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ratchet freak

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Everything posted by ratchet freak

  1. you can change the staging in the VAB as well on the right side, hit reset and see how it ends up
  2. do a normal burn on the kerbol ass/desc node to make sure you enter the grav assist body on a ecliptical, an assis burn on the peri during the grav assist can fine tune it further
  3. and any mod posted on this forum HAS to have source available so if the dev disappears then others can take up support (as happened to the kerbal paint IIRC)
  4. check out the fuel flow rules thread the last post has a setups where the intakes were placed before the last row of engines and the resource tab still has 0.64 left and yet half the engines were flamed out
  5. one thing I feel compelled to add is that you don't need stationary orbits for communication; any orbit will do as long as you can see at least 1 in the sky at all times
  6. they may not have been added to the tech tree in the part config
  7. the air intake in the resource tab is what is left after going over all engines and intakes in order of placement (in the SPH) while removing and adding intake air as needed, if it reads 0 and you are still running then an engine is placed last and is semi starved, however it can read 0.5 and you can still flame-out if you placed all your engines first best placement for engine intake order is interleaved (engine-intake-intake-engine-intake-intake) so they get starved of intake air at the same time
  8. except it's more tedious than fun, there are 17 bodies you need to put a rock around,
  9. "under development" can just mean "half-assed writer wrote a script and is trying to get funding from producers" and none of the funders are insane enough to sink money into it and have it become the next mario movie
  10. idea for a challenge; the mentoring program: give each body in the system a new moon
  11. no because the thrust will be going through the COM but grav force will not be parallel to it which will turn the rocket (you know like a gravity assisted turn aka a gravity turn)
  12. 2 more hints: use flaps to allow for a slower flying speed add another marker further to the west (in the mountains) that you can aim for before turning to the runways so it's easier to line up
  13. to those that suggest putting vernier at the top, you can also put them at the bottom to provide the kick sideways into the grav turn that a gimbaled engine would otherwise provide
  14. add the ambient light adjustment mod: http://forum.kerbalspaceprogram.com/threads/71536-0-24-2-Ambient-Light-Adjustment-1-2-0-Who-needs-lights-in-space-!? provides a sliding bar which lets you make the screen brighter
  15. would require a re-texture of each part with a way to set which parts get modified with those options (using alpha channel can do that) still a lot of work for the artists
  16. your "master part" is known better as the root part of the vehicle
  17. maybe they are modeled as a single engine rather than 4 individual engines?
  18. except the DMCA was filed before it was announced, though the drama started when the project leader tried to shut it down
  19. It does so by using invisible wheels set to 0 friction and has some tweakable settings
  20. are the surfaces properly set to yaw/pitch/roll only, the rudders should be only yaw and the rest roll/pitch
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