Jump to content

Emirhan

Members
  • Posts

    22
  • Joined

  • Last visited

Posts posted by Emirhan

  1. I have the bug that makes nodes go crazy as you guys mentioned earlier but I have another weird bug that makes the game literally unplayable. Changing the texture and type of the fuel tanks works fine and cause no problems at all but whenever I resize a fuel tank in my vessel by any means (diameter, lenght and making it conical etc.), it causes massive amounts of aerodynamic drag that i can't make any of my logically realistic vessels go faster than 250 m/s. It either explodes because of the g-force or simply cant make into space. I tried this with a solid booster and when separated it from the main vessel, it didn't crash landed, instead it slowly fell to the ground at 20 m/s and survived without any parachutes or extra equipment. I don't know if this bug is known but it's worth noting.

    Edit: I think the problem is caused by Procedural Parts mod because this occurred (maybe i spotted it late) when i downloaded this mod. But I will ask about this problem on the forum anyway. Maybe there is something else behind this. 

  2. I already use Hyperedit to do orbits. Only one of the satelites have a orbit 1000km ap, 996 km pe, others have 1000km Ap and pe. When I use Hyperedit, orbits are automatically changed and become like this. I do this very hard with Hyperedit so it's impossible to do make by launches and rockets. If they are broke like that RemoteTech is really really hard.

  3. 2 hours ago, Tex_NL said:

    On the other hand, why bother with a Mun assist when going to Minmus?

    This is only a fantasy :sticktongue:  And thank you so much.

     

    Also if you do an encounter like my picture you only need ~120 dV to enter minmus 's orbit and transfering to minmus takes very short time.

×
×
  • Create New...