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Nicholas4132

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Everything posted by Nicholas4132

  1. I got it to work. In the part.cfg add the line node_stack_bottom = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 after the line node_attach , and change attachRules = 0,1,0,0,1 to attachRules = 1,1,1,0,1 .
  2. I just went through my back catalog of old KSP versions, and can confirm that none of the solar panels had green stack attachment nodes in 0.18.0, 0.18.2, 0.19.1, or 0.20.1.
  3. While controlling your base in flight mode, right click on the command pod or probe core, and select 'Rename Vessel'. You can then rename your craft and change the map icon.
  4. Commenting out those lines would just remove the smoke and sound effects that happen when you decouple, and remove the staging icon. You should still comment those lines out, but you also need to comment out: MODULE { name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = 260 explosiveNodeID = srf }
  5. The "green orb connectors" are usually called connection nodes or just nodes. It appears they are using the small cubic strut. The cubic strut is tiny, can surface attach just about anywhere, and provides a node to attach other parts to. To replicate those structures, you might need to rotate the cubic strut using Shift+QEWSAD
  6. The closer the CoG is to the CoL, the more agile the plane is, but less stable. The further they are from each other, the plane is more stable. Depending on the size of the plane, it is desirable to have the CoG and CoL to have about the distance of the length of a FL-T200 tank to a FL-T400 tank from each other. What you have to watch out for is that the CoG moves in-flight as fuel drains.
  7. If you hit CAPS LOCK then your controls will enter "precision mode."
  8. The lift number on wings means essentially nothing. The amount of lift wings give is based primarily on the angle of attack, so at an AoA equally zero will give you roughly zero lift. I think the lift number is just multiplied by the AoA to get lift, but there isn't a real reason to try and calculate this yourself. to figure out how much lift a plane needs, just look at your plane and ask: do my wings look big enough? After a while it is just intuition. There are no wing stalls in the game, though with an angle of attack higher than 45 degrees, wings start to lose lift and gain drag. There are engine stalls: if a jet isn't getting enough air, it may flame out, losing all thrust. In multi-engine aircraft this may cause a flat spin. To see of much air your engines are getting, look at the "Intake Air" resource in the upper right menu. The amount of Intake Air is determined by altitude, speed, and the types and amount of intakes on your craft. (The ram air intakes are the best) Keep the center of lift behind the center of mass. Also, don't place control surfaces near the tips of wings. The game makes no distinction between elevators, flaps, or ailerons. Also, keep landing gear perpendicular to the ground. Any kind of camber or toe-in on lander gear may cause craft to veer off the runway.
  9. I think youtube's video servers are down. I can access the main page but I get 502 errors when I load videos.
  10. I think I know what this is based on other reports, but i don't want to say what, as it would ruin the MAAAGIC.
  11. If a kerman is dead, all you need to do is change state = 3 to state = 0.
  12. Please post pictures! Anyway, I built a larger version of the plane yesterday, "The Emperor." I'll post it as soon as i can land this **** Mun base, I'm on attempt three.
  13. Hello! This is the first craft I've uploaded myself, the other craft I have on the forums is the Stearman replica in the Replica Airways thread (http://kerbalspaceprogram.com/forum/showthread.php/17206-Replica-Airways-Recreating-aircraft!). It is also the first [functioning] plane I have built in 0.17. Anyways; onto the plane. The Penguin is a low altitude tactical bomber. It uses a unique fuselage design using Mk3 fuselages. It features two basic jet engine, with fan intakes. It takes off in extremely short distances, and lands easily. It can hold it's attitude with no assists, only slight pitch trim.
  14. It is called ORDA, and can be found here: http://kerbalspaceprogram.com/forum/showthread.php/20604-Plugin-Parts-0-16-Orbital-Rendezvous-and-Docking-Assistant
  15. JellyCubes has it: http://kerbalspaceprogram.com/forum/showthread.php/4542-JellyCubes-Advanced-Weapons-R-D-Weapons-and-Other-Miscellanea
  16. It would actually be easier to make a regolith castle than a castle of wet sand. Since regolith has sharp edges, as opposed to weathered sand, it holds its structure extremely well even in a vacuum. That's why astronauts could make such distinct bootprints. The Mythbusters have already explained this in their Apollo hoax episode.
  17. If you want to learn how to launch a rocket into orbit, download the mechjeb mod, and use the ascent autopilot to get to orbit. I usually orbit around 100km. Watch mechjeb carefully, and just mimic it the next time you launch a rocket without mechjeb. That's how I learned.
  18. There is a mods section on these forums, but it is inconveniently titled Addon Releases and Project Showcases. Most of the mods, even those that don't say they are for .16, work in .16.
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