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tutike2000

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Everything posted by tutike2000

  1. This is what people mean when they say that the stock SAS is crappy. SAS has wobble even with a trivial construction that is impossible to be 'badly designed' (3 parts: pod + tank + engine), SmartA.S.S. does not.
  2. Isn't the whole point of the suicide burn that it uses the Oberth efect most efficiently? Ie: burn as low in the grav well as possible. I agree that skipping points 3 and 4 is the best way to go, however I don't understand why you can't just use the method I described. If you have the smallest possible horizontal and vertical velocity (relative to the Mun) when you enter the Mun's SOI, isn't that the most efficient way to land? If you're on the edge of the SOI, the best speed that you'd want to have is zero, so that you'll only have to cancel out the kinetic energy you get from falling to h = 0m
  3. This is why I finally gave up and started to use MechJeb. I hate SAS overcompensating every damn time. SmartA.S.S. tends to do it better, but if you go past 300-ish parts even mechjeb can't stop the wobble.
  4. Why not auto-retract? Also, as far as I know you can manually extend them by right clicking.
  5. Correct me if I'm wrong, but I think that because of the way the sprehers of influence work, the most efficient way to do things may be very different in Kerbal than in real life. To land on the Mun: - Start from lowest circular LKO - Burn prograde at the right time so that your Kerbin Ap barely touches the Mun's SOI. - Once inside the Mun's SOI, reduce your horizontal speed to zero (your vertical speed should be close to 0 m/s once inside Mun's SOI) - Suicide burn to the surface
  6. Hi there, Mods installed: AmbientLightAdjustment Chatterer CrowdSourcedScience CustomAsteroids DDSLoader DistantObject Dynamic Controls KerbalEngineer KittopiaSpace Kopernicus MagicSmokeIndustries Nereid OPM PlanetShine StockBugFixModules TextureReplacer WaypointManager WiderContractsApp I just had this happen to me: - Launched rocket with 3 solid boosters - First two boosters detached and got destroyed as they went outside physics range - Last booster detached from capsule while still under 70km - Booster remained within a few hundred meters of main ship as it transitioned into space - Logs show both main ship and debris being Unpacked as I reach 70km - Once I fall back below 70km, only the main vessel gets Unpacked, even though the debris is only about 550m away - Debris gets destroyed at 1.0 atm pressure (Pretty sure it would have survived if I had switched to it) Screenshot:
  7. I think he wants a big plane that will drop a smaller plane from its cargo bay mid-flight. And the small plane should have a deployed parachute when it gets dropped.
  8. https://dl.dropboxusercontent.com/u/15458284/Kerbal/KSP%20-%20with%20CSS.log could this be something? [EXC 17:14:54.690] ArgumentException: An element with the same key already exists in the dictionary. System.Collections.Generic.Dictionary`2[System.String,ScienceExperiment].Add (System.String key, .ScienceExperiment value) ResearchAndDevelopment.loadExperiments () ResearchAndDevelopment.GetExperiment (System.String experimentID) ModuleScienceExperiment.OnStart (StartState state) Part.ModulesOnStart () Part+.MoveNext () And here's the same steps done without CSS installed. The exception seems to be the only thing that's different (except for the explosions). https://dl.dropboxusercontent.com/u/...hout%20CSS.log
  9. This is going to sound weird but having this mod installed summons the Kraken for me. I can't possibly imagine why, though. Here's my save: https://dl.dropboxusercontent.com/u/15458284/Kerbal/MoMoneyLessProbs.zip - I have a station in orbit around Kerbal, with no mods installed I can switch to it without it exploding. If I install CSS (no other mods needed to reproduce this), when I switch to the space station it explodes into a million bits once physics loads.
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