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Everything posted by PCanas
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7 tonnes is not exactly light... Also, a Cessna Titan has a max take off weight of 3.810Kg, just slightly above half of your "light" aircraft. The specs also say it has a maximum speed of 430Km/h (+-120m/s) at 4900m.
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Hi folks I reinstalled the game to give a(nother) go. I've been out for awhile and I'm a bit out of date when it comes to mods so... what wou'ld be your top 10 (+-) mods? I remeber a few, like mechjeb, scan sat, B9, Ferram aerospace, and... not much more actully Anyway, thanks for the tips
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If by graspers we're talking about that claw-like device that requires KAS, then I have a problem with it too: since it has an "auto-on" funcion, it becomes virtually impossible to detach from something. The only time I tried it, against the wall of the ATC tower in KSC, I couldn't detach it because it would stay too close to the wall and then attach again, leaving no time to get away from the wall. Is there a way to create a kind of on/off option, so it attaches/dettaches when we want?
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If you make all 3 rings rotate, won't their torque make the ship rotate with it (like in helis)? Even if you put 2 CW and the other CCW, there will always be a "winning" direction of rotation. Won't that affect the ship stability?
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Use mods like B9 Aerospace, it has some big pannels you can use for that kind of structure, and Infernal Robotics (the model rework) now has a propper working bearing that comes in 2 pieces
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jointSpring = x jointDamping = x These? Made a quick test (it's late here, about 1am), changed both values to 5, droped a crew pod with fuel tank for mass from about 4/5m high with extendatrons extended... nothing happened. I gues the Dampening is the "resistance" to the Spring, right? So if I set both values the same, they cancel each other? Will try again tomorrow
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I'm not sure if this has been discussed before but: - is it possible to create a suspension arm/piston? Something that behaves like a normal suspension. I tried to copy the suspension code lines from the stock landing legs to a copy of an extendatron, but it didn't work... - when will the option to lower/raise those big wheels on the right be available?
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I tried to build a sub again, and failed. For some reason I can't sink the damn thing. The little plane in the navball goes under the horizon, but the prograde marker keeps on the horizon, so I never really dive. The only way I managed to go underwater was by hacking gravity with F12 menu. The point is to build a sub capable of delivering small station parts underwater, to build and underwater station, so it needs at least one cargo bay (the bigger ones). Ideas?
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Built a submarine... that doesn't sink but flies reasonably well... It's mostly stock, with IR parts that are supposed to be used to anchor the sub to the sea bed. It has a cargo bay wich houses a small anchor point too, wich I intend to use a starting point of an underwater base. The problem is, how do you get the subs under water? http://imgur.com/2Rkezqr (and how the hell do I link an imgur image? [ img ] [ /img ] won't work...)
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And what propellers be those?
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If you're trying to use it with a probe, you either start with the antena deployed, or you use an antena that is always on. With this mod, everything not manned requires a constant link to the space center in order to do [b]anything[/b] (yes, even right clicking). I'm not sure, but I think probes don't connect by themselves, so you need an antena to do it. Parabolic antenas can be turned on/off, but I think there's a small one that's always on, so try to attach it to your vessel and see if it works. If it doesn't, there's probably something missing in the installation.
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Built an RAF Vulcan Replica. Flies nice, although CoM and CoL are not tweaked to perfection. Couldn't find a nice way to replicate the intakes in the wing
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What does it change? If you rescale everything to 1/10 of the scale, won't you end up with exactly the same thing?
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Built a (very inefficient) rocket to place a small coms sat in geo-stationary orbit. Inefficient as in I had to put 4 large radiators arrays in the main engine to prevent it from exploding, still mechjeb had to reduce the thrust to about 40 percent, to get into a 75km orbit. Then I raised the AP and circularized in several steps until getting to the desired orbit. Suggestions for a better design? I have AIES and KW Rocketry.
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Mk2 Expansion
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I placed a coms sat in a 500km orbit. Right now it's useless since there are no more sats and it's not geosynch, but I had fun building it and launching it. I'll launch at least 3 more like that and i'll try to put them in orbit in a way they form a square. The solar pannels are not needed to operate the sat since the RTGs produce enough energy for the 4 omnidirectional antenas, but they look cool. The sat has a very small angine but more than enough thrust for orbital maneuvers. edit: actually, I think it can go geo-synch. I think the antenas have the range and the launch vehicle has the dV. I'll try it...
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
PCanas replied to bac9's topic in KSP1 Mod Releases
That might be the problem. Mods are supposed to be placed in KSP/Game Data- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
PCanas replied to bac9's topic in KSP1 Mod Releases
I once tryed to build a huge interplanetary ship with HX parts. It would have at least one hangar to dock a shuttle-like ship. I built the hangar, with opening doors, but had to use the HX "caps" and Infernal Robotics. Or maybe big drop pods or something like that. So yeah, I would have a use for it But I understand the work it takes to change all that for a piece/feature that might not be that useful.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
PCanas replied to bac9's topic in KSP1 Mod Releases
Is it possible to make them like doors/hatches? BTW, I'm willing to give it a try in updating the heating in the fuselages (I think this is one of the things missing) but I have no idea what to change in the config, and how to change (i.e. the math).- 4,460 replies