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davidpsummers

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Everything posted by davidpsummers

  1. So something like this... (in which case I can't really add a third wing because it will just be too long?) Or this... [This isn't the full plane, just wings stuck on something I was playing around with...]
  2. Well, that is probably the next step for this test plane, but if I want to bring stuff up, I will eventually need bigger planes and wings. - - - Updated - - - Well, my guess is I need both. But maybe I'll try working on the thrust and see if the solves the lift...
  3. I think I understand. They seem to "overlap". That isn't the same as clipping? It does look ugly.
  4. I have a space plane that can reach suborbital trajectories. My new version needs more lift. The swept wing and delta wing in stock aren't enough. I see some planes with bigger wings. I think many of them just use stock parts? How does one do that? I tried the wing connector, but I couldn't see how it should work? (It has a lift rating so it is to build bigger wings?)
  5. Well, part of the reason is to have them. But all my interplanetary missions are assembled and leave from orbit these days. At first it just solved the problem is managing big wobbly rockets and the size limitations on rockets. But now my boosters that push out of Kerbin orbit to the other planets are all reusable (and hence need refueling). With a station everything is in one place and if I have extra fuel from one launch to orbit, I can use that to top off another one.
  6. So the answer seems to be to wait until the phase angle between Jool and Kerbin is correct, slingshot yourself out with as much retrograde as possible, and then try and adjust until you intersect Kerbin?
  7. The timing the issue, isn't it? I mean, a gravity assist that crosses Kerbin's orbit is pretty doable. But the odds that Kerbin is in the right spot when the gravity assist is available aren't that big, are they?
  8. I have completed a tour of Jool's moons and I want to bring my data back to Kerbin. I want to use one of the moons to fling me out of the Jool system and save fuel. The problem is that I will then need to burn to intercept Kerbin. Any ideas on how I calculate that?
  9. Rovers can be done with stock. It can be kind kludgy. I usuall hang them under a craft. Here are two examples.... and...
  10. Well, I had it again. (Didn't someone say it hadn't been reported with 0.24.2? If so, it has now). This time it wasn't a shield port and your directions worked great. (Though it helps if you make it "attN = top, [number of actual parent]" rather than unthinkingly copying and using "attN = top, 12" :-)
  11. Thanks guys. I was wondering. I'm playing a Science Mode Game. (At some point I may start up a new contract game).
  12. What thing I haven't been able to figure out in 0.24. What does this image mean?
  13. BTW, I was noting your helpful links on the bottom. There is a symbol or two in 0.24 I don't recognize. Is there a FAQ or something on interface changes someplace?
  14. >Yes, that actually helped a whole lot. Given what you were doing to help me, it seemed the least I could do... [Detailed instruction deleted...] Well, it worked! <Right click on what used to be the shielded docking port to decouple them. After you've disconnected the ship and flown a safe distance away, you can change the "dockingPort2" back to "dockingPort1" if you wish.> That ship is headed home. It won't exist in a hour of game time. But Bill is back on Earth and the port is now free! Thanks!
  15. OK, I deleted everything but Brahe Station. Here are the resultant quicksaves (before and after attempting to undock). http://www./download/ndeq3leoz7nu2uc/quicksave_with_only_the_station.sfs http://www./download/bklhwdaa1z6ypc1/quicksave_with_only_the_station_after_attempt_at_undocking.sfs
  16. Yeah, my subconscious conflated "K" and "M". (Both small compared to Gigabytes :-) Would it help if I re-uploaded it?
  17. <Dropbox, Mediafire or File2web all work, but you certainly aren't limited to these. They should give you a link that you can post here in the forum.> OK, here are the quicksaves from before I tried to decouple and afterwards (in case that helps). http://www./download/6ooa1t05h4eyali/quicksave_Before_Attemp.sfs http://www./download/729ag5bgv3ixoye/quicksave_After_Attemp.sfs <Looks like it's all stock?> Except for Kerbal Engineer.
  18. Not sure how to send the save file. It is only a few kilobytes so maybe I could e-mail it? Or send it by pasting it into a message the website? Well, here are the screen shots. Here is Brahe Station… Zoom a bit... See the port in question in the upper right (I've right-double clicked on the port attached to the big fuel tank). After I click to undock. The ports both give "control from Here", but they aren't separate ships. You can't switch between them and Gilry and Jeb/Bill are on opposite sides of the port. Notes: After this, the whole station seems to have problems with attitude control centered around that ship. In this screen shot, you can see how it has bent out of alignment with the others. The problem "resets" if I quit and restart the program.
  19. Ran into the "won't undock" problem in 0.24.2. Tried you solution. No luck. In the quicksave file I didn't have two "attN=" lines. I had... PART { name = dockingPort1 uid = 665474283 mid = 3763059155 launchID = 0 parent = 136 position = 0.177622318267822,12.1255493164063,13.3565616607666 rotation = -0.6179113,-0.3443054,0.344789,0.6170577 mirror = 1,1,1 istg = 0 dstg = 0 sqor = -1 sidx = -1 attm = 0 srfN = None, -1 attN = bottom, 183 mass = 0.1 temp = -201.9218 expt = 0.5 state = 0 connected = True attached = True flag = Squad/Flags/hexagonCircles rTrf = dockingPort1 modCost = 0 I tried adding "attN = top, 136" above it. No luck. The would not respond to right-double click at all and the matching one would only say "status locked" with no bottons to hit at all.
  20. I worried some about this. In the end I decided if I ever need to move the station I can decouple the modules and move them separately more easily than I can make sure there aren't tiny offsets on couplings.
  21. I've been using it and I like it. I needed a mod to do one thing that this one does. I wouldn't worry about 0.25 until a) it comes out you see what they do. BTW, I never bothered with connected living spaces. If I want to voluntarily not transfer crew thought a, for example, fuel tank, then I can just not do it.
  22. What does the KSPLauncher program do in the Mac OS X installation.
  23. OK, I tried the two port docking (with the same module flipped around so I didn't have to worry about spacing). It worked (not as tricky as I feared). But, as you can see, the second port didn't line up exactly.... I'm dubious about my chances of doing better if I undock and try again. After all, the ports each other together the last meter or so, so it will be hard to be exact. Is the second port properly docked, in regard to the strength of the coupling, in this case?
  24. Of course then you would need tanks that hold only fuel and not oxidizer. Simpler to assume that if you have a LV-N, then both tanks are filled with fuel?
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