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Posts posted by CardBoardBoxProcessor

  1. I don\'t really like the idea of have several plugins. and I already have panels that do everything I want aside from animate. I dislike plugins for this reason lots of bi9ts and peices of what you want but no way to get one part to work with everything. so unless i can set 'animation = such and such ' for any part and it still function as it did but merely has animations now. I don;t think I will use it.

    Thus why i think i would rather wait till squad adds animations OR r4m0n and Sakun get together and make all their stuff work together :P

  2. Is anyone else having trouble with the rocket bouncing around on the launchpad? I can only get a stable launch of the Angara about half the time.

    put on four symmetry and attach the angara strut connectors from the tank tot he engine. This will give the engine a lot more structure and then it shouldn\'t do that as much. I attach every engine to the tanks with connectors. Makes rockets much more reliable and fly much straighter as the engines will not move on their joints.

    as for the engines Yes. all engines will have shrouds. they are eject able but the user will be able to choose to not eject them simply by moving them to a different stage.

    Also, in the next update engines will have sea level and vaccum thrusts. the RD-0124 is a considerably weak engine at sealevel because it has small chambers and large nozzles more suited for space. but it is well worth hauling to space because of it\'s low fuel use. but also the rd-191 gains more power the higher it gets. I think i have it set to 0once in 25% atmospheric pressure it will be at full power (which i have upped to 300 and reduced over all fuel use because of this)

    screenshot103.png

  3. Not really seeing how this makes it better. It just unrealistically restricts the engine to be unusable with anything but Kosmos tanks. If you normalize the fuel usage and fuel quantities, you should get functional equivalency.

    The engine weighs X, provides Y thrust and spends Z tons of fuel per minute. The internal 'fuel units' aren\'t actually important, since they cancel out of the equation, no?

    Is there a variable I\'m not seeing?

    the KOSMOS fuel tanks actually have more fuel than normal per cubic meter and the engine is set to very low fuel. It is more to balance the tank parts than the engine.

  4. if you all have noticed for rotation RCS modules are pathetically weak but their HNJKLI key actions are normal. so if you make them rotate quickly. they are over powered when simply moving.

    note: only good for large RCS. or RCS you want that work well for rotation but not rendezvous. Not a good idea for small craft RCS.

    However I have noticed a work around to keep rotation up to par with their actual thrust. If you move the model and such farther form the center point of the model the more torque the rcs has. basically imagine you take the rcs thrust and multiply it by the distance from the model origin. if it is 0.1m away from origin your thrust is only 1 tenth what it should be. but at 1 meter it is accurate. I noticed this with my RCS boom for KOSMOS. I just experimented with regular rcs and it works perfectly.

    rcsfix.png

  5. For some reason, I find your TKS extremally unresponsive to any kind of turn. It\'s RCS is simply too weak, or not positioned well.

    Could that be related to using MechJeb instead of SAS+ASAS set?

    weak RCS is a problem with the game. for travel with H and N keys it is too powerful but for rotation it is pitiful. I think I might have a solution but I am not sure. I will have to test that today i suppos.

    Edit: yes I will get a hot fix RCS out asap. I have fixed the problem :D

    http://kerbalspaceprogram.com/forum/index.php?topic=8932.0

    anyway. made the part I have been meaning to make this whole time. Packaging trusses. ejectable places to put your strut connectors on so they eject once in orbit. should keep your stations perfectly structurally solid during launch.

    packaging%20struts.png

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