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Kerbal Space Program Breaks Ground with a New DLC!


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28 minutes ago, klesh said:

 

You mean launch clamps? I'll try it.  Stay tuned.

 

Edit:  Putting it on a launch clamp sees the main rotor spinning at 130rpm with the motor disengaged.  Its a Kraken drive, I guess.  I have both the tail rotor and the main rotor set to turn on when I press Custom 1, and I can do that, and they'll spin at their preferred, set RPM.  When I turn off the engine I get kraken drive on the main rotor.

 

 

I'm also supremely confused about the next thing I am trying to accomplish.  Standby for that too; totally different craft.  :(

Can you try something like this? How are you attaching one Elevon to another? That may be the issue. Maybe try wing connectors or the FAT-455.

 

4EWdpS8.png

 

 

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Just now, Stone Blue said:

Nope... this is on a fresh, stock 1.7.1 install...

Just thought of something, and did a fresh unpackage of 1.7.1...
Now it works...
The only difference is, i had deleted the Launcher.exe and LauncherData folder... (I always do in a new install) ...
so, it seems the broken Launcher is needed vOv ... unless they recently actually fixed it... vOv

Well, congrats! That's a good one for the bug tracker.

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18 minutes ago, Klapaucius said:

I'm having a similar problem with this prop plane I threw together. It won't go down the runway with any speed, so if I crank up the power and or RPM, the blades just fly off and destroy everything.

 

Your props are hitting the ground once you increase torque/RPMs, try moving them to the center of the rotor or moving the rotor up

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Early results from Grand Slam Passive Seismometer...

gkXSJ5K.png

I uncoupled and flew the little craft at the top of the lander. Went up a few km and then reversed course and piled into the ground near my Minmus base.  

Got a reading at the top of the screen to say...

NgbU5UK.png

So, it looks like impact energy (mass x speed?) and distance to seismometer affects how much science is generated.  

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This needs so much more documentation, guys.  4 still slides in the KSPedia is not going to cut it.  I cant even figure out the damn hinges on a totally different design.  I am this close to refunding.  ugh

 

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7 hours ago, The Dunatian said:

I ... must beg your forgiveness for my trying comments. ~ The Dunatian

Nothing to forgive, mate.. very happy that you're sticking around! :D

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11 minutes ago, klesh said:

This needs so much more documentation, guys.  4 still slides in the KSPedia is not going to cut it.  I cant even figure out the damn hinges on a totally different design.  I am this close to refunding.  ugh

 

You got this mate, it’s just like playing KSP for the first time. Enjoy the chaos. ;)

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1 hour ago, KerikBalm said:

No tricky clipping.

I have 1 "standard" rotor, on top of 1 tiny rotor- The tiniest rotor is set to freely spin (not motorized), preventing torque from being transmitted to the main craft.

That's genius! I feel like it would have been months or years before I came up with that on my own.

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8 minutes ago, klesh said:

Nope, I'm done.  Refund requested.

I'm refunding on KSP as a whole! Still can't reach orbit - after 3 hours!
How am I supposed to land on Jool like this?

Edited by Delay
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12 minutes ago, klesh said:

 

Nope, I'm done.  Refund requested.

I'm having these issues too, but there are a lot of things to tweak, so I am sure I have missed some bits. Considering how many times I have crashed and burned in the 1000+ hours I have put into this, this is small potatoes.  When things stop working, just put it down and do something else. That applies to KSP--or trumpet playing or coding or really most things in life.

Edited by Klapaucius
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50 minutes ago, ArrrThePirate said:

Your props are hitting the ground once you increase torque/RPMs, try moving them to the center of the rotor or moving the rotor up

I don't think they are. It's a weird angle to look at, but they are actually reasonably high off the ground, unless they are flying out a bit due to tangental acceleration. 

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Just now, Klapaucius said:

I don't think they are. It's a weird angle to look at, but they are actually reasonably high off the ground, unless they are flying out a bit due to tangental acceleration. 

Ya they are. Parts under high rotation fly apart like that in KSP. 

It might look concerning but it is (generally) safe. 

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Just now, Klapaucius said:

I don't think they are. It's a weird angle to look at, but they are actually reasonably high off the ground, unless they are flying out a bit due to tangental acceleration. 

They do separate quite a bit

0Fh028p.png

hCcikWW.png

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now that i have both of Making history and Breaking ground. i'm going to make the d̵͓̭͇̙͕̿̿̋̿͂̇̾͗̎̎̂̀̀̍͐̓̕͜͝e̵̢͙̬͈̙̭̮̼͓̣͉̾̌̈̽̋̃̓͆̍͛ͅa̵̻͇̹͉̳͖̱̫̜̰͉͕̙̠̻̾̍̉̐̑̑̍̑͛́͒̇̿͠͠ṱ̴̛̛̥̳̥̦̈́̀̃̾̎̐̊̈͒̀̒͂̒̇̿͘ẖ̷̒̃̅̎̕̚  training kerbal to space machine.

3OBKmXT.jpg 

 

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