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TheCardinal

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Everything posted by TheCardinal

  1. I couldn't modify the craft in such a way that the foldable arms remained usable, so i had to remove them (and i removed the Damned Aerospace mod). The Damned Aerospace mod in it's current state is unusable. It has to be revised by the author(s) for 0.16. It's a Damned Shame because it is such a useful mod to move and bend things. Instead i have added the Camera 1.1 pack. I modded the part.cfg of the telescope so it really behaves like a telescope i.e. it has several camera's inside with several magnifications (alter maginification by pressing F7 or F8). The link to the modified part.cfg will be below. If you want to use it default, add the MuMechLib.dll as required plugin. The camera part is not required for the telesope. This was the original craftcraft This is the craft after removal of the arms and the addition of some extra solar panels. A picture of the second stage at half a kilometer as seen through the telesope at the biggest magnification. Finally a pretty picture of the Distant Observatory with Kerbin and the Mun as seen through a camera on the second stage. The modified part.cfg: https://dl.dropbox.com/u/47942810/part.cfg The new persistent.sfs file: https://dl.dropbox.com/u/47942810/persistent.sfs
  2. I launched it, flew it into a circular orbit at 30.000 km and it looked great, however ...... The craft has four armes on hinges which extend when in orbit. Deployed those armes flap every five to ten seconds violently. In it's current form i'm not sure that it won't pose problems to other users, therefor i will alter the craft with rotatrons instead of hinges. If those cause the same problems as the hinges, i will remove the Damned Aerospace mod completely and launch the craft without movable arms.
  3. I will add the Damned Aerospace 1.2.1 mod and put an unmanned (radio-) telescope in orbit (not really around Kerbin, mun or minmus).
  4. I fully agree with Bluejayek, the track in the promo is more fitting than the other one. But i like them both.
  5. As mentioned before, the r is in fact the sum of the radius of the body (let's call that R) and the height of the orbit. So r = R + h Take the formula M = rv^2/G. Substitute the r by R + h and the formula will be M = (R + h)v^2/G with M, R and G being constants. h and v are known values. Determine their values for two different altitudes (of circular orbits). Lets call them h1, v1, h2 and v2. M is a constant so the values from the formula must be the same for both the altitudes. Therefor (R + h1)v1^2/G = (R + h2)v2^2/G which is the same as (R + h1)v1^2 = (R + h2)v2^2 (as G is not zero). First remove the brachets Rv1^2 + h1v1^2 = Rv2^2 + h2v2^2 Bring the terms with R to one side and the other values to the other side Rv1^2 - Rv2^2 = h2v2^2 - h1v1^2 now isolate R R(v1^2 - v2^2) = h2v2^2 - h1v1^2 R = (h2v2^2 - h1v1^2)/(v1^2 - v2^2) Fill in the values of h1, h2, v1 and v2 and the result will give you the radius of the object. Edit: I see someone else did the same math and posted it earlier.
  6. Working two fulltime jobs in order to support your family is a hard thing to do. Not much time remains for hobby's or other activities. I hope things will turn for the better for you. As one of the fan's of this pack, this is a sad day for me. I can fully inderstand that you want to stay in control of your brainchild. Many of my crafts are built with or around your pack. I hope it still is allowed to use it as it is now. Good luck!
  7. I hope that there also will some small asteriods/comets (50-250m) to rendexvous with.
  8. What a brilliant use of the orbital construction mod! I never would have thought of that way to bring up a craft previously constructed.
  9. Just move it to the side of the screen.
  10. That does indeed happen with the heaviest weights. I can\'t say it\'s as designed because i had no idea this would occur when i made those weights. It\'s the physics engine what causes this. At first i wasn\'t too happy about it as it complicates the design of rockets. However (with hindsight) it\'s quite logical that this happens. In real life you can\'t just place a heavy load concentrated in a relative small object on something without measures to distribute the load. If you do, the structure will break or collaps. So the weights act realistically in that aspect. (It\'s not so much the weight as well the fact that its concentrated in a small object). In version 1.1 i increased the breaking force somewhat, but you still need struts to keep them attached to whatever you\'re building. the higher the load the more struts are required.
  11. Version 1.4.2 does work in KSP 0.15 but ships built in previous versions will not load. Changing the version in the ship does work, but often causes problems. The best way is to build those ships again.
  12. I have no reason to doubt your word, so if you say it\'s there it must be there. Is it true that it\'s completely inert, i.e. emits no muons?
  13. I haven\'t been able to succesfully land, so the next in line can try now. (Even with Mechjeb) Sign me up for a next flight.
  14. I completely agree however it probably will be incredibly difficult to fly and land.
  15. I\'m sure something can be arranged to circumvent those things. There are many users here who have a good mic and are fluent in english. If you can give a good description of every scene you film, it should be possible to make a good tutorial.
  16. At the moment i don\'t have enough knowledge to write such a plugin (yet). Perhaps later.
  17. Affirmative! I\'ve given it considerable thought and i will only add Mechjeb. In a prior post i suggested to add mechjeb and some other plugins at the start. Although Khyron42 kindly allows me to add them, i feel it would be cheating on my part if i did so. One of the rules clearly states that one mod may be added each turn. As a plugin is considered a mod, more plugins would constitute breking that rule. As my piloting skills (especially my landing skills) are such that even Jebediah would soil his undergarments, i will add Mechjeb.
  18. A.F.A.I.K. there is NO monolith in orbit around Minmus. I know someone has posted a screenprint of it in a thread, but that to my opinion is a joke/hoax. I have mapped Minmus extensively but never found a trace of it, neither with a muon detector nor with the isa-mapper. Furthermore, there is a mod (i can\'t remember which one) with a monolith part.
  19. 2010: The Year We Make Contact https://www.youtube.com/watch?v=QLTRDH2YFqc Planetes (pardon the Spanish) is not a movie, but its space scenes only feature sound that would be heard inside a character\'s suit: https://www.youtube.com/watch?v=tD0gTG_RO8U#t=9m20s In Akira, Tetsuo\'s attack on the Sol defense satellite is entirely soundless until the mass reenters the atmosphere. SOL Defense Satellite Space in the movie Silent Running is silent as per the title, and so on... see the Exceptions section of that page. Your memory is better than mine. I know all the films you\'ve named but i never thought of them. You\'ve named films which clearly had serious scientific advisors. However, didn\'t you hear how the probe \'whizzed\' by (2010)? Soundeffects are used whenever the director thinks it will enhance the excitement of the watchers. I was thinking more along the lines of Star Wars, Star trek, Raiders among the stars, Buck Rodgers in the 25th century, Flash Gordon ....
  20. As requested by sgtblazing, Crimson_Pride14 and Matticus88, three small weights have been added to the mod. They can be radially attached and detached during the flight.
  21. Do you think they don\'t know that? Ever see a Scifi movie with silent laserbeams/rockets/explosions in space?
  22. Delete the mumech.cfg file in the Mumechlib directory which you can find in the plugindata directory.
  23. Im having \'some problems with the Landing Autopilot as well. Somehow Mechjeb doesn\'t take the terrain altitude into account, the craft start brake too late and the craft happily explodes on the surface of the mun. I\'m just using stock, Mechjeb 1.9 and the IFE parts.
  24. I second that. Although i cannot fault Novapunch, this is my preferred mod.
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