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Rakaydos

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Everything posted by Rakaydos

  1. Got it into orbit! Drag was a bit che, so I had to light rockets at 1400m/s insteead of 1600, but I had enough reserve fuel to make it to orbit nyway. I can only hope I can get close to that performance with a payload.
  2. Had soe drag problems in FAR ( I had to engage rockets at 1400m/s instead of 1600) and didnt bring a cargo, but hey! I got Mk 3 parts to SSTO!
  3. Sounds like the same problem. And if I use spoilers for the same effect, I'd need to turn on brakes on the runway to get the lift I need. Might be able to figure out a workaround, but w havean identifued bug for Ferram to work on.
  4. https://www.dropbox.com/s/gr67j954bn4byu6/output_log.txt?dl=0 Process: Installed KSP Added FAR 14.5 and moduelmanager to Gamedata folder Added Mechjeb to Gamedata folder Added "ARM sandbox" folder to Saves folder (Drobbox: https://www.dropbox.com/sh/cqy7mjg7bzhk7sr/AAAhmHijuuWFlXE7o1xki7q5a?dl=0) Opened KSP Opened ARM Sandbox file Opened Spaceplane hanger Opened craft "Gryphon v1" Opened FAR Aero analysis and ran a scan. Changed flap setting and ran again (no significant change in flight data) (repeat a few times) Launch the vessel Right click a flap to see flap setting. Use action groups to change flap settings. (the flap settings in the right click box change, but not the positions of the flaps. Close KSP. OS is Windows 8
  5. Is there an easy way to copy the whole log? in the Alt12 debug window, I could only highlight one entry at a time. Regardless, I'm trying the hard reset at the moment- pulling my Saves folder out of KSP, deleting everything else, and redownloading KSP from scratch. Plan is to replace the Saves folder, put FAR back in, Mechjeb (which is part of my craft) and load m craft.
  6. Imgur is "over capacity" so I cant screenshot, but... [Error]: ...no FARBasicDragModel module found on part definition. Skipping... [Warning]: [Part]: PartModule FARBasicDragModel at SmallGearBay, index 5: index exceeds module count as defined in cfg. Looking for FARBasicDragModel in other indices... [Error]: ...no FARBasicDragModel module found on part definition. Skipping... [Warning]: [Part]: PartModule FARBasicDragModel at SmallGearBay, index 5: index exceeds module count as defined in cfg. Looking for FARBasicDragModel in other indices... [Error]: ...no FARBasicDragModel module found on part definition. Skipping... [Warning]: [Part]: PartModule FARBasicDragModel at RCSBlock, index 1: index exceeds module count as defined in cfg. Looking for FARBasicDragModel in other indices... ...ect. There's some earlier stuff about tech tree not having "unresearchable" which might be related to another mod (I have Mechjeb and Stage Recovery instaled), and somethig about the highlighting system not working.
  7. 1) Download v.14.5 2) Delete FAR + Modulemanager 3) Move v14.5 and modulemanager into Gameata folder 4) Start KSP from steam Still having inactive flaps. Do I need to reinstall KSP?
  8. I estimate you need 2 "rotation" landing gear per 85 tons of spaceplane. Can anyone confirm?
  9. My Aero Analyisis isnt updating with different flap settings, even though the flaps change angles withing the hangar. EDIT: And the flaps are NOT moving on the runway, though they still funtion as control surfaces.
  10. Other than literally piercing a non-material layer, I am unaware of rocket byproducts that would negatively affect the Ozone layer.
  11. Thanks. It was my FAR Crew Rotation and Resupply craft for LKO, and it flew (in FAR) like a dream. Looking to adapt it for a Mk3 core hull.
  12. Cargo bays might open a little, I dunno, less? That's just overkill.
  13. Can someone who has not yet updated their KSP to .90.0 please download this vessel, pull the 2m bicoupler off the Mk3 adapter, pull the old (recently removed) Mk3-Mk2 adapter off the vessel, and reattach the bicoupler? Then reupload it? https://www.dropbox.com/s/kie35rff4rppf2o/Gryphon%20v5.craft?dl=0
  14. Pretty sure I can if orbital refueling is allowed...
  15. Flew my LKO tanker spaceplane out to a 1000 km minmus orbit on raipiers alone- it is now the core of my soon-to-be-constructed minmus fuel depot.
  16. Which is why a Lunar Lagrange elevator would be such a gamechanger, as it would objectively reduce the costs of supporting humans on the moon, by bypassing the rocket equation for lunar landing and return. The marginal cost of a moonbase would only be slightly more than the cost of maintining the ISS, and lunar resource exploitation, such as water, Helium 3, and cheap bulk construction mterials, would provide a greater benifit than a mere LEO zero-g expirimental facility.
  17. As I understand it, the 5 years is just to get the money- that's when construction is supposed to BEGIN, not end. Magic ropes? I wasn aware Dupont had used magic to create Kevlar in the 60s.
  18. That's a bold claim. Would you care to elaborate on what is wrong with the liftport idea?
  19. http://en.wikipedia.org/wiki/Lunar_space_elevator http://en.wikipedia.org/wiki/LiftPort_Group#Lunar_space_elevator
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