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MaianTrey

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Everything posted by MaianTrey

  1. Is it just me, or can anyone not use fuel lines? When I place the first end of it, it's fine. When I place the second end of it, it double clicks and basically makes me pick the part back up. It only does it on fuel lines, not any other part. And it has been (so far) 100% of the time in the VAB. This is on a fresh, no mods install of 1.4.4.
  2. They are still there so that old crafts made with these parts aren't broken. They're not intended to still be used in new craft going forward, and Squad said they were considering removing them from the game at a later date (might not though for people with long-standing saves). The reason they are separate is because of mesh changes; they didn't want to break crafts by changing meshes and attachment nodes to parts that are currently in use, so this was their compromise.
  3. If you mean where are the craft files on your hard drive, go to your KSP folder > Saves > (Save game folder) > Ships
  4. If you just post the image link https://i.imgur.com/oAveHiZ.jpg, after a second, the forum turns it into an image, like this: Then you can highlight your images and put them into a spoiler box (which is what I did) if you have more than a few.
  5. Come on guys, if someone wants to build a shuttle, let's help him build a shuttle! What others have said is correct, though. Shuttles are tough to build well, and often less efficient than easier means of getting things to orbit. The best thing to do, which is how I built my shuttle that gets to orbit very easily, is to angle the 3 engines on the shuttle to move through the center of mass with only the external tank attached. With the booster(s), I found using 4 kickback solid thrusters on each side had enough thrust to offset the added weight. I've posted a couple of screenshot examples below. That purple line at the bottom is the 'Center of Thrust'. As long as that points through your 'Center of Mass', it will fly without flipping (for example, I have to hold a 15° angle above prograde to actually be vectoring through prograde). I don't have it shown with screenshots, but the little sidepod engines (Orbital Maneuvering System - OMS) angle through the shuttle's Center of Mass without the External Tank and Boosters. You may have to adjust how high or low the external tank and/or boosters sit to get the thrust correct. If possible, I'd recommend a mod used in the editor, called RCS Build Aid. It adds extra markers along with the Center of Thrust, Mass, and Lift markers already there so you can see rotation that your engines will cause. It also allows you to see both CoM with full tanks and with dry tanks, and tells you where the average is so you can base it on that. RCS Build Aid
  6. Switch to 'Absolute' mode when rotating (as opposed to 'Local'), and if you have angled-snap turned on, it should snap it to 15° increments. I haven't been in the Stock VAB in a while (I use Editor Extensions Redux), so it may be the mod that snaps it that way if this doesn't work for you.
  7. You can either upload your craft file to a dropbox or google drive account, OR you can upload it to KerbalX.com and add pictures and your description for all to see.
  8. Alright, gents! (and ladies!) I've finished my replica of the Apollo 11 mission and published it to KerbalX for release! It is a fully stock, fully vanilla-KSP replica of the Apollo 11, and I've taken heavy inspiration from the legendary Munbug series. I've included as many features of the Saturn V and Apollo 11 launch as I feel I reasonably can. The craft already sits on the pad at a sturdy 788 parts, standing 49.7m tall and weighing over 850 tons. I have a full mission album of its use at the link below, and some nifty facts and spiffy slides at the KerbalX page. MISSION SCREENSHOT ALBUM KERBALX CRAFT PAGE Features Fixed center engines on the S-IC and S-II Stages Retrorockets on the engine shrouds of the S-IC stage 8 ullage motors and 4 retrorockets on S-II 2 ullage motors and 2 APS motors on S-IVB Physical interstage fairing between S-IC and S-II Deployable Launch Escape System that is staged during the course of a nominal launch (with the correct motors - not the LES itself) Boost protective cover over the Command Module that is staged off with the LES Nose fairing on the C/SM to protect the parachutes Umbilical connection from Service Module to Command Module Munar Module with basically all of the antennas as on the real thing Descent Stage with 4 storage quadrants that mimic the real thing Plume shields under the RCS thrusters of the ascent stage Flight Instructions Before launch, set control to precision mode (Caps Lock), and point straight up until 100m/s (2,000m). Turn off SAS and maintain small movements to begin pointing East. You want to be at 45° right around the end of the first stage (S-IC). Once you climb above 40,000m, you can be more aggressive with the turn. Ideally, the second stage (S-II) will be depleted while you’re still sub-orbital. Stage 3 (S-IVB) can circularize an orbit around Kerbin, and perform the Transmunar Injection burn (TMI). Apollo 11 and 12 put the S-IVB in a Solar orbit after the CSM and lander were decoupled, while Apollo 13-17 were steered into a collision course with the Moon. The CSM can circularize an orbit around the Mun at any altitude you want. The Lander can make it safely to the surface and back to the CSM in orbit, tested so far up to 60,000m above the munar surface. When transferring Kerbals to the lander, there is a Mk1 Lander Can and a Mk1 Command Pod as the two seats the Command Pod is sticking up through the top on the back part of the Lander for you to click on. At certain angles you can click on that hatch to transfer back to the CSM (or use the portraits if you can’t get it).
  9. DasValdez (KSP Streamer on Twitch) had that issue (explosion on load-in) with a massive SSTO he built crashing on load in. He got around it by activating the debug menu (Alt+F12) in the SPH and checking 'visualize autostruts'. Then after his SSTO had safely loaded in, he unchecked it and flew the rest of the mission normally without issue. That or using Kerbal Joint Reinforcement (which has a side-effect of easing the physics load-in slower than normal KSP) would probably help.
  10. I'm pretty close to finishing my Stock-Vanilla Apollo 11 rocket. I still need to finish replacing some of the decouplers with the new replacements. It's sitting at 765 parts (245 is the LEM). It has most of the main features of the actual Saturn V: Gimbal-locked center engines on first and second stage Properly placed ullage and retro motors for staging Physical interstage fairing between S-IC and S-II that is staged LES with boost cover - also staged after first interstage fairing using staging motors instead of the LES rocket itself Ejectable nose fairing on C/SM, revealing parachutes packed 'inside' Fuel Cells in C/SM and LEM APS clusters on the S-IVB stage, to act as ullage on the second (and third) burns Antennas on the LEM ascent module Umbilical connection from Service Module to Command Module I do still need to remember to add plume shields on the LEM. Preview below, WIP album here: https://imgur.com/a/DAagq
  11. Still working on my stock Apollo 11+ Rocket. Revamped my LEM - it's fully vanilla KSP (Making History not required) and is only 286 parts. Need to tweak the CSM and maybe the tops/bottoms of some of the stages and it should be good to go. I'm taking inspiration from the old Munbug series.
  12. This is the earliest screenshot I can find, but I don't think it's my earliest. January 2014.
  13. That doesn't quite answer the question - are you considering the DLC as non-stock?
  14. You need an "a/" in front of the album code for it to link correctly. https://imgur.com/a/FT7jH
  15. Posted in the 1.4 Version thread (since there's not a 1.4.1 thread), but here they are as well:
  16. There are two nodes under the MEM. You can place a Spark on the node that is recessed into the fuel tank. However, the Spark bottom node then lines up well with the node that creates the large shroud. Translate the Spark down and attach the next part, then move it back. Voila, no large shroud.
  17. So holy heck is the stock Saturn V configuration overpowered for normal KSP. I took quite a bit of fuel out, and can still get to the Mun using the S-IC and SII stages.
  18. I took a break this week from tweaking my ISS build, and decided to do a replica of the Apollo 11 that is fully stock. I'm still using 1.3.1 at the moment, but I'll probably switch when 1.4.1 comes out next week. Below is a slightly outdated image (main difference is the hatch on the MEM). I've got an album with VAB shots of the different stages here: https://imgur.com/a/FBT7T It flies to the Mun perfectly, but I think I need to take some fuel out of my S-IVB stage, as it retains a bit much after my Munar injection burn. Overall it has room for errors. The C/SM has enough to circularize at 20KM around the Mun, and then drop the Munar Ascent Module into a crash course with the Mun's surface before returning to Kerbin. The Descent Module still needs to be tweaked - I land it with ~150m/s of DV left from the 20KM orbit. The Ascent module ends with a whopping ~400 to get back to 20KM orbit. Otherwise the MEM is balanced with a nearly perfectly centered COM. It's 537 parts, though.
  19. It was already fixed before release, but it wasn't compiled with the version pushed out. They could've hotfixed it minutes later, but it's a minor inconvenience (click the Hatch in-game, and you can still do EVAs and transfers) that can wait a week to the 1.4.1 release.
  20. It's already known. The fix will come with the 1.4.1 patch that releases next week with the expansion. In the meantime, another member cobbled together a quick fix:
  21. I had an observation from earlier this week that you may or may not be aware of. I had 2 Mk1-2 Command Pods docked nose-to-nose, but flipped 180-degrees from each other. I used the mod to rotate so they lined up with each other, and it worked almost perfectly. The only issue I had was the IVAs did not rotate with the external models. When you use the button that toggles the IVAs on, the command pod that rotated did not have the IVA showing correctly. When switching to the first-person IVA view, looking out the window should have been looking into the window of the other command pod, but was looking at the side that it was facing when originally docked. The pod that didn't rotate would look out the window and see the window on the other one since the external model was fine.
  22. Mine is related to this -- There are docking translation hotkeys that make it unnecessary to switch between normal and docking mode. The keys, I,J,K,L,H,N I - Translate Up K - Translate Down J - Translate Left L - Translate Right H - Translate Forward N - Translate Back This lets you still keep WASDQE for your pitching and rotation.
  23. Well I'm doing a stock ISS construction in one of my saves. The only non-stock part is welding base parts to reduce part count for construction itself. I created a stock Shuttle with a working Canadarm (also fully stock - heavily inspired by @sgt_flyer and @selfish_meme with their ISS construction vids). I've gotten through STS-97; installing the P6 solar array truss on the Z1 truss. I'm in the middle of redesigning my truss assembly and redoing my Destiny lab module before I launch STS-98. Album with more construction pics here: https://imgur.com/a/YdL1T I don't really have any screenshots from the 2 Russian modules (but did make stock Proton-K rockets) or from when I launched the Unity module, so it starts with an older test-fit of the Integrated Truss Assembly. I'll have a moving MBS as well. The ITS shown in the first image is unwelded, and is nearly 1800 parts (partially those solar arrays with the mini cubic struts for the aesthetic).
  24. I've been making a 100% stock replica of the ISS. I've got the Integrated Truss Assembly mostly finished, but still adjusting the P1/S1 trusses. I've got a WIP mobile transporter on the S0 that detaches and "travels" along the rail with RCS. You can see the Destiny module (carrying the Truss Assembly), and the Z1 truss that is on the Unity module. The craft shown is a little over 1300 parts. I was getting about 15 fps. Not shown, but I've got the Zarya and Zvezda modules done, as well as a Soyuz spacecraft, and the Space Shuttle and Proton K launchers. For playability, when I launch this stuff, I'll be using the Part Weld mod to reduce part count. The solar arrays are a hefty amount because of the cubic struts used for the look.
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