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KSP2 Release Notes
Posts posted by Agost
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Do I have to replace the ATM config file for B9 in the BoulderCo folder to use B9 official configuration? Or deleting the "stock" B9 ATM config is enough?
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There's more than one of everything.
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You make a tanker truck with a claw attachment. Drive to plane, claw, refuel. Drive back to runway and recover for 100% minus fuel transferred to plane. You can also use the truck to spawn the kerbals for the plane, just add a probe core to drive back.
Didn't know that the refund was 100% on the runway, I thought it was less. Is this the same for TAC-LS and/or similar resources? ( the ones for station science for example )
An electric powered car. You expend no fuel, and recover it once the Kerbals have departed. Full refund.Wasn't thinking about that... yeah, I'm quite new to KSP
Ladders.You can do airport buses if you want, but the simplest way is to just spawn a few Hitchhiker pods onto the runway, exit the Kerbals and recover the pods.
And, as mentioned by others: land on the runway, taxi to your parking spot.
I didn't mean ladders... I asked it because I forgot that the runway is actually connected with the KSC without any step, unlike the one between the runway and the ground
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You build them a car.
And then you leave it there? This looks doable only with KSP Interstellar, since you can refine fuel. Without it you only would spend more funds imho...
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Go EVA, recover Kerbal. Don't park too close to the runway.
So you actually take off and land on the ground instead of on the runway? How do you get kerbals back inside when you need to use that vessel?
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Now that I've started using Kerbal Construction Time, I have reason to park and refuel planes instead of scrapping and rebuilding them. So I made a Klaw-based refuelling truck; just drive up to the plane, hook on and pump away. Ditto for refilling the truck from a tank.
Wait, how do you manage to "park" planes without leaving kerbals inside?
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So, you're just describing an Apollo style mission, aren't you?
Youtube is full of video about this... but it isn't very fun copying other people's design IMHO
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I've found another big issue! Yay!
Yesterday I was building an SSTO and I discovered that Pwings just don't get saved and make the plane a bunch of useless parts, even the cockpit loses its root part properties. Moreover, if I try to load any vessel with Pwings on the runway I only get a static KSC view or random void...
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I'm trying to make a spaceplane with PWings... but B9 legs keep getting crazy when attached to these wings. They start to wobble after a while, then they make me lose control of the craft and it obviously crashes.
I'm also thinking that they don't give the same amount of lift as normal wings, my plane can't even take off at 130 m/s ( and my FAR derivatives are all green or white ) despite having lots of wing area
How can I solve these problems?
...no one?
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Example: http://forum.kerbalspaceprogram.com/threads/57869-RAM-usage-my-mods-experiment-results
I hope you're already using ATM with aggessive enough settings
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The persistent.sfs (and also quicksave.sfs files) are merely text files that can be edited in any appropriate editor. I use Notepad++ myself.
You will have to find that particular vessel in the file, then find one or more parts capable of storing EC and changing the values to something nonzero. It's late, I'm tired, and I'm not looking up specific variable names, etc tonight. If you are still having issues, I might post more details tomorrow...after sleep...
Done
Thank you all
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I'm trying to make a spaceplane with PWings... but B9 legs keep getting crazy when attached to these wings. They start to wobble after a while, then they make me lose control of the craft and it obviously crashes.
I'm also thinking that they don't give the same amount of lift as normal wings, my plane can't even take off at 130 m/s ( and my FAR derivatives are all green or white ) despite having lots of wing area
How can I solve these problems?
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If it's a probe and you're out of electric charge, you have no control, so you can't extend the panels because you can't make the ship do anything. There's a way to get around this- a Kerbal on EVA should be able to right-click the closed panels (so long as they're close enough to them) and manually pull the panels open. Then once you get a little power into the probe you'll have control again.
I don't have enough time to bring other kerbals there... can I edit the electric charge from persistent.sfs? How? Just to get enough EC to open the panels...
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Yeah - I've tweakscaled lots of Solar panels - never had an issue...
I was asking b/c the flat static panels can't retract and stop generating heat...
Still dead... I can't extend the panels and I'm out of electric charge.
Can we save this little craft which still has 10km/s dV left?
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Which solar panels are you using?
Two OX-4W 2x3 ... But I think I've tweakscaled them to 140% size. Could this be an issue? This shouldn't change waste heat behaviour imho
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they shut down (solar panel auto-retracts, for example) or explode.
They're already shut down, they have someting like 535/549 waste heat and it's not going down, even if I've attached 3 small radiators ( now the total waste heat capability is almost completely empty )
Are they irreparably damaged? Maybe it's just a bug?
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So... I'm testing some mods on sandbox mode and I forgot to put radiators on my first scansat probe, so I managed to get my first ever rendezvous (without docking ) on a high polar orbit around the Mun to attach some rads via KAS.
The total waste heat capability has increased, but solar panels still have lots of it... do parts get irreparably damaged once they hit waste heat limits?
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@PART[partnamehere]:NEEDS[KAS]
{
MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.00, -0.21)
evaPartDir = (0,0,-1)
dropAtGroundPos = false
dropPartPos = (0.0, -0.1, -0.65)
dropPartRot = (0.0, 90.0, 0.0)
addPartMass = true
storable = true
storedSize = 8
attachOnPart = True
attachOnEva = False
attachOnStatic = False
attachSendMsgOnly = False
}
}Play with the numbers as you see fit.
It's a ModuleManager patch. Create a new .cfg anywhere under GameData, with any name that helps you remember what it does, or add it to any file you already use for local ModuleManager patches.Thank you!
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@PART[partnamehere]:NEEDS[KAS]
{
MODULE
{
name = KASModuleGrab
evaPartPos = (0.0, 0.00, -0.21)
evaPartDir = (0,0,-1)
dropAtGroundPos = false
dropPartPos = (0.0, -0.1, -0.65)
dropPartRot = (0.0, 90.0, 0.0)
addPartMass = true
storable = true
storedSize = 8
attachOnPart = True
attachOnEva = False
attachOnStatic = False
attachSendMsgOnly = False
}
}Play with the numbers as you see fit.
Thank you, but... in which .cfg file shall I put this code?
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Sorry guys, can I add other parts available in the containers? Radiators from Interstellar mod, for example.
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Sorry, but what are those air intakes for? They're not very heavy, but you're still adding dry mass to your rocket... and strain to those legs
Moreover, I'd try with different motors. 8x Skippers have a total mass of 24, kinda heavy. With single S3 KS-25x4 Engine Cluster OR Kerbodyne KR-2L Advanced Engine you would have, respectively, 61.5% thrust and 40% dry mass OR 48% thrust and 27% dry mass, while still having plenty of thrust. If you're launching a big craft and you need more TWR, the good old MOAR BOOSTERS rule is fine.
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Question: how can I assign both trigger to yaw control? RT= yaw right, LT= yaw left ?
Alternatively, can I assign triggers to roll control?
KSP1 Computer Building/Buying Megathread
in KSP1 Discussion
Posted
What's the exact model of the processor?