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Vist

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Everything posted by Vist

  1. Hi everybody. Is there a standard .zip file distribution of KSP x64 Total Unfixer? :"> am having problems with 7zip file thingies =P Thanks in advance. =)
  2. Thanks for your inputs guys =) been trying out several general solar panel layouts on different space station configurations. I guess getting most of the panels to store enough EC which will be used by the station in full operation during the night time is the main goal :"> which boils down to the different parts the station has (parts from station science and the like). Just thought of using infernal robotics to continually rotate a section of the station that has solar panels on them (like an electric fan =P ). Thanks again. =) - - - Updated - - - Hi davidpsummers, Yeah, found most of the images/videos I've seen made by KSPers have place their stations like that. Maybe using radially mounted solar panels from.... Near Future (I forgot which mod had it ="> ) and place them on the station away from docking ports. At least these won't be sticking out, but then again, a bunch of these may increase total parts count. ="> Regards and thanks. =)
  3. Hi everybody =) Just wondering at what angle or inclination a space station should be in order to have efficient EC generating solar panels in the following layout/configuration: A) Thanks in advance
  4. Hmmm...space plane... am allergic to those :"> This gave me an idea will attach heavy landing legs on an appropriate B9 winglet on both sides with the same 1 lick rotated position. > Am thinking of having lifting capabilities on major drag points and fairings above it to further reduce drag. Haven't had much luck on the design I mentioned above being cost effective :"> Got carried away playing too much on sandbox mode. D
  5. Interesting tips and ships/landers guys =) will come up with my own design... right after I get the tech node for the MKS/OKS refinery. Sorely need it for refining on Mun to generate funds. :"> Am thinking of having lifting capabilities on major drag points and fairings above it to further reduce drag. Tried assembling a multi-part lander/ship in sandbox mode and had a difficult time aligning them during docking phases because I wanted the RCSs to be aligned as well.
  6. Hi guys, thanks for pointing out increase in drag and the example vessel. should have known :"> Guess the next best thing for wide ships is to divide them and assemble in orbit. Thanks again.
  7. Hi everybody, I've recently designed and landed a big mining ship (using 50% B9 parts) on a slightly inclined terrain on Mun with x2 re-scaled landing legs. For the first few minutes, the ship swayed a bit before being stable. Made sure that it didn't wobble when all the drills were active and switched scenes to and from the ship a few times. :"> I used my ever faithful Mun rover to scout the terrain in the... East Crater It's there in the first place because most of the resources are present. :"> Now I thought that if the ship was wider, it wouldn't wobble even on a inclined surface (not too inclined). What's the disadvantage of designing wide spaceships? Regards and thanks for your comments/feedback.
  8. Hi everybody Just bumping what Igor Souza reported on the looping analyzing experiments in the spectrometron. :"> Regards and thanks in advance.
  9. Hi everybody just a quick question :"> will the particle or dust collectors still continue to collect even if am focused on another ship or doing stuff back at KSC? Thanks in advance.
  10. I take that back it's harder than I thought :"> I think am going to do the transfers using a series of Colony Logistics Hubs of MKS/OKS :"> it'll take awhile but at least it's a sure thing to sell mined materials without the need to actually land.
  11. hi potetr, thanks for the link will surely try them out. Have selectively installed LLL's manned and unmanned pods to my game will still looking for more options.
  12. hi hab136, Ohhhh... forgot it only works for Kerbin :"> I've been testing for the past couple of days of a "dropship freighter" concept that I initially assumed to make it work with RMM + EPL on Mun or Minmus Guess the latter part is not possible at the moment :"> My idea was to use RMM on the dropship freighter build by an orbiting EPL spacedock, manually pilot it until it lands on Kerbin and earning funds. Found out that a fully loaded 2.5 kontainer is too heavy for a single skipper or mainsail engine for reentry (even with a lot of parachutes). Then I kinda tweaked Stage Recovery's minimum reentry speed from 12 to 16 :"> which didn't work under 70km altitude but does fine with a 80km altitude. My 2 tests at that height, going.... retrograde or prograde (I forgot which is which :"> ) with a burn that would make the lowest altitude of my decent be between 5k - 10km while still above 70km while I can still switch focus to another ship. I get the notice of a successful stage recovery having a refund of 70%-80% that included the cargo. Am gonna try out the same approach starting with a Mun orbit and doing the burn for Kerbin with the same ending altitude. Hopefully it will still work :"> Regards and thanks for your insight
  13. Hi everybody Just wanted to ask around if ExtraPlanetary Launchpads and Routine Mission Manager can work together? For example, if I have a spacedock orbiting the Mun which is regularly supplied with the required materials along with metals (which I'll sell back on Kerbin), will Routine Mission Manager register the flight from the spacedock with it's cargo of metal after landing successfully on Kerbin? Thanks in advance for your replies and comments.
  14. Hi danfarnsy, ah thanks for the info. Sure appreciate the work you've been doing on B9 guys
  15. Hi everybody First off, I've been having fun using B9 in my game grats to you guys for your continuing work on upgrading/maintaining the mod. Was just wondering if there will be more command and unmanned control parts in the future? Thanks again in advance!
  16. Hi everybody Firstly, my apologies for my MM coding newb question :"> just started reading about MM's syntax awhile ago Wanted to adjust the cost of all parts of a certain mod since they're not yet balanced, am I on the right track if my custom cfg file has this? [COLOR=#333333]@PART[B9_*][/COLOR] [COLOR=#333333]{[/COLOR] [COLOR=#333333]@cost = cost/100[/COLOR] [COLOR=#333333]}[/COLOR] Can't test it out yet since am still at work Regards and thanks in advance.
  17. Hi PringleMan, Ah, got it So it maybe as simple as @PART[b9_*] { @cost = cost/100 } If I wanted to divide the cost of all B9 parts by 100? :"> I should probably go to the appropriate forum section for this Thanks!
  18. Hi everybody Am currently using HullCam VDS with the Docking Target mod :"> and took the liberty of applying it to other docking ports which includes the inline version. Would like to ask if cameraPosition in the part cfg file controls the placement of the camera? Thanks in advance.
  19. Hi sashan, ahhh.. there's a patch to balance it :"> may I ask where can I find it? Building a 2-staged mostly B9 parts rocket is going to kill my funding. Thanks in advance.
  20. Hi everybody Have been spending a lot of time designing ships with majority B9 aerospace parts in sandbox mode :"> and now continued playing my career mode game. I just realized that the B9 parts are expensive :"> How do you finance your awesome creations in career mode?
  21. Hi tg626 your mod made docking more precise and even all my cross placed RCS thrusters are nearly in perfect alignment. I took the liberty of adding the other docking ports in my copy of the config file, hope you don't mind. :"> Would just like to ask about the module variables, cameraForward, cameraUp and cameraPosition. What are they for? :"> Hope to do some tweaking for inline docking ports as well Thanks in advance.
  22. Think the ICBM Launch Silo mod is the best approach for adding "underground" installations
  23. Was testing some designs for stability in LKO with between two ships using docking port sr's. legend: rectangular boxes - docking port sr. I docked using the upper pair of ports then decided to re-dock with the lower pair ports. Somehow, both pairs became docked to my surprise. Tried to recreate it but couldn't do it again after a few tries, it was getting really late and I had work the following day. :"> Has anyone experienced this? Hoping this is possible and not just some fluke my noob self did
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