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Up The Ying Yang

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Posts posted by Up The Ying Yang

  1. 1 hour ago, mbartelsm said:

    Gravity turn continued has an option for auto deploying fairings depending on air pressure

    Yes thanks. This is more what I'm looking for. KOS is good but WAY over my head and complicated. I am not any good at coding at all. :D

    21 minutes ago, HvP said:

    @Up The Ying Yang You might find the Smart Parts mod to be a simple and straightforward way of doing this.

    It has little controller parts that you attach to your ship that will automatically activate stages, action groups, or even have nearby ships match your heading when the preset conditions are met. For your fairings you can set the conditions to stage an action group when the air pressure or altitude reaches a certain limit ascending, descending or both. Plus a lot more nifty uses.

    Oh yea Smart Parts! I forgot about that one. Must check it out!

  2. 2 hours ago, Sharpy said:

    I don't think there's a straightforward mod to do this, but should be pretty easy in kOS.

     

     

    Thanks. I downloaded and installed. Following the tutorial I found and added the control part and sent it out to the pad. I then right clicked the part as the tutorial said but the popup didn't give me an option to open the screen. I don't know if this is a problem with me using 1.2.0 or a mod miss match. 

     

    Edit: OK Fixed it. I needed to download the new pre-release update. Works fine now!!

  3. 56 minutes ago, FullMetalMachinist said:

    What you're missing is that the actual craft structure in the game is a "tree" where each part (except the first one, or "root") can have only one parent part, and as many children parts as you want. See this for more info. 

    So in your example, the center is the root, and each arm is a child of that root. Then when you start building out the circle, the arms are the parent for the radial sections. The problem is when you try to get two radial sections to connect. If you have section A on the station and are trying to place section B, section B will only attach to one place, either the arm from the center or to section A, but not both because that would give to two parent parts, and that's not allowed. 

    The reason it looks right in the VAB is because there are no physics forces acting on it in there, but as soon as physics start it deforms. 

    One solution is to stitch it together with strut connectors (struts, fuel lines, and docking ports are special exceptions to the "no two parents" rule). Another thing is at the spot where you're trying to "close the circle" you can put a docking port on each loose end. They won't actually be docked in the VAB but when physics starts they should dock right away. 

    If you have any other questions or problems with what you're trying to do, a screenshot or two goes a long way toward getting specific and reliable help. 

    OK, I see what you mean. That helped tremendously. Thanks!

  4. HI. I am trying to assemble an orbital fuel station. I'm using a spoke and wheel style. One six point hub with six arms. I have hub adapters on each arm with a long structure linking the arms.

    The problem I have run into is I've assembled the parts in the VAB and they all fit perfectly. But in orbit there is a huge gap between one hub cap and the connecting structure.

    Am I missing something obvious? Why would there be such an obvious gap when in the VAB they all fit?

    EDIT: Oh yes I'm using KSP 1.0.5 on a windows pc

  5. I wanted this flag almost from the first time I played the game. It's from the 1960's Movie "Journey To The Far Side Of The Sun (North American Title), "Doppelganger" (Original Brit Title). Playing the game reminds me so much of the ending of the film. If you get a chance to see it do so it's a laugh!

    exzAKZgrp

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