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Vanadiumn

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Everything posted by Vanadiumn

  1. Okay, ill try it. And the lowest I've gone is 78,000, so i am still above the Karman line
  2. A little longer than a second, but the mass is 211 tons, 204 parts, with 8 nuclear engines now, not 6, sorry.
  3. That is an old design of the rocket, MK2 of this had 2 more engines equating to 6 total engines, and again with the newer design, the same problem. Here is a picture of the engines in flight, im using the waterfall effect so the "halo" your talking about might not be the same Ill get the mass of the ship in just one second
  4. 2nd one is the same maneuver, i started the burn exactly as it told me and it ended up not working, and i split it over 3 burns, last transfer burn my apoapsis was past minimus The fairing piece at the bottom does look like it's somewhat blocking the engines, does it look like it to you?
  5. All green, and you can look at the pic above to see roughly the part count, i don't know exactly
  6. I use this setting when I did that burn, but it's just straight-up wrong for me. Maybe the nuclear engines i have don't provide enough thrust to work with the manuver nodes? I have 6 though, that should be enough This is the old design, the only thing I changed was the way the inner capsule was facing and added more nuclear engines. The nuclear engines aren't connected to that inner lander stage, its a separate stage, neither is that tank in the bottom. Everything is seperate here.
  7. I probably just wrote it wrong, but I use the in-game setting to calculate it for me. But that's beside the point, that the seconds it takes for 1 second to the node is 2 seconds for burn time. Is my game just broken?
  8. Hello, i am trying to do my first Eeloo mission, and whenever i set up my maneuver node and divided the burn time, i see the maneuver node is not in sync whatsoever and the timers are off. The burn time is 2 seconds for 1 second, and Node in t- is normal. If you don't get what I'm talking about, here's an example It says I will reach the node in T- 2 minutes. I plan to start my burn in 4 minutes, because of my burn time. But since this bug or glitch or whatever, it will actually be 8 minutes because of this double second, and then throw me off the planned burn. I'm using 6 nuclear engines. If i could please know what's wrong, thanks. I want to use this craft and get to Eeloo.
  9. Are you talking about deployable science? For that, you need to right-click on the storage bay you put them in and take out the science modules and then manually place them on the ground. If you cant reach ground from your current location, just put it in your kerbals inventory and take it down with you And if your talking about something else, please go into detail on what you're trying to place down. I am pretty sure the backpack if I remember right, is the kerbals parachute. If you need more inventory slots, you can always put that inside the storage container you brought and place down your equipment, and then put it back on.
  10. That's VERY high, mine is only 2.5k mb, how big is your ksp save file and average part count in the save you playing on? and the type of mod you're using and also affect it. Ones with certain small parts won't do much damage, but ones with a ton of parts and graphical accessories will take a toll. I have Parallax, planet shine, scatterer, waterfall, BetterTimeWarp, AVP Kerbal Engineer and MechJeb and mine runs pretty well. But I also just cleaned my save and started fresh.
  11. Hello forums, the current RCS controls throw me in a loop whenever I am trying to do a simple docking procedure. I try to go forward and realize my course is now headfirst into the mun because I missed the target right in front of me. All I'm trying to ask is that, is there a way to change the RCS bindings and layouts so my head doesn't implode trying to do a simple docking? I've checked both in-game settings and menu settings and I can't seem to find anything about RCS bindings. Please and thank you
  12. Okay, I added a good ballast and more elevons, it sinks and i have good control of pitch, yaw, and roll. I have a good submarine! Thank you for the help. One last question, is there any scientific equipment that tells you anything about Liquid?
  13. I switched out the back propellers for elevons and added some fish-like fins made of elevons on the front of the submarine, I can turn but it really wants to drift right and i need to go flat on my side to turn it, besides that, I can turn now. I'm gonna start working on the ballast.
  14. Here! https://kerbalx.com/Vanadiumn/Laythe-Submarine-Mk2
  15. I cant steer the submarine even with the rudder and the elevators, I can move in one direction, and it's forward.
  16. Nevermind, my booty just slammed into the ocean floor going 20 m/s . All i had to do was triple the amount of service bays and put mk1 fuel fuselages in all of those service bays and close them. but now I don't know how propellers work.. or steering..
  17. Are there certain parts that have more ballast than others? and which parts have buoyancy and which parts don't?
  18. Hello, I am trying to make a submarine to put on Laythe to get a thorough examination of its liquid, (i don't know what it is don't spoil it) but I can't get the submarine to sink for the life of me, I have 8 closed cargo bays, 16 ore tanks full of ore and 6 vector engines and it floats better than a life vest.
  19. Ohhhh, thank you so much, it's working now! I'm unfamiliar with manual installation so thank you for telling me all this. Yeah, I'm very unfamiliar with the manual installation and jimmymc ended up telling me how to use CKAN.
  20. I deleted the BoulderCo folder, and it just ended up removing all the textures and it looks stock. It tells me it loads the AVP textures in the loading menu but when i get in the game there is no AVP. "huh.... Maybe take that one with reproduction steps to the CKAN thread." and I'll take that one with reproduction steps to the CKAN thread.
  21. Hello again! The "Game Data" below EVE and above Kerbal Engineer is AVP textures
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