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eberkain

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Everything posted by eberkain

  1. I'm actually thinking about an elevator for crew, been playing around with different ideas so the don't have to jump out the door to get down and I don't have to jetpack everyone back up to the cab anymore. I think I will just let it clip in/out, there are limits to what you can do with the pieces available. Also, physics struggles Starships in action
  2. I agree, Alarm Clock is such a staple mod I'm kind of surprised its not been absorbed into stock yet.
  3. I'm using CKAN and 1.11 also and it works fine, what other mods do you have installed? can you upload the full logs somewhere?
  4. I will update the OP Sent my first real mission to the Mun using the ship. Orbital refueling. Successfully deployed an expedition rover to investigate some anomalies detected on the surface. Burning for home after breaking the fuel tank on the rover and cutting the mission short.
  5. I tried them all, nada. So I think it must be because of this patch I'm using. @PART[*]:FINAL { !INTERNAL{} } No internals must break the function somehow.
  6. To me it would make more sense for things on only appear in a single category. That is how all stock parts are.
  7. FYI, if yu add the new inventory part module to the KAS parts, dont try to link two things while in the new construction mode. Also, parking brake does not hold when you link something with kas. Making unloading my rover a real headache.
  8. when i press the EVA button nothing happens. How is it supposed to work? I suspect user error.
  9. right you are. I rebuilt the ship with the standard mk3 parts and added the KRE mod for better legs and thrusters. I figure this way I can still carry 2.5m parts and it takes less fuel overall. Basically everything the same just scaled down some. Took the smaller version to visit my space station. Deploying the other direction does make the craft super stable at high speeds. I could not however get flipped over with them deployed. So I need to be able to toggle the deploy direction as an action group to flip them when we are ready to flip the ship over for landing.
  10. Is it possible to get the stock action "Toggle Deploy Direction" for control surfaces added?
  11. I'm not sure All Tweak is a good idea. The base tweakscale does not let you resize robotics parts, and some others, probably for these types of reasons.
  12. Still tweaking and playing around. New nosecone from fairing which has a higher heat tolerance. I added two radiators behind the cab and ran them during reentry which was just enough to keep things from overheating. I think its just going to be safer to plan on doing a small reentry burn to get down to under 3km/s before hitting the atmosphere. Airbrakes seem not necessary. but it would be nice to have something, i have 1 more idea. Also tried several options for unloading cargo and finally decided on the gantry parts from the missing robotics mod and a winch from KAS, so 4 parts and I can unload cargo safely. I also scaled the legs a little bigger and went down to 4. EDIT: The 5m cargo bay can actually hold the largest tundra modules from MKS if I add another extension. Which also takes a 3rd gantry to extend far enough. Tested that on uneven ground on the mun and it is functional. Now I need some kind of truck that I can offload the modules onto which can them deliver them to the base site.... EDIT2: I tried out my alternate airbrake idea. Between those and the radiators I was able to do a direct return from Mun nose first, but had stability problems below 1500 m/s. The interesting thing tho was leaving the brakes on after the flip dropped the terminal velocity to about 120 m/s, so it takes much less fuel to land now.
  13. https://github.com/UmbraSpaceIndustries/MKS/wiki/WOLF-—-Industry-without-the-part-count
  14. no, ive been using the 1.10 version on 1.11 and the landing works great, ive used in probably 50+ times.
  15. I have been working on making a starship type vessel that I can use to do all different kinds of missions. My goals are to keep the part count as low as possible and only use stock parts if at all possible. The core stack is 9 parts. Nosecone, cockpit, cargo, fuel tank adapter, battery, reaction wheel, fuel tank, engine plate, structural tube. all the mk3 parts are scaled up to 5m. Then we have 2 solar panels for symmetry. 6 landing legs, 4 wasn't really strong enough. 4 airbrakes for reentry drag. 1 antenna, 1 extending docking port,2 drain valves for offset forces Then we have the business end. 3 Vector engines for landing on Kerbin, 3 Wolfhounds for vac thrust. 1 extending docking port for orbital fuel transfer and 1 tri adapter. And I haven't counted RCS. The monoprop blocks have a lower skin temp and tend to explode on me during reentry and its a massive vessel, so upscaled Vernor engines are really the only choice. To cover all the directions in a reasonably decent way takes 12 of them. With the docking adapter inside the cargo bay we are up to 46 parts. I have also made a robot arm for the cargo bay that can be used to deploy modules. I did manage to use it to build a space station. Going slow and locking joints/only using one joint at a time does ok. But it is still too wobbly to try and make manuvres, so I ended up having to autostrut the cargo to the ship to make it work, which tended to cause the robotics to wig the f out. The booster is just expendable with 4 parts and 19 vector engines scaled to 1m and gives the full stack about 5200 Dv off the launch pad. Starship Dry Mass 62.7 tons / Wet Mass 226 tons With 20 tons of cargo I get 3700 vac Delta V and a starting TWR of .42, which should take me pretty much anywhere on a 1 way trip, and i should even be able to do a mun landing and return after refueling in orbit. During reentry I generally purge all fuel but about 1k Dv worth and go nose first with the airbrakes out, at about 10km we slow to under mach 1 and then I close the airbrakes and use the thrusters to flip over to tail first and have a powered landing. This works for a LKO return, but returning from the mun melts the nosecone and airbrakes, so i got to figure out something different. So now we have a new problem, lets say we find a place to land on the mun and we carry a cargo module. How the hell do we get it unloaded? Do you have any suggestions for how to reduce the part count? What could I do to survive a high velocity reentry since there are no belly heat shields in stock... or any mod that im aware of. DOWNLOAD The current revision uses these mods, the starship is now 42 total parts. Kerbal Attachment System Kerbal Reusability Expansion Missing Robotics Tweakscale Mk1 is 3.5m Mk2 is 5m
  16. I hope the add headers to the PAW inventory blocks so you can collapse it, I'm completely baffled as to why the crew have those but not the regular inventory space.
  17. You can expand the folder and then go into the rearrange button order mode, but the buttons in the folder and non-clickable. I couldn't figure out any way to get a button out of a folder in-game, so I manually edited the settings file to move it.
  18. finished assembling my low orbit station with my tweakscale starship Moved in the crew and added a massive fuel tank to serve as a fuel depot for future starship launches.
  19. yeah, but when i re-tick it the icon goes back into the folder. I want the button on that toolbar, but no longer in the folder...
  20. What now? Did I miss a mod release?
  21. the current version works in 1.11 if you do what the dok said just like 5 posts above yours.
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