, docking controls and a few other things are in the same general area. Of course there is plenty of artistic license, and thoughts of where I'd like to make sticky decals for gauges. Everything color coded is tied to a KSP control group someho
  4. One thing that I'm going to try to use, to make it easier as a first-timer, are preprogrammed circuit boards designed for flight simulator. My hope is to use spring-loaded switches that look like actual toggles, but function as a single key press, tied to these pre-made circuit boards that are purpose built to give keyboard/joystick outputs. As long as I keep the joysticks on a separate wiring thingy, there won't need to be any programming or need to lean Arduino stuff on this particular build.
  5. Well, I'm going for something similar to what Mulbin is working on here, but without the awesome dials he is making and with more switches and more angled like a flight/cockpit panel. I doubt I'll get anywhere near as awesome results as he is getting, but hey I have to post something to keep myself accountable as I try.
  6. OK, first planning attempt. I'm grouping all the controls, plus common action group functions as normal controls, in attempt to figure out the critical parts of the panel. So far, I've come up with the following groupings: Attitude Joystick SAS [*]Propulsion Throttle dial Throttle Chop Stage Toggle Engines (action group 1 and 2 as my personal default use) Placeholder/decal for fuel gauges [*]Abort- single button with dial dictating function Off Return to Launch Site / Launch Escape System (abort button) Trans-Oceanic Abort (action group 6) Abort to Orbit (action group 7) Return to Orbit
  7. Well, I've never built anything like this before but I bet it will be fun to try. So, in the effort to hold myself accountable, I'm posting my intent here. Now, I don't move into my new house for three more weeks, so that means while I can't start to build yet, I can get some serious planning done first. My intent is something that looks/functions like a combination of the Apollo Command Module and Lunar Module, minus the gauges. If this initial project works out, I'll make a mark II with the gauges integrated into the panel, but for my first build ever, gauges are a bridge too far. Here is my
  8. My stations are usually the start of the debris field- I've destroyed three stations now by forgetting to disable engines and trying to take screenshots. On the Mac, F1 requires pressing Fn-F1 , and Fn is juuuuuust below Shift which engages the engines.When various docked engines facing various directions all fire up.... kaboom.
  9. I would love to be able to put a "this end up" and arrow on a rocket. While we're talking decals, tweakable paint colors would be fun too! (could be implemented as large wrap-around decals)
  10. Some terrain mapping stuff would be a good addition if cloud cover ever gets implemented. Imagine if all you could see at Eve was the cloud tops on the map view. Even from a ship in orbit, you still have no idea where it will land (splash?) unless you had the right instruments along for the ride. It would certainly bring a little more life into the necessity of probes, which many argue are too weak in the science system- with probes, you're more likely to risk a blind landing. That could open up some new planning tools on the map window. Similar to how the Kethane mod toggles the scan view, ma
  11. Oh, much of this could be done with regular staging, but timers would eliminate the frantic spacebar mashing I'm prone to do during aborts. For example, my standard abort setup is a tower that fires sepratrons and pulls the capsule free of the main stack. This gets it away from the explosion in a jiffy. However, usually my parachutes are high on the staging list, and I don't like to waste an action group on them. So, for low altitude aborts, I have to resort to spacebar mashing and hoping that I can get through like 5 or 6 blank stages (as the rocket's exploded and separated) after the capsule
  12. Here's my take on it. Note, I don't know anything about FAR, but I've studied aerodynamic engineering and I hear FAR is a decent model. Your plane looks wider than (or just about as wide as) it is long. That's a big no-no in supersonics. That's why it's trying to align with the flowstream along its long axis (the wings). If your brain can handle it (it's tough) google the Whitcomb Area Rule. Boiled down, it says in essence the ideal shape for a supersonic body is a long cylinder thingy with pointy ends on each side. Now, that's a model of the cross sectional area of the plane. So, to keep the
  13. Then again, just because we can't see a reason *yet* doesn't mean new gameplay couldn't emerge from wild and crazy ideas people come up with. Yes, automatic delays would be friggin awesome for emergency aborts when things happen very quickly. But there could be uses for other parts too- off the top of my head, delayed landing gear extension could be used from a probe mothership dropping a few lander/rovers. One button to stage, and staggered delays kick the parachutes in enough to gain some separation, while an additional tweakable delay on the landing gear lowers the landing gear of the small
  14. I make em strictly utilitarian- science module, a few seats in a hitchhiker, and a LOT of fuel. They look like those jacks toys or an asterisk, or the above poster's picture. I don't have a picture of my own handy- but the "core" is a node with conical adapters and clampotron seniors in each of the 6 directions just like the above one. From that central core, one direction has a science module, hitchhiker, and cupola tower. The other five directions have large orange tanks with large RCS tanks. Each orange tank has medium size clampotrons on the sides so smaller ships can dock, as well as larg
  15. Oh, don't get me wrong, I love my rovers- I just mean that there's no career incentive for them. As in they don't enable us to get much extra science, except where a few biomes come close together. Even then, the size of the biomes means you're likely only to cross the border into maybe one more (like how you drove from shore to water for example, or flats to slopes on Minmus), again making the rover not that helpful. Usually people seem to make the point to point hopping lander to collect multiple biomes oweing to the distances involved. I agree rovers are great for bases- but again, without
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