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ayana

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Everything posted by ayana

  1. I learned exactly why fuel lines and subassemblies are an untrustworthy pair. Now I have a fully fueled Ike lander with an engine that doesn't work. Edit: And my probe around Bop apparently crashed while I wasn't looking. Dangerous little moon to leave things in low orbit around.
  2. Is there any way to let me pick and replace fuel lines that are already on a craft with some fancy ModuleManager work? There may have been a little mistake that I overlooked until I had a lander sitting in orbit around Ike.
  3. I don't know if this has been suggested before, but I just realized it would be a really good idea. It'd allow better planning and make it easier to set up nodes for multiple craft without needing to actually load them.
  4. "We've matched planes and will begin our approach burn in five hours. All this trouble because the engineers forgot the antenna." "What antenna? All we've got are empty boxes." ...And that's when I realized I'd played enough KSP for the day.
  5. Hitting "reset to defaults" summoned the Kraken in a big way.
  6. As far as I remember, the node sizes for the SAS are already set correctly in the stock configuration. I had no problem putting an entire jumbo tank above one.
  7. Looks like I'll be adding RCS then. It was the tail placement and angle that made the difference with FAR. But that's a small price to pay for a nice craft like this.
  8. Jeb, Bill and Bob manned the Minmus Science Station to start getting all those surface samples.
  9. The art of the constant gravity turn is just that, an art. But the advice getting posted here is good. Just use a rocket without any exposed flat surfaces for learning how to do it.
  10. The flat 2 meter battery has causes magnitudes less compression. And if you put the node there with no adapters there's basically none. I tested it, raising the mass reduces the effect.
  11. The Kraken had so much fun with the RealChutes prank he came back once you started a new project.
  12. Something being strong but light is heresy and Kraken-bait, clearly.
  13. As always, it turned out to be a mod at fault. Super low mass in a part that wide and flat makes it incredibly weak for it's intended purpose. Density must be what decides these things.
  14. Reducing the mass of the flat 1.25 to 2.5 meter adapter had a pretty bad side effect. Even just on the pad it can't hold weight. It had nothing to do with the joint nodes, even with both made equally strong it collapses. It stands out pretty heavily. Going without the adapters results in a rigid structure. Putting the mass up to 0.1 or 0.2 fixed it though.
  15. That new model looks great. I just hope it won't be too complicated to get FAR working with extra features on the wings.
  16. The costs are just a placeholder. And besides, until we see just how easy or hard it'll be to make that money who knows what would be a challenge? Fuel isn't even supposed to be the expensive part.
  17. I went and tried it out. It's just the flat adapters that really have issues. Even the SAS module can carry an 82 ton tank without clipping entirely out of sight.
  18. I've noticed the really flat parts have issues. The taller something is the more stable it gets. Edit: Or if you try to mix up widths in a rocket. Even that one would snap like a twig if you put a 1 meter part at the bottom.
  19. This little probe visited Bop and Pol today. It's tranfer stage ended up somewhere on the bottom of Laythe's ocean.
  20. Somehow these flat adapters don't seem to think so. That was without physical time warp.
  21. Only ever for RCS thrusters. Or plane engines when symmetry is refusing to work.
  22. "Can I make the gravity turn without losing control?" "Can I make the transfer burn in one attempt?" If a rocket has enough thrust and holds together under it, that's the important part for me.
  23. I see how it was supposed to work. But locating the science experiment modules with ModuleManager... that doesn't work at all. Not even when I explicitly define the part it's supposed to look in. Edit: To be more helpful, with no other mods installed the "xmitDataScalar" goes unchanged while the "decayRate" value is set properly. The only way I've made it work is by explicitly defining both the part and the science experiment module.
  24. The strange thing is, the exact same type of search works at another place in the patch. @EXPERIMENT_DEFINITION[*]:HAS[#id[temperatureScan]] { @scienceCap = 32 }
  25. I'm trying to make a mod work and I just don't see what's wrong with it. @PART[*]:HAS[@MODULE[*]:HAS[#experimentID[seismicScan]]] { @MODULE[*]:HAS[#experimentID[seismicScan]]{ @xmitDataScalar = 1.0 } } There's what the MM patch says, if anyone can point out the flaw.
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