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Joe Pinball

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    Rocketry Enthusiast
  1. Instead of trying to re-create KSP on a mobile app (probably impossible)... someone could make a plug-in so that you had a "KSP Mission control lite" on a mobile/tablet. THis might pass over useful parameters & info and allow you (limited) control of a craft, ability to switch craft etc... maybe using a wireframe 3D representation of it? I'm sure that would not be beyond the current crop of smartphones, and means you could keep an eye on your sat mapping project while at school/work/other! Joe
  2. seeing the pic would be appreciated first! (it just looks like a broken pic link to me) Joeeeee
  3. I also had a stab at this: My first effort focussed on getting a Kerb to jump onto one of the big engines, that got me to around 4.5km going straight up. I then decided to add some linear accelerator-style boosters by sticking some upside-down radial boosters onto tanks that were attached to the sides of the main tank, kind of like a rifle bore.... STILL got only 4.5km. someone suggested my Kerbonaut may well have been going too fast to even notice the booster effect, so this time I made it three rows of radial boosters, and increased the gap between them and the starting 'pusher' engine and even with THIS Kerbal Linear accelerator, they STILL peak at 4,538m altitude! I suspect the only way to get higher would be with cfg edits on custom engines to get lolstupid amounts of thrust. Joeeee
  4. [EDIT] -FIXED! I thought you needed BOTH parts on the "mother ship" - turns out that makes it fail. perhaps worth mentioning in the release notes? I take it, I must have the fueltransfer RCS tank on the "recipient" ship? [/EDIT] I have just started to give this mod a try (used version 0.2.0), and for some reason it's not working for me. I have 2 craft close by the pad, one has a 1-Kerb pod+RCS+2 tanks & small engine. The Fuel Transfer one has the Fuel Transfer pod, the modded fuel transfer RCS tank, another RCS tank & 2 fueltanks. As you can see, all I get is the basic UI, which doesn't seem to want to be repositioned unlike MechJeb/other UI elements. Clicking the "System Power" button makes it briefly brighten up. apart from that nothing else seems to happen! I put the FuelTransferMod.dll in the plugins folder and both parts in the parts folder. Anything I am doing stupendously wrong? does this conflict with other plugins in some way? (I run MechJeb Cart, Escapeod, EscapeTower, explosive, hstwLaser, NavLights and PKSMultiJointObject currently) Joe
  5. go into that folder, and everything in the /meshes folder and then restart KSP Joe
  6. At the moment, unless every defective link is hand-edited by a forum mod, this will persist for a while. However it's very easy to find all the most used mods in one of 2 sections of the forums: Either here: Plugin-Powered-Addon-Releases or here: Addon-Releases-and-Projects-Showcase Click through the index pages and I will bet even money you will find what you are looking for within a short time. If a plugin is 'active' and has recent posts on it, it will of course appear right at the top of the list, so making it easy to spot the main "high-traffic" plugins like PowerSats, DYJ robotics, MechJeb and the like. hope this helps! Joe
  7. Sorry for necro'ing this thread but a few folks have expressed interest in this escape decoupler and the original downloads (as forum attachments) don't work any more (corrupted file I think). Even though this hasn't been updated in a while, it still works perfectly. I happen to have a clean and still working version of this (the latest one) so have bunged it up on sendspace: [EDIT] ooops! I need to check & get the author's permission before hosting this! pls be patient folks! hope this helps! Joe
  8. If you use MechJeb, when on a flight, simply open the main mechJeb window and select "Vessel Stats" You will get a nice info pane with vessel mass, TWR, etc: however, this is only for a "live" (currently flying) craft. There used to be an "Engineer plugin" which would do a similar thing but while in the VAB, so you could check how your craft was going on. I don't know if this is still up to-date however. hope this helps! Joe
  9. "find" yousrelf a copy of Hiren's BootCD Boot said CD, select the Mini Windows XP run partition find & mount thats on the Live XP you've just booted copy off all you can grab (try RoadKil's Unstoppable Copier, bung it on a pendrive) Joe
  10. I think they fall on land, but around there it's deserted for hundreds of miles in all directions... which is why they located the launch facility there in the first place hehe Joe
  11. If the hatch is obstructed, try rotating the crewtank beofre placing in the VAB with the D/A keys. Each press of D or A will rotate the tank in 90 degree amounts. Holding down SHIFT and pressing D/A key will rotate it in small 10 degree increments. That way you should be able to place the crewtank so that it's hatch is unobstructed by other parts of your craft. Joe
  12. Before you save your craft in the VAB: use your mouse to select the text "Untitled Spacecraft" at the top, then press Delete to remove it. Now type in a suitable name for your craft (for example: "Explorer 1") and THEN press save. This will save endless trips to your SHIPS/VAB folder to rename stuff! hope this helps! Joe
  13. As fas as I am aware: The purple one without a cross through the centre always points towards the 2nd KSC on Kerbin: (would that make it a pro-centre marker?) The purple one with cross/dot through the centre always points away from the 2nd Kerbin KSC feel free to correct, but as far as I am aware these are what the markers do! Joe
  14. Yes, I'm up for this! Lack of bonuses! I can't do it completely stock as there's no stock MechJeb or wobbly hinge, 'rope' part, Rover or drogue chute. I don't really make many spaceplanes so I can;t ferry him back to KSC. I would need a controllable part to re-enter orbit, and for that we need docked multiple craft in .18 (I hope) I started with a 333km circular orbit, and did a full de-orbit burn, then shedding the last stage, leaving the lander "package" to descend. This then deploys a drogue chute to stabilise & slow down the lander assembly. Then it drops it's "heat-shield" and jettisons the drogue chute to fire up the SkyCrane descent motors to (hopefully) bring it to a near-stop above the surface, with the rover paid-out already on the tether, ready for a clean smooth drop. Well that was the plan anyhow... I had already made similar SkyCrane combos for a previous challenge (see http://kerbalspaceprogram.com/forum/showthread.php/16399-Make-a-%2Astable%2A-skycrane-challenge-%2Ahinge-rope-in-thread%2A) However that rocket just made a high ballistic arc to simulate the final part of a re-entry profile, so I had to add some asparagus staging to the first stage, then some SRBS, then a few MORE SRBS, and finally some extra drop-tanks with turbojets for extra cheap lift as well.. Anyway, it grew & grew (as my designs often do!) until this huge rocket was on the pad. Testing quickly revealed the stock 'chute I had used wouldn't even open let alone deploy at the altitudes & speeds I needed it to. I quickly made a copy of the stock 'chute' and edited it a bit, to reduce the pressure at which it opened and made fully opened drag 50 (instead of the stock 500) so turning it into a more realistic drogue chute. A few more tests & struts later and I present to you, SkyCrane VI! http://imgur.com/a/9fJec#0 As you can see from the album I managed to "land" it in a high mountainous area to the west of KSP, although I cocked up the final descent part and ended up with a stuck cart! I'm sure a repeat mission or 3 will yield a good result though hehe. Joe
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