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TheGripenSaidWhat?

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Everything posted by TheGripenSaidWhat?

  1. Hello there! I'm running into trouble with the Renaissance Pack as it seems to want to drag my station's pieces physically apart while keeping them part of the same ship. Weird, but hopefully the imgur album explains it a bit better. http://imgur.com/a/ijn9g#0
  2. I have a Mobility Radeon 5870 as part of the Asus G73jh Laptop Series. I made sure all my drivers are updated but nothing changed. And it doesn't outright crash either so no error reports. For now I've just taken to playing for ~15 minutes at a time prior to crashing.
  3. sadly, "-force-opengl" simply causes KSP to flash black and transparent. Oh well. If anyone has word on what's causing ATM to render the Space center menu unclickable I'd love to know!
  4. Is there a list of known bugs with ATM? I am having an issue where in the Space Center view the only building that's clickable is the Astronaut Complex, and once you get out of that KSP no longer responds to button inputs or mouse clicks with the exception of anything on Blizzy's toolbar.
  5. I split it up naming into two different trends but try to keep it simple. First, I organize the ship by a XXX-XXX-XX Code to keep it organized in the VAB or SPH. First group is the range of the craft/where it is designed to operate. If a ship can operate anywhere from Kerbin to Minmus, for example, I'll put K>mM. Anything that is designed for interplanetary will get either INTP or an abbreviation of the planet that it's going to. Second, is the class of ship that it is abbreviated to a four character callsign. Shuttles are SHTL, rockets are RKTS, and so on. The final group is the maximum crew supported, if any. Probes get PRBE while everything else has C# according to how much it can hold. For the flavor name, all classes of vehicle get their own animal assigned with a couple exceptions. Rovers both manned and unmanned get dogs, Aerial contraptions get birds, Satillites and probes get insects, Rockets are more random although I'm leaning towards fish as a play on the whole Space is Not an Ocean trope.
  6. Ill be performing re-entry for another test soon, so Ill report back my findings then. And yes Lexif I'm using FAR.
  7. I've actually been noticing this problem also. And it happens after re-entry from an almost circular 200 km orbit. Only this happens with radially attached parachutes, after the whole fiery part is done. I wait until I get to about 1km and deploy the parachute. It flies out and immediately explodes. Since I have two of them, I check the other's temp and it's around 40C once we pass below supersonic speeds, which is dangerously close to the ground. I release the second parachute, and it too also breaks almost immediately. On the Flight Log, it says they both were destroyed due to re-entry heat, despite there being nothing hazardous to them as far as I could tell. Any Idea why this is happening?
  8. Thank you both to ferram and Van Disaster. I've edited my design and here is the new Hyperion: As you can see I've ditched the extended wings at the end and sides while keeping the twin tails due to stylistic choice. I've also extended the reach of the advanced canards by smacking them on a tail fin which I then pitched one notch downward. Both of these things helped reign in my CoL towards the CoM and hopefully will aid in it's flying (Ignore the fact that I'm now missing yaw control surfaces as I realized that fact as I was writing this post xD). In addition the Cm now has a delightfully smaller negative slope as shown below. It still splits as my angle of attack gets around 20 at subsonic speeds but both the deviancy of the split is smaller and the split disappears much quicker as I approach Mach 2-3. As for before Van Disaster, the CoM was around the center of that second Mk 2 Fuel tank with the CoL being a little bit in front of the center of the third tank. A great distance more than what it is now. Unfortunately removing fuel is out of the question as I aim to use SSTO's to refuel my space/gas station that's currently in orbit, although if it comes down to it I'll cut the extra. I'm going to try some test flights now and report back my findings. And Van, I believe that having the wing jutting out past the shock cone results in the outer parts generating much less lift than the inner, moving the center of lift forward and destabilizing the plane a bit, at least with swept or delta wing designs. Quite a problem, but thankfully not simulated in KSP (yet...) EDIT: Sooooo adding more lift to the front was a horrible idea, as it brought the Center of Lift pretty much centerline with the CoM. So I removed the tailfins while keeping the advanced canard, and now it flies much better. Still possible to get into an unrecoverable stall but only if I work towards it. On it's own it won't do it. It'll need a little bit of tweaking to get the heavier LV-N on the back, but I'm sure with some further testing I can do it. Thanks again to both of you!
  9. Hello there, with my first Mothership-based Interplanetary mission under way I figured a good way to kill some of the time between correction burns would be to develop my SSTO program. I have a college-level understanding of physics, so I figured that for a supersonic flight one will need longitudinally longer wings to maintain control. Hence my first SSTO Craft, the Hyperion pictured below. During initial tests I've found that the yaw stability was much too low, so I increased the height and length of the two tails, as seen above. However, as I approach 20k the stability of the aircraft is even worse now. In my latest disaster of a flight I could't even pull out of a manic spin where I both rolled and yawed uncontrollably, despite fighting it with rcs the whole way down. After the sad demise of Edwise Kerman. I checked the FAR Static graph to see if I had messed up the design somehow. Lo and behold, the Dark Magic that has apparently possessed my aircraft: If anyone could offer any insight or help as to what is going on or what I'm doing wrong, it'd be greatly appreciated. Only Mods involved were Deadly Re-entry, FAR, and Ioncross. Thanks again!
  10. @Monkthespy: Your talking about the same helmet that can survive a fall from ORBIT, Tim aint busting his way out of this one. xD I'll give this a try a bit later after work.
  11. Hello everyone. I've been trying to find the return of a mod thread that looked quite promising. It was the Extraplanetary Space Centers Addon by Skykooler. I can find the first page cached thanks to google, but other than that i can't find anything. Anyone else know if it's simply changed titles, that'd be great! Cached page w/screenshots to prove the mod was pretty functional: http://webcache.googleusercontent.com/search?q=cache:nkKLBlCqk6wJ:forum.kerbalspaceprogram.com/showthread.php/44232-WIP-Plugin-Extraplanetary-Space-Centers!%3Fhighlight%3DMining%2BParts+&cd=1&hl=en&ct=clnk&gl=us
  12. Then other players see you warp. It's not actual multiplayer, but it'll show your positions in space via map view EDIT: Trying out the new version now and there some to be some letters missing in the chat, any idea how to fix this?
  13. Hey Ferram, I've been noticing a bug where sometimes in the SPH or the VAB the stall angle changes to a ridiculously high degree, something like 859.999. I don't think it actually treats the stall angle to be that high and instead simulates the physics normally in flight, but it'd be nice to know when designing my planes what the stall angle is.
  14. So... I'm a sucker for new capsules/rovers/sciency-looking-vehicles and by god yours takes the cake. Loving the realistic approach your taking of including a landing pod for the exploratory rover.
  15. I have to say because of this wonderful add-on my success rate for landings on the dark side of the moon has doubled to a massive 2% In all seriousness though, thank you for making this as its made my life a hell of a lot easier.
  16. Check the last page. Its only stable when you've used up all the fuel, presumably for a retro burn. Then just gently glide carefully so you always have enough speed to flare close to touch down, and make sure your slope is no more than 5/10 degrees below the horizon. If you still find youre coming down too hard, try it over the ocean, it's more forgiving.
  17. Hello! I would like to request a flight slot to the Mun, if you don't mind.
  18. Hey guys, Unfortunately I'm going to be away from home until next tuesday starting tomorrow, so strike me for the list if you don't mind. Sorry to hear about the problems with the Mayflower. That's really odd. Did the return stage at least make it back to kerbin?
  19. I don\'t know if Zox has updated to .16, but I know that in .15, Zoxygene only affected those ships that had the Zoxygen Main system Part attached to it. Any ship that doesnt include the main system is treated like a normal ship.
  20. NICE station! rendezvousing might be a problem though without a circular orbit. Any chance on your next turn up you could round that out?
  21. I would like to add another flight to the roster. Destination TBD, and Ill wait to see if the Down Under pack updates until I declare a mod.
  22. Well, they only thing left of the Mayflower in Kerbin orbit is the two large fuel tanks that helped serve as its launcher, which have nothing to hold an EVAing Kerbal. The Pilgrim, which got the crew into orbit, was de-orbit\'d and then landed by the original pilot of the Mayflower.For the crew transfers, I used 250km as my base orbit where the Mayflower sat to keep one end of the planned reandevous constant. I had the Pilgrim go about +-20km above or below 250 to get it into position where I could send the next astronaut over. I\'ve found that a good distance to start a EVA from is 50km Maximum. Anything other than that and you have to be real conservative with fuel and clever with your thrusters. My worst occasion where I almost lost a kerbal in space was when I accidentally hit the > button when I left to go get a drink. I came back and the Mayflower was now more than 100km away and the Pilgrim was 68! I managed to completely reverse my relative direction so I made it back to the Pilgrim with 1.11% fuel left! Thankfully, it all worked out in the end. Actually, that was going to be my emergency 'Get the hell out of dodge' option. In case I ran out of fuel for the Lander. I was going to pack my two kerbals up on the ladders and punch it the hell out of there to try to get to a stable orbit around the Mun for later pick up.
  23. I was planning on calling it 'The Pit' but the whole crater is actually a pretty great place to land given that its incredibly shallow with next to no hills. I suppose I\'ll call it Outpost Belka in tribute to the Ace Combat Series.
  24. ^I\'m okay with this as long as you can launch separate rockets to get the crew up there onto said Lunar Rocket. My whole concept was creating a big rocket that has multiple landable parts, such as DJY\'s crewtank, and using smaller LKO rockets to transfer the crew. It adds an extra stage to getting to the moon that I think is thoroughly enjoyable! (Not to mention filled with tension when faced with the possibility of losing the astronauts in orbit with no Jetpack fuel to get them anywhere. SPEAKING OF WHICH. Made it Mun with the cobbled-together Mayflower. Contains DJY\'s Crewtank. Pics and Persistence below! The wonderful Mayflower II gets the Lander into orbit around Kerbin for crew transfer. Bill makes the first jump towards the EVA Jebediah, the pilot, ventures over from the Pilgrim V to the Mayflower to complete the crew transfer. (Yes it took 5 different designs to get the damn crew up there. :/ ) Finally, A Successful Landing, A little left of where I wanted it, but a landing nonetheless.
  25. Hmm, by the look of your designs, it seems like the larger stock parts can be treated like the old 1m ones. I\'ve been trying to treat them like I did 2m and 3m stages back before the re-scaling happened and designated them primarily as a Launcher stage, with regular 1m tanks on the side to act as liquid boosters. Also for the more than one launch rule I feel it\'d be acceptable as long as ONLY 1 craft is going to make it to the Mun/Minmus. The Crew Module can hold 5 Kerbonauts and I\'m unsure if the game calculates the Kerbals into the weight of the craft, so it could serve as one hell of a space van.
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