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diggzakk

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Everything posted by diggzakk

  1. since when this is known? is there a way to bypass the reputation lost? i wouldnt use this for "cheat" money, but sometimes it is necessary to clear the launchpad if the setup is not perfect or parameter have changed, like a new object in the contracts , and there was a "switch to craft" between and the reset is no more possible by default i think it would help to cancel the negotation strategy, but this would also influence MY strategy
  2. dont know where to put it or it is allready known, but i dont think so situation located in career mode, i have agressive negotations as a strategy, which reduce the launch costs by x value. probably everyone know this feature and it is very nice to have if i setup a whole new rocket design and put it to launchpad it costs me x kerbinmoney reduced by the strategy, and if i leave the launchpad and recover the vessel i get more money back example, setup will cost 100k reduced by 25% it will cost only 75k to put it on launchpad, from there recover gives me back 100k, so this is definitly a crafting money by nothing, i tried it 3 times now to be sure it is true, i hope this doesnt effect my savegame i think this a major urgent situation, it could destroy the experience edit: and also it reduces the reputation massively
  3. Question 3: If you put a single strut on one side of the boosters when you decouple there is a possibility that it will induce a rotation in the booster causing rapid unplanned disassembly. It is best to keep struts on boosters symmetrical, or centered. Also, more struts means more strength.
  4. thx guys. but in the meantime i figured out the launch problem is related to the remotetech mod, which needs an additional part for unmanned craft to "connect" the probe to the KSC to have control about it, later for sure it is possible to drop this part with the initial stage because it has 500km max range, by this time you need to have at least one comunication part active which is provided with stable electricity support and also an working satelite network already established to leave planet Kerbin far away above 500km (only for unmanned) @all, espacially to Sirine >> this mod is very nice, like most of the mods which dont change the physics behavior or manipulate the basic gameplay at all @tweety, i am very noob with mechjeb, i play classic career science mode, so i havent all mechjeb features yet, and not much knowledge about that tool anyway, i hope a friend can answer my questions about it in my mother tongue but seriously, for now i liked to know what is this TWR, what stands it for and how it influence my vessel.. one more thing which i dont understand is, if i would put those nose from the aerial section on top of my LFO boosters, it decrease my Atmo delta V in this mechjeb deltastats window, but should it not increase this?? and the second question shouldnt have any relations to the initial issue i guess too and about the struts, okay this is exactly what i thought, one is enough, i mean in the tut vids they build always two on each side of one LFO to connect it to the main engine for example, surely symmetrie psychos hehe but i give it a try to connect only one on top (it will probably save x<1% of mass hehe), but definately it is better to make a strut between 2 LFO booster in my experience, but this is a question of design the whole rocket anyway
  5. 1st question situation: i build a new craft to get to Duna, probe on top, payload science lab, launcher there is no error message going to launchpad, and there i cant activate SAS or even throttle up and hit space nothing happens next try same setup + stabilty enhancer for liftoff, these external look like a crane no error message, i can activate SAS and throttle up, hit space the stab enhancer firing and it looks like the engines firing too for a half of a second, to turn off and throttle is shutdown, nothing happens i'd like to add the craft as a subassemblie data but where? is it possible at all? oookay, lets watch tutorials how to use remotetech but still there are two more questions and still i leave everything like it is, maybe i get some hinds about my crap design setup?? hehe 2nd question, now during startup the game, while launching der is written "modulemanager" 51 patches applied, 8 hidden.. first time i see that.. what does that mean? i mean any actions required? is this mod related? i use mechjeb, biome, remotetech, a lot of science mods, scansat, astronomer visuals 3rd question, i use the very well working struts to stableize a vessel, question: is there a need to put two or more struts instead of only one between mainengine and booster for example? just for prevent against wobbling? thx for help
  6. Notes: *Right-clicking to select modules still works correctly, however you cannot right click to set maneuvers in the orbital map. i take this as an reference set an maneuver node works with me with LMB on the client, i am not really sure anymore that there was an issue from the beginning on.. (set maneuver didnt work), because i also was thinking i expierenced the same issue, but after i launch a new craft from the client it works for the launched craft (with LMB) and after a restart it works also for other else craft(s) which has an node already or either not and by now, i am not sure it was the RMB or LMB to set node on my host dont know the real circumstances what i did and how it effect my host nor client but the camera issue still persist the initial however you cannot right click to set maneuvers in the orbital map issue, i had it sometime which can be solved with quicksave and quickload, the issue influenced also the use of modules like science temp2hot/goo/lab
  7. i had to test S1 SRB-KD25K Booster on a escape trajectory, it takes me the whole night, but finally i make it
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