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guitarxe
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Everything posted by guitarxe
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I thought this was probably because of my dozens of mods, but I just deleted them all, tried it, and the game crashed at the same place as before, just like usual. I fly my plane up to about 25km, after about 10-15mins, and at that point it crashes with the generic Window's program has crashed dialogue. Doesn't leave any logs unfortunately. Has anyone else experienced these problems?
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
guitarxe replied to Crzyrndm's topic in KSP1 Mod Releases
Nvm this post I'm editing, thanks for your explanation! Didn't realize those were actually buttons I could click and not just for showing numbers -
Hm, looking at FAR I think it has precisely what I'm looking for, but do you know if it's possible to have that without FAR's atmospheric model?
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[1.3] Pilot Assistant: Atmospheric piloting aids - 1.13.2 (May 28)
guitarxe replied to Crzyrndm's topic in KSP1 Mod Releases
Wow, this is an awesome mod! I haven't really figured it all out yet, but is there a way to adjust how quickly it will change heading? -
This might be a pretty long shot, but I don't suppose there are some mods that can tell me a bit more about my airplane's performance while I'm still editing it?Something to show me the maximum angle of attack at various speeds, drag and lift, etc, how it performs at which altitude and so on?
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Transmit science data from one vessel to another
guitarxe replied to guitarxe's topic in KSP1 Mods Discussions
Eh? Don't you get more science if you process data at the lab first before sending it off to Kerbin? -
Transmit science data from one vessel to another
guitarxe replied to guitarxe's topic in KSP1 Mods Discussions
You're right, but I didn't mean being able to send 100% data to another vessel, as that would be akeen to beaming up an entire soil sample into orbit. I was actually thinking of being able to only transmit a part of the science data like you can currently, but to a science lab that can then process it a bit and get more science out of it when it's finally sent to Kerbin. -
I don't suppose there is a possibility of a mod that allows transmitting science data from one vessel to another over a distance? Scenario: Science lander landed on the planet, with experiments. Mothership in orbit with a science lab. I want to transmit data from the lander to the mothership for processing, but of course hitting the transmit button only sends it to Kerbin instead.
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That is exactly what I was looking for, but doesn't seem to be working with all the mods.
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Does that work with 1.02? As for manufacturers, I thought that would do it, but unfortunately for some mods, the authors decided to split parts between several different manufacturer names, and sometimes even using a stock manufacturer name.
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Sometimes it's really hard to find parts that belong to a particular mod in the vehicle assembly. I wish there was a mod that added categories or filters that display all parts belonging to a particular mod. Does one exist, or is it a possibility to create one?
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So I got my scanning satellite into polar Mun orbit, used the SCANSat resource part to scan for Karbonite, and I'm now designing my mining station, but I can't figure out how do I convert the Karbonite that I get into rocket parts? I also have UKS/OKS installed, and there's a part that builds rocket parts, but it requires metals, chemicals and polymers, which I have no idea what those are. Or if I can't use the Karbonite resource, how do I get the metal ore that's used by EL? I tried to look for a SCANSat part that scans for Metal Ore, but doesn't seem like there is one. Sorry, I'm pretty new to the whole resource thing, so I'm a bit confused.
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Yes. More different form containers. Something for spaceplanes in particular.
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Are there any other parts that can hold NOMS?
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I was wondering if there was a mod that showed your craft's centre of mass and centre of lift icons like in the assembly buildings, but instead when you are actually in flight?
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H.. how is your plane so stable in flight? The centre of mass is way in the back, the centre of lift is even further back, and nowhere near the centre of mass. Yet it flies so very well... I don't understand. This completely shakes the very foundations on what I have been trying to base my plane designs on.
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Balancing RCS between COM and DCOM?
guitarxe posted a topic in KSP1 Gameplay Questions and Tutorials
So if you use RCS Build Aid you can see the COM as well as the DCOM of your craft in order to balance RCS placement, which brings me to the question... which one do I use? Currently the craft I'm trying to balance is a SSTO spaceplane, so it will have used up most of its fuel upon launch, so I should obviously use the DCOM for balancing, but it won't be completely out of fuel by the time I have to dock, so I can't really get this perfectly balanced anyway. And once I'm docked to my station and refueled, if I want to re-dock again for whatever reason or dock at another station, then I would have full or at least half-full tanks for that, so again the balance would be off. So then how should I balance the craft? Would it make sense to keep two sets of RCS thrusters, one for empty and one for full tanks? -
Oh ...., I did it! I finally did it! I got my little space plane into 100km orbit! I kept tweaking and retweaking my design and never understood what I was doing wrong, but the answer was all along in how I was flying it, not my design. I kept flying at a very shallow angle, no more than 10 degrees, and pushing the jets out until they completely cut out at about 25km, then hitting my rockets and that would never work. This time I climbed at 25-30 degrees from the beginning, and hit the rockets as soon as my velocity from the jets dipped below 1,000m/s, and it worked! \o/ Now to see if this thing can land...
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If you have to hit your rockets at about 20-20km altitude, how much dV do you need to reach orbit from that point on? I've found I have finally managed to design and learn to fly my spaceplane consistently to the height where the jets cut off, but my rockets still lack the required dV to put me in orbit.
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Launching Several Remote Tech Sats with one launcher?
guitarxe replied to Trenchfoot's topic in KSP1 Mods Discussions
I was using Kerbal Engineer Redux (KER) mod at the time. It gives you that info. Mechjeb also has that info. P.S Up to you what you want to do with the antennas. My goal was to have communication with anything between Kerbin and Minmus, and then to build satellites with bigger dishes in the orbit of the Mun/Minmus. -
Activating mechjeb without putting on the part
guitarxe replied to guitarxe's topic in KSP1 Mods Discussions
What magic is this?! It works! Thanks guys -
Launching Several Remote Tech Sats with one launcher?
guitarxe replied to Trenchfoot's topic in KSP1 Mods Discussions
Hey, have a look at the same question I had a few versions ago, http://forum.kerbalspaceprogram.com/threads/88184-Equally-space-4-satellites-in-KEO I was launching 4 at a time, so for 3 you'll just have to space them 2 hours apart instead of 1.5 hours. Biggest tip I can give you otherwise is to enable antennas on your satellites soon as delivery vehicle is in orbit. You could forget otherwise and have a lot of headache having to revert and do the whole darn thing all over again. -
Mechjeb has a wonderful module called Smart A.S.S, which gives you very precise controls of pitch, yaw, and roll. But unfortunately they all work together at the same time. I'm looking for a mod or a way to control only one at a time. For example I want to be able to control only the pitch, and let the yaw and roll do whatever. Is there a way to do this?