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inferno4200

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Everything posted by inferno4200

  1. I drop out of warp for the deployment. And it also still states in the original mod post that they hold on during 4x warp while deploying so maybe there should be a disclaimer on the front page for now until its resolved.
  2. Has anybody else encountered the issue where a ship with a realchute deployed and under 4x time acceleration will shake and spin rapidly. As soon as you drop out of physical time warp, everything is fine. I thought it was just graphical but today it actually ripped my parachute off a 100m above the surface. I've got FAR installed so not sure if that's part of it or not.
  3. No worries guys. I've lost saves before, just a part of mucking around like this. What is void? Atragon, that was it actually. The communication satellites around Kerbin targeted the active vessel. Switching to the lander meant the orbiter no longer got targeted. At least now I know for next time! EDIT: But wait, shouldn't the cone angle of the dishes around Kerbin been wide enough to catch both ships and keep the link open to the orbiter?
  4. Well we may never get to the bottom of this. I deleted my RT2 folder as I thought the hotfix was a full copy and then booted the game. It seems to have deleted all my active flights since they all had antenna on them. I installed RT2 and then the quickpatch but no ships. I tried F9 but my last quicksave was pretty old.
  5. The orbiter has connection to KSC. Both ships have their omnis enabled, I double checked. I also tried toggling the omnis on the orbiter but no luck. They're about 50 meters away from each other.
  6. Having a bit of an issue. I sent a two part probe to duna. On arrival, I undocked the two pieces. The orbiter has the long range dish, a 500km omni and a 5MM omni. The lander has a 500km omni and a 5MM omni. The 500km omnis on the probe and the orbiter are activated but I get no connection. I tried toggling the omni's on the orbiter but no luck. Any ideas why this is? Both ships have electric charge and of course probe cores.
  7. Fractal you're awesome. I tried playing stock .23 and I'm bored in less than two hours. I come to check the mods to see if any have been updated and here you are with NEW FEATURES! And awesome features at that! Great job, thank you so much. This has risen to the top of my favorite mod list.
  8. So I'm having a little bit of a problem. I've got the latest version and I've got a Science Lab up around Kerbin in a station. It has 4 XL solar arrays and a ton of batteries yet when I try to begin research, the lab pulls no power. What am I doing wrong? It does of course have 2 crew in the lab as well.
  9. This is excellent. I've spent hours before working on balancing an STS style shuttle. I threw together a quick stack with three of these under the orbiter in about 20 minutes and with only one glance at the CoM and CoL and it made it straight to orbit. VERY impressed. Keep it up! My only complaint is that I had trouble finding the radial OMS.
  10. I just posted about this myself haha. I'm guessing its a fix from the way they were before. Running such a powerful engine at 100% should eventually overheat it.
  11. Happy to not be reporting a bug but boy those SABREs are temperamental now! My old SSTO ran them at 100% during the entire ascent and while working on a new one it overheated and blew at about 20km. Not that I'm complaining, I love a challenge and they were always very powerful. Too bad those stock engine nacelles don't do any cooling haha.
  12. Kospy, how the heck are you not an official dev already? KAS 4.0 is one of the best systems I've yet seen and it takes Kerbals from quaint companions to true Kerbalnauts! Love the work and keep it up!
  13. Silly me typing west. I meant east but that should just be 90. I will give that a try again but it was giving me an awful lot of trouble before. I'll give the harder method a try as well.
  14. Sorry to keep bugging you guys but I've spent a few hours trying to figure this out and I've come up with nothing. I want my space plane to take off from the runway with a 20 degree angle of attack heading west. I tried lock steering to up + r(0,-70,0). as well as every other possible number for the roll component and it refuses to take off. I also tried just R(0,20,0) as well as several others. Am I missing something hear? Couldn't quite figure out heading either. I'm sure this has been asked before but all my searching through the thread and I couldn't find it. Sorry! It is 100 pages long after all. =)
  15. So I have this idea in my head and I want to see what you all think. I want to create an autopilot for my SSTO shuttle. The ascent part isn't too tricky once I stop making sloppy coding errors. Landing is a bit more difficult. The current plan I have in my head is to set up a series of probe markers all in a straight line leading through the runway. There would be one at the end of the runway, one at the beginning, and then a few more out to the west of the runway. As the ship approached each marker, it would change targets to the next and continue it's descent. Does that sound like a fair way of doing it or am I missing something very simple in the coding language that would accomplish the same goal without the markers?
  16. Ah that could work! Thank you! The parameter method definitely works better. Not always enough action groups as is!
  17. Thanks for the reply. Darn shame that it isn't supported yet. I'm working on a fully scripted autopilot for my SSTO and I wanted to combine both ascent and landing into the same script with a prompt for the user to select which section to execute. Hopefully soon!
  18. Just downloaded and I am going to love using it but there is one thing I didn't see in the documentation. Is there a way to prompt the user for a value and assign that value to a variable?
  19. H.E.K.O. High Efficiency Kerbin Orbiter This is the crew variant of my shuttle workhorse. Capable of 700km+ orbit around Kerbin and very stable in flight. I don't think I've stalled her once yet. She can carry a crew of six to my HKO research station(also pictured for fun and still under construction). Available on SpacePort for all those interested! http://kerbalspaceprogram.com/hkoshuttlecrew/ There is also a cargo variant but since it only has a capacity of about 4 tonnes and only small probes, I haven't gone through the work to get it on SpacePort. If I get enough interest I'll certainly get to it though! Last but not least, flight instructions! SpacePort removes all the formatting and makes them very difficult to read so here they are! ASCENT H.E.K.O. takes off from the runway and cruises up to 26km and 1800m/s. For most of your ascent, keep the nose at 20-30 degrees. Once the intake air starts to get very scarce(below 0.4), level out until you're draining 0.01 or 0.00 but still climbing slightly. When the engine flames out, Action Group 1 switches engine modes from air-breathing to rocket and closes all air intakes. Thrust with the nose at around 15-20 degrees until you reach your desired apoapsis. Once you are out of the atmosphere, transfer all of the fuel from the two wing-mounted tanks into the two center tanks. DO NOT DO THIS DURING FLIGHT OR A BURN. Then simply warp to AP and raise your PE. Also don't forget to deploy those solar panels located on the tail with Action Group 3. Action Group 2 toggles the engine on and off. LANDING Once your mission goals are accomplished, burn retrograde for return. It's better to undershoot than overshoot KSC as she can glide with no fuel for 50-100km with ease from 12km up and you should have some fuel left over to fly even further powered. Once you are lined up with the runway, feel free to deploy the gear. There are a lot in case your landing isn't quite perfect. Action Groups 4 and 5 are the two sets of air brakes. I use them more for when I am going to overshoot KSC but they are sometimes useful for landing as well. For your first landing, I wouldn't go for the runway. As lovely as H.E.K.O. is, she doesn't have a great about of yaw control. I also wouldn't recommend landing at night but there are a ton of lights in case you need to. Good luck, have fun! Mods Required: AIES, B9, MechJeb2, NovaPunch2, Ferram Aerospace Research, Procedural Wings, and Stretchy Tanks Note: Far is only listed as required because I haven't tested it in stock. Give it a try though!
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