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Turk_WLF

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Everything posted by Turk_WLF

  1. I’m just wondering how many objects can we attach to the attachment nodes (the Green Spheres). The reason why I’m asking I can attach 2 solar arrays (a Mod) but it appears that I could add another object yet I can’t attach a third object to the same attachment node. This is in ver. 1.1.3 Thanks,
  2. Oops, sorry I forgot about the 1.2 pre-release being out there. However I meant for 1.1.3, if it helps for testing I had 2 Solar Arrays attached to end of a Truss.. it works if you attached the solar panels while they're deployed.. then you can fold them up for launch. Thank you for the quick reply & looking into it.
  3. @Cxg2827 What launch method do you prefer? I tried to launched a pair of solar panels (from the last release) one of the panels broke apart during the Ascent. I'm using a rocket with a Fairing. Thanks,
  4. I HATE my Rocket Designs in 1.1.3, because I have to use way too large of rockets to do a simple task such as getting an Mk 1-2 Command Pod into a Low Kerbin Orbit (85 KM). The best way I can explain it is to use a real world example since I don’t have access to a 3rd party hosting site for pictures. I have a Mercury Capsule & a full Saturn V Rocket just to get it in a low Earth Orbit. (Crazy Design I know) As I understand it I need 3400 Delta V just for an 80 KM Orbit, Therefore I would like to request some design suggestions with 5 requirements. Using Stock Parts & MechJeb (the only Mod) Please keep answers in Simple/Non-Scientific Terms A Design for a 1.25m, 2.5 m & payload rocket (hopefully I’ll get a design of each) It must be reach at least an 80 km orbit Pictures would be nice if possible Thank you for your help & time, To clarify Number 3: What I meant by 1.25m would be the same size as the Mk 1 Command Pod & the 2.5m would be the same size as the Mk 1-2 Command Pod
  5. Docking Port Problem… I’m wondering if I’m doing something could cause a docking problem, what I made is group of docking port adapters because I have several mods their different style of docking ports. The Adapter is made of a Mod’s Docking Port mounted to Clamp-O-Tron Docking Port, that way I could use a standard spacecraft to maneuver a Station Module with the mod’s docking ports on it into place. For example… I’m using a 1.25M Common Berthing Mechanism – Passive (which is much thinner than the Clamp-O-Tron Docking Port) mounted to the Clamp-O-Tron Docking Port, could the inner end (the part that normally be in the ship) of the Clamp-O-Tron Docking Port be blocking the “magnets” on the 1.25M Common Berthing Mechanism from attaching to its mate? The 1.25M Common Berthing Mechanism – Passive is part of cxg2827’s CxAerospace: Stations Parts Pack v1.2.1 over on SpaceDock.com (Cool Space Station Mod) So it would look like this… Tug/Spacecraft/Clamp-O-Tron Docking Port > Clamp-O-Tron Docking Port/ 1.25M Common Berthing Mechanism> 1.25M Common Berthing Mechanism – Active/Station Module Station Keeping Trouble Another Problem I’m having is keeping a rocket with its payload (a station module) from drafting away from my space station while I’m undocking my tug & dock to the payload. Is there something I can do to keep the rocket/payload at a set distant from my space station? When I start the Rocket/Payload is 100 meters away from the station by the time the tug gets the rocket it’s like 300 meters away from the station. Thanks,
  6. May I make a suggestion that might help new users to this mod? (Like me) I thought it would be a huge help is someone would/could do a video showing how to align the Common Berthing Mechanism (CBM) and Androgynous Peripheral Attach System (APAS) while in space. Thanks,
  7. I need help with ideas on how to move Space Station Modules such as (Habitation Modules) while on orbit. Normally my Payload Launch Vehicles (rockets) stopped about 100 meters away from the target in this case the Space Station Core. I need a method where I can maneuver the modules without having RCS permanently attached to the modules. I can’t attach Temporarily RCS via docking ports because design of the modules. The main reason what I don’t use Space Planes or Shuttles is because I can’t land them. Thank you for your help & ideas,
  8. I’m sorry if this has been asked before but I’m new to the mod & I couldn’t find the answer in the thread. Is there a trick or a special way to attach the MMU to the MMU Rack (both in the VAB & in Space)? Thanks,
  9. Avalon304, I'm just wondering where can I get the KSC++ mod because I can't seem to find it either on here, Spacedock., or Curse. Thanks for the Tutorial
  10. I’m just wondering if anyone knows what is the Largest Liquid Fueled Rocket Engine as far as the terms of Thrust &/or TWR out there for KSP 1.1.3, outside of the default Engines (Mammoth, Rhino, & Mainsail)?
  11. I love the idea of using Cargo Bays to deliver items into space however one of the things I haven’t master in KSP is how to landing a plane on the runway. Therefore I come up with the idea of using the MK 3 Cargo Bays on a usable Launch Vehicle, but I’m having problem with the Rocket cartwheel Engines over Nose. I understand that the rocket is nose heavy with the Cargo Bay near the top & the Fuel Tanks close to the bottom. Here is my General Design Idea (Starting from the Top down) (Just using RealChutes, MechJeb & Stock Items) A Cone double chute, stack chute (from RealChutes), Rockomax Brand Adapter with 8 radial chutes (from RealChutes), Z-4K Rechargeable Battery Bank, Mk3 to 2.5m Adapter, MechJeb, RC-L01 Remote Guidance Unit, Mk3 Monopropellant Tank with (4) RV-105 RCS Thruster Blocks 1 per side, Mk3 Cargo Bay CRG-25, Mk3 Cargo Bay CRG-50, Mk3 Monopropellant Tank with (4) RV-105 RCS Thruster Blocks 1 per side, Mk3 to 3.75m Adapter, Heat Shield (3.75m), TR-38-D Decoupler, Kerbodyne S3-7200 Tank, Kerbodyne KR-2L+ "Rhino" Liquid Fuel Engine, TR-38-D Decoupler, Kerbodyne S3-14400 Tank, S3 KS-25x4 "Mammoth" Liquid Fuel Engine. This setup doesn’t have enough Delta-Vees to get to orbit. I’m looking for design ideas if this is possible, I can’t make a cargo bay rocket that doesn’t cartwheel out of control or get to orbit. Is this an impossible goal that I can’t reach within the KSP 1.1.3? Thanks,
  12. @BlaZe119 No it’s not reference to the movie “Armageddon”. It is in reference to a very cool series/stories (KSO based Missions) that Angel-125 done shortly after KSO was originally released. You can see the texture map that Angel-125 did for the “Freedom” here… http://forum.kerbalspaceprogram.com/index.php?/topic/132755-113-kso-kerbin-shuttle-orbiter-legacy-packs-development-updates/&do=findComment&comment=2532793
  13. Helldiver, Avalon, Nazari, & Angel-125 (& the rest of the Team of Modders) I just want to say thank you for Creating, Updating, & Playing KSO, it's in my Top 3 Must Have KSP Mods. While I never have been able to Fly either KSO & KSO Super 25, I still Love the Mods. I'm sadden to hear the up coming retirement of KSO & KSO Super 25 however I'm more excite about the upcoming launch of the KSOEX, than I was on Apirl 12, 1981 . Helldiver, if you need names for KSOEX, may I suggest the Name(s) "Freedom or Freedom II" .
  14. I just would like to confirm that the “flotation collar” that is shown on Page 61 is NOT release yet. Sumghai: If I may add that I will not play KSP without the Service Module System Mod installed.
  15. Is there a patch/fix for this? Because I also have the same problem.
  16. My questions are… On Spacecraft I’m just wondering if the “safe” landing speed is still below 5 Meter Per Second. I really don’t want to kill Jeb, Bob & Bill on a crash landing because they’re coming in too fast. Is there a Landing Rockets mod similar to how the Russian use to land their spacecraft? That fire just right before landing. Does KSP have a Variable-Sweep Wing mod, like the famous F-14 Tomcat’s wings? Thanks,
  17. Angel-125, I for one would like to thank you for the time that you put into all of your mods. I know how a Mod Community Users can Demanding however I also have a fair idea of the amount of work a mod takes.. do 5 is simple Amazing!
  18. I have 2 questions about the Buffalo… How to you go from the (Hitch/Ladder) to Rear Deck? Every time Jeb climbs up to the end of the ladder he falls off. I’m not sure if I should keep climbing or jump or just walk forward. (I know just user error is 99% of the Problem) What does the release button for on the buckboard/Storage Pods? Thanks,
  19. Angel-125, When I see one of your posting(s)/name, I think of the Freedom & her missions with a smile
  20. First of all I would like to say, I understand that the Center of Gravity (CoG) changes as the Launch Vehicle’s fuel level decreases. I have tried to launched a few Satellites when the first stage drops off & the second stage ignites the Launch Vehicle begin to cartwheel, I know it’s because that my Launch Vehicle is “top heavy” & that throws off the CoG. What I don’t understand is how to fix the problem could you please explain it in plain English. Thanks,
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